Jump to content

world bounds problem on moveToXY method


metalslug87
 Share

Recommended Posts

Hello :),

I have problem with world bounds, when the player goes right he reaches the invisible barrier and he can't go through. He can't even shoot behind this barrier.

I am attaching the code with test game, please help me, I've read the phaser docs and I can't find any usefull info about my problem.

Game controls:
Z - shoot
Left Mouse Click - walk

phaser-example.zip

Link to comment
Share on other sites

I just want to move the player on the whole map not just in the game box (400px x 600px), the whole map is about 12000px x 5000px, these lines of code could be helpfull to describe my problem:
 

var GameState = function(game) {
};

GameState.prototype.preload = function() {
    this.game.load.tilemap('map-1', 'assets/map-1.json', null, Phaser.Tilemap.TILED_JSON);
    this.game.load.image('tiles-1', 'assets/tileset-1.png');
    this.game.load.spritesheet('player', 'assets/player.png', 10, 14);
    this.game.load.image('playerBullet', 'assets/playerBullet.png');
};

GameState.prototype.create = function() {
    this.map;
    this.tileset;
    this.layer;
    this.player;
    this.bg;
    this.rapidKeyPressBlock = false;
    this.playerX;
    this.playerY;

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

    this.map = this.game.add.tilemap('map-1');
    this.map.addTilesetImage('tileset-1', 'tiles-1');
    this.layerDecorations = this.map.createLayer('decorations');
    this.layer = this.map.createLayer('map');
    

    this.player = this.game.add.sprite(200, 250, 'player');
    this.game.physics.enable(this.player, Phaser.Physics.ARCADE);
    this.player.body.setSize(10, 14, 0, 0);
    this.game.camera.follow(this.player);

    this.playerBullets = this.game.add.group();
    this.playerBullets.enableBody = true;  
    this.playerBullets.physicsBodyType = Phaser.Physics.ARCADE;
    this.playerBullets.setAll('checkWorldBounds', true);
    this.playerBullets.setAll('outOfBoundsKill', true);

    this.layer.debug = true;

    this.shootButton = this.game.input.keyboard.addKey(Phaser.Keyboard.Z);

    this.game.world.setBounds(0, 0, 12000, 5000);
    this.layer.resizeWorld();
    //this.game.world.resize(12000, 12000);

};

GameState.prototype.update = function() {

    if (this.shootButton.isDown && this.rapidKeyPressBlock == false) {      
        this.playerShootButton();
        this.rapidKeyPressBlock = true;
        this.game.time.events.add(Phaser.Timer.SECOND * 0.2, function() {
            this.rapidKeyPressBlock = false;
        }, this);
    };

    //player movement
    this.player.body.velocity.x = 0;
    this.player.body.velocity.y = 0;

    if (this.game.input.activePointer.isDown) {
        this.playerX = this.input.activePointer.x;
        this.playerY = this.input.activePointer.y; 
        console.log("X: " + this.playerX + " Y: " + this.playerY);
    }

    if (this.game.physics.arcade.distanceToXY(this.player, this.playerX, this.playerY) > 5) {
        this.game.physics.arcade.moveToXY(this.player, this.playerX, this.playerY, 100, 0);
    }
};
// end UPDATE

GameState.prototype.playerShootButton = function() {
        this.playerBullet = this.playerBullets.create(this.player.position.x + 8, this.player.position.y + 5, 'playerBullet');  
        this.playerBulletX = this.input.activePointer.x + this.game.rnd.integerInRange(-15, 15);
        this.playerBulletY = this.input.activePointer.y + this.game.rnd.integerInRange(-15, 15);
        game.physics.arcade.moveToXY(this.playerBullet, this.playerBulletX, this.playerBulletY, 350, 0);
        this.playerBullet.body.outOfBoundsKill = true;
};

GameState.prototype.render = function() {
    // this.game.debug.bodyInfo(this.player, 16, 24);
};

var game = new Phaser.Game(400, 600, Phaser.AUTO, 'game');
game.state.add('game', GameState, true);

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...