dthrasher90

button help!

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Is this button logic set correctly?

 

          var button = this.game.add.button(game.world.centerX, 500, 'button', this.action, this, 0,0,0);
                button.scale.setTo(0.5);

                },
                action: function(){

                  move();
                },

                update: function(){}
            };

            function move(){
              alert("button pressed");

            tweenA = game.add.tween(wr1).to({x:400}, 2000);

              }

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var button = this.game.add.button(game.world.centerX, 500, 'button', action, this, 0,0,0);
button.scale.setTo(0.5);

function action() {
    move();
}

function move(){
    alert("button pressed");

    tweenA = game.add.tween(wr1).to({x:400}, 2000);
}

Try this? Kinda hard to know where you're working from

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I can get it to fire off the alter the other way, but it also gives me these errors and the tweens wont run.

 

[Violation] Handler took 219ms of runtime (150ms allowed)
[Violation] Long running JavaScript task took 638ms
phaser.min.js:12 [Violation] Handler took 824ms of runtime (150ms allowed)
[Violation] Long running JavaScript task took 826ms

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            var wr1, wr2, wr3, wr4;
            var game = new Phaser.Game(800, 600, Phaser.AUTO);
            var GameActionState  = {
               preload: function(){
                  game.load.image('field', 'field.png');
                  game.load.image('wr1', 'reddot.png');
                  game.load.image('wr2', 'reddot.png');
                   game.load.image('wr3', 'reddot.png');
                   game.load.image('wr4', 'reddot.png');
                   game.load.image('qb', 'reddot.png');
                  game.load.image('football','football.png');
                  game.load.image('button', 'button.jpg');
                },

                create: function(wr1){

                game.physics.startSystem(Phaser.Physics.ARCADE);

                var field = game.add.sprite(game.world.centerX, game.world.centerY, 'field');
                field.scale.setTo(2.75);
                field.anchor.setTo(0.5);

                var wr1 =  this.game.add.sprite(500, 100, 'wr1');
                wr1.scale.setTo(0.5);


                var wr2 = this.game.add.sprite(500, 300, 'wr2');
                wr2.scale.setTo(0.5);
                var wr3 = this.game.add.sprite(500, 400, 'wr3');
                wr3.scale.setTo(0.5);
                var wr4 = this.game.add.sprite(500, 455, 'wr4');
                wr4.scale.setTo(0.5);
                var qb = this.game.add.sprite(500, 300, 'qb');
                qb.scale.setTo(0.5);

                var football = this.game.add.sprite(500, 300, 'football');
                football.scale.setTo(0.1);

                var button = this.game.add.button(game.world.centerX, 500, 'button', this.actionOnClick, this, 0,0,0);
                button.scale.setTo(0.5);
                game.physics.arcade.enable(wr1, wr2, wr3, wr4);




                },

                actionOnClick: function(){
                    alert("button pressed");

                    var tween = game.add.tween('wr3');
                    tween.to({x: '+300'}, 3000);

                    tween.start();

                    // var tweenA = game.add.tween('wr1').to({x: '-200'  }, 1000);
                    // tweenA.start();
                },


                update: function(){



                }




            };



            game.state.add('GameActionState', GameActionState);
            game.state.start('GameActionState');

Still no luck, here is the entirety of the code.  The sprite still doesnt move on the button click, but the alert fires with this portion.

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I got it to work this way.  this is more conve


                var wr2 = this.game.add.sprite(500, 300, 'wr2');
                wr2.scale.setTo(0.5);
                var wr3 = this.game.add.sprite(500, 400, 'wr3');
                wr3.scale.setTo(0.5);
                var wr4 = this.game.add.sprite(500, 455, 'wr4');
                wr4.scale.setTo(0.5);
                var qb = this.game.add.sprite(500, 300, 'qb');
                qb.scale.setTo(0.5);

                var football = this.game.add.sprite(500, 300, 'football');
                football.scale.setTo(0.1);

                var button = this.game.add.button(game.world.centerX, 500, 'button', function(){
                  alert("button pressed");
                  var tween = game.add.tween(wr3);

                  tween.to({x: '+300'}, 3000);

                  tween.start();  }, this, 0,0,0);
                button.scale.setTo(0.5);
                game.physics.arcade.enable(wr1, wr2, wr3, wr4);

nient 

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          var button = this.game.add.button(game.world.centerX, 500, 'button', function(){
                  alert("button pressed");
                  var tween = game.add.tween(wr1);  tween.to({x: '+30'}, 1000);
                  var tween1 = game.add.tween(wr2);  tween.to({x: '+30'}, 3000);
                  var tween2 = game.add.tween(wr3);  tween.to({x: '+30'}, 3000);

                  tween.start();
                  tween1.start();
                  tween2.start();

                 }, this, 0,0,0);

My next question, is it possible to fire off all these tweens simultaneously when the button is pressed?  As of mow tween is the only one to move

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