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How to create Custom Classes/Objects


cwright
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I'm sorry if this is basic, but I've been scouring the web for hours and can't find what I figured would be a highly discussed topic.

I want to create custom classes, but all I can find is extending Sprites. What if I don't want to extend the sprite class? What if I just need an 'empty' structure to hold object specific data?

I'm obviously missing something crucial, so if someone could fill me in I would be grateful.

Thanks,

Chris

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You should, since Phaser is just Javascript.

Are you, by chance, working with modules and didn't import or require() the object you need? Alternatively, you may assign your structure to the Phaser.Game itself (as long as you choose the name wisely).

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Thank you, that helped a bit, but now when I make a call to playerio to authenticate and I set the success callback to a function in the module, 'this' now refers to window instead of the module itself.

Also, I can't reference global variables like 'game' from inside my modules? 

THE PROBLEM IS IN THE FUNCTION this.loginReply CALLED FROM this.loginClicked

<body>
	<div id="gameDiv"></div>
	<div id="orientation"></div>
	<script type="text/javascript">
		window.onload = function() {
				
			$("#gameDiv").height($(window).height());
			$("#gameDiv").width($(window).width());

		    var game = new Phaser.Game(1024, 768, Phaser.AUTO, 'gameDiv', null, false, false);
			game.state.add('Boot', GameEngine.Boot);
			game.state.add('Preloader', GameEngine.Preloader);
			game.state.add('MainMenu', GameEngine.MainMenu);
		    game.state.add('Play', GameEngine.Play);
			game.state.add('Editor', GameEngine.Editor);
			game.state.start('Boot');

			game.global = {
				gameId: "###",
				client: null,
				connection: null,
				startMap: ""
			};

			};
	</script>
</body>

GameEngine.MainMenu = function (game) {

	this.game;
	this.input;

	// local vars
	this.menuState = null;

	this.bg = null;
	this.music = null;
	this.loginButton = null;
	this.createButton = null;

};

GameEngine.MainMenu.prototype = {

	create: function () {

		this.bg = this.add.tileSprite(0, 0, 1920, 1080, 'titleBG');
		this.music = this.add.audio('titleMusic');
		//this.music.play();

		this.updateMenu("main");

	},

	update: function () {

		this.bg.tilePosition.x -= .3;

	},

	// ======================= STATES =======================

	updateMenu: function (state) {

		this.menuState = state;
		switch (this.menuState) {
			case "main":
				this.loginButton = this.add.button(750, 550, 'loginButton', this.loginClicked, this, 'over', 'out', 'down');
				this.createButton = this.add.button(750, 650, 'createButton', this.createClicked, this, 'over', 'out', 'down');
				break;
		}

	},

	// ======================= LOGIN STATE =======================

	loginClicked: function (pointer) {
		
		this.loginButton.destroy();
		this.createButton.destroy();

		var that = this,
			gameId = that.game.global.gameId,
			username = "###",
			password = "###";

		PlayerIO.authenticate(
		    gameId,
		    "public",
		    {
		        username: username,
		        password: password
		    },
		    {},
		    this.loginReply,
		    function (error) {
		    	console.log(error);
		    }
		);

	},

	loginReply: function (client) {

		// ------------------------------------------------------------------------------
		// this refers to window, not the module
		// ------------------------------------------------------------------------------

		that.game.global.client = client;

    	// use local development server
		client.multiplayer.developmentServer = 'localhost:8184';

		// join the loader room
		client.multiplayer.createJoinRoom(
			'LoaderRoomId', 
			'Loader', 
			true, 
			null, 
			{ name: username }, 
			function (connection) {

				that.game.global.connection = connection;
				
				//connection.addMessageCallback("*", function (message) {
				connection.addMessageCallback("*", function (message) {
					switch (message.type) {
						case "loader": 
							that.game.global.connection.disconnect();
							that.game.global.startMap = message.getString(1);
							console.log(that.game.global.startMap);

							this.camera.fade(0x000000, 200, false);
							this.time.events.add(
								200, 
								function() {
									this.game.state.start('Game');
								}, 
								this
							);
							break;
						
					}
				});

				/*
				connection.addDisconnectCallback(function () {
					addChatLine('error','', 'disconnected from room')
			    })
			    */
			}, 
			function (error) {
				console.log(error);
			}
		);
	},

	createClicked: function (pointer) {
		
		this.loginButton.destroy();
		this.createButton.destroy();

		var that = this,
			gameId = that.game.global.gameId,
			username = "###",
			password = "###",
			email = "###";

		PlayerIO.authenticate(
		    gameId,
		    "public",
		    {
		        register: "true",
		        username: username,
		        password: password,
		        email: email
		    },
		    {},
		    function (client) {
		        //Success!
		        //The user is now registered and connected.
		    },
		    function (error) {
		    	console.log(error);
		        //Error registering.
		        //Check error.message to find out in what way it failed,
		        //if any registration data was missing or invalid, or if
		        //the entered captcha value didn't match the captcha image.
		    }
		);

	},

	// ======================= MODE STATE =======================

    goFullscreen: function () {

    	console.log("!!! Toggling Fullscreen !!!");
        if (this.scale.isFullScreen)
        {
            this.scale.stopFullScreen();
        }
        else
        {
            this.scale.startFullScreen(false);
        }

    }

};

 

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I apologize in advance in case I miss something, I'm bad at reading code made by someone other than myself.

If you're having problems with what this refers to, I strongly suggest reading these two chapters.

About not being able to get global variables... Well, you should be able to get these variables as long as they're in the main window object, and every global variable is put there. Did you check the order they're defined? Remember hoisting only happens with functions, and only inside their own scripts.

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