kornik Posted June 5, 2017 Share Posted June 5, 2017 var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.image('wall', 'assets/wall.png'); game.load.image('star', 'assets/star.png'); game.load.image('kit', 'assets/firstaid.png'); game.load.spritesheet('dude', 'assets/dude.png', 32, 48); game.load.spritesheet('bad', 'assets/baddie.png', 32, 48); } var star; var platforms; var cursors; var ground; var rightBorder; var leftBorder; var kits; var vel = 300; function create() { game.physics.startSystem(Phaser.Physics.ARCADE); star = game.add.sprite(335, 25, 'star'); star.inputEnabled = true; star.input.enableDrag(true); game.physics.arcade.enable(star); star.body.moves = false platforms = game.add.group(); platforms.enableBody = true; ground = platforms.create(19, game.world.height - 100, 'ground'); ground.body.velocity.x = vel; ground2 = platforms.create(200, 350, 'ground'); ground2.body.velocity.x = -vel; ground3 = platforms.create(19, 100, 'ground'); ground3.body.velocity.x = vel; ground4 = platforms.create(300, 200, 'ground'); ground4.body.velocity.x = -vel; leftBorder = platforms.create(-50, game.world.height - 600, 'wall'); rightBorder = platforms.create(785, game.world.height - 600, 'wall'); leftBorder.scale.setTo(2, 2); rightBorder.scale.setTo(2, 2); kits = game.add.group() kits.enableBody = true; kit = kits.create(350, 150, 'kit') kit2 = kits.create(350, 270, 'kit') kit3 = kits.create(350, 430, 'kit') kit4 = kits.create(350, 550, 'kit') } function update() { game.physics.arcade.overlap(star, platforms, youLose); checkWall(ground); checkWall(ground2); checkWall(ground3); checkWall(ground4); game.physics.arcade.overlap(star, kits, checkAid, null, this); if (kits.length < 1) { star.destroy() } } function youLose() { star.destroy(); } function checkWall(platform) { if (game.physics.arcade.overlap(platform, rightBorder)) { platform.body.velocity.x = -vel } else if (game.physics.arcade.overlap(platform, leftBorder)) { platform.body.velocity.x = vel } } function checkAid(star, kit) { kit.destroy(); } Hi there ! First time writing here, and also very new to Phaser and game development in general. I have a problem with dragging a sprite on android device after compiling using Cocoon JS. Everything works fine in the browser, but for some reason I can't move the sprite (star) after installing game on my phone. Link to comment Share on other sites More sharing options...
Nesh108 Posted June 5, 2017 Share Posted June 5, 2017 Welcome @kornik, you probably want to add something like: star.events.onInputDown.add(onDown, this); function onDown(sprite, pointer) { // do something crazy here } Link to comment Share on other sites More sharing options...
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