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How to kill a sprite after going out of bounds


MarvinKome
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I'm trying to kill a sprite after it passes the bounds in my game. I've tried using the phaser example https://phaser.io/examples/v2/sprites/out-of-bounds  this is my entire script, please help me

<script type="text/javascript">	
			var game = new Phaser.Game(1040, 450, Phaser.AUTO, '', { preload: preload, create: create, update: update });
			var platforms;
			var player;
			var bot;
			
			function preload(){
				game.load.image('sky','assets/rpg-bg.png');
				game.load.spritesheet('player','assets/player-walk.png', 87,125);
				game.load.spritesheet('player-attack','assets/player-shot.png', 113, 132);
				game.load.image('player-death','assets/player-death.png');
				game.load.spritesheet('bot','assets/bot.png', 112, 141);
			}
			
			function create(){
				game.physics.startSystem(Phaser.Physics.ARCADE);
				
				// Backgrounds
				game.add.sprite(0, 0, 'sky');
												
    			bot = game.add.sprite(1000, game.world.height, 'bot');
    			game.physics.arcade.enable(bot);
    			bot.body.gravity.y = 100;
    			bot.anchor.setTo(0.5, 0.5);
    			bot.body.collideWorldBounds = true;
    			bot.body.checkCollision.none = true;

    			bot.animations.add('run');
			    bot.animations.play('run', 10, true);
			    
			    bot.checkWorldBounds = true;
			    bot.events.onOutOfBounds.add(killBot, this);
				
				// Player
				player = game.add.sprite(32, game.world.height, 'player');
				game.physics.arcade.enable(player);
				player.body.bounce.y = 0.1;
				player.body.gravity.y = 100;
				player.body.collideWorldBounds = true;
				player.animations.add('run');
				player.animations.play('run', 10, true);
			}
			
			function update(){
				// Bot Movement
				bot.body.velocity.x = -150;
			}
			
			function killBot(bot){
				bot.kill();
			}

		</script>

Thank you

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try this way

<script type="text/javascript">	
			var game = new Phaser.Game(1040, 450, Phaser.AUTO, '', { preload: preload, create: create, update: update });
			var platforms;
			var player;
			var bot;
			
			function preload(){
				game.load.image('sky','assets/rpg-bg.png');
				game.load.spritesheet('player','assets/player-walk.png', 87,125);
				game.load.spritesheet('player-attack','assets/player-shot.png', 113, 132);
				game.load.image('player-death','assets/player-death.png');
				game.load.spritesheet('bot','assets/bot.png', 112, 141);
			}
			
			function create(){
				game.physics.startSystem(Phaser.Physics.ARCADE);
				
				// Backgrounds
				game.add.sprite(0, 0, 'sky');
												
    			bot = game.make.sprite(1000, game.world.height, 'bot'); //changed from game.add to game.make
    			game.physics.arcade.enable(bot);
    			bot.body.gravity.y = 100;
    			bot.anchor.setTo(0.5, 0.5);
    			bot.body.collideWorldBounds = true;
    			bot.body.checkCollision.none = true;

    			bot.animations.add('run');
			    bot.animations.play('run', 10, true);
			    
			    bot.checkWorldBounds = true;
			    bot.events.onOutOfBounds.add(killBot, this);
    			game.add(bot);                                             //added to game
				
				// Player
				player = game.add.sprite(32, game.world.height, 'player');
				game.physics.arcade.enable(player);
				player.body.bounce.y = 0.1;
				player.body.gravity.y = 100;
				player.body.collideWorldBounds = true;
				player.animations.add('run');
				player.animations.play('run', 10, true);
			}
			
			function update(){
				// Bot Movement
				bot.body.velocity.x = -150;
			}
			
			function killBot(bot){
				bot.parent.remove(bot);
			}

		</script>

 

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You didn't mention what isn't working - or what happens - when you posted the original code, but it's hard to help debug/fix without knowing the issue:) Also it will look the same whether you kill the bot when it goes out of screen or not IMO so IDK how you're monitoring whether it works or not, unless you add some debugging (console.log("KILLED") after bot.kill() would prob do)...

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You can add a platform at the bottom (its y is -10 now to show where it is, and you can remove debug rendering) of your game:

var game = new Phaser.Game(1040, 450, Phaser.AUTO, '', { preload: preload, create: create, update: update ,render:render});//you can remove render:render
var platforms;
var player;
var bot;

function preload(){
    game.load.image('sky','assets/rpg-bg.png');
    game.load.spritesheet('player','assets/player-walk.png', 87,125);
    game.load.spritesheet('player-attack','assets/player-shot.png', 113, 132);
    game.load.image('player-death','assets/player-death.png');
    game.load.spritesheet('bot','assets/bot.png', 112, 141);
}

function create(){
    game.physics.startSystem(Phaser.Physics.ARCADE);
    // Backgrounds
    platform=game.add.sprite(0,game.world.height-10 );
    game.physics.arcade.enable(platform);
    platform.body.setSize(game.width,100);
    platform.body.immovable=true;
    
    game.add.sprite(0, 0, 'sky');
                                
    bot = game.add.sprite(500, game.world.height-100, 'bot');
    game.physics.arcade.enable(bot);
    bot.body.gravity.y = 100;
    bot.anchor.setTo(0.5, 0.5);
    bot.animations.add('run');
    bot.animations.play('run', 10, true);
    
    bot.checkWorldBounds = true;
    bot.events.onOutOfBounds.add(killBot, this);
    
    // Player
    player = game.add.sprite(32, game.world.height-100, 'player');
    game.physics.arcade.enable(player);
    player.body.bounce.y = 0.1;
    player.body.gravity.y = 100;
    player.body.collideWorldBounds = true;
    player.animations.add('run');
    player.animations.play('run', 10, true);
}

function update(){
    // Bot Movement
    game.physics.arcade.collide(bot,platform);
    game.physics.arcade.collide(player,platform);
    bot.body.velocity.x = -150;
}

function render(){              //you can remove this
    game.debug.body(platform);  //you can remove this
}                               //you can remove this

function killBot(bot){
    bot.kill();
}


 

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