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trouble with set physics to group


NhatNM
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Hi! I'm starter. I'm learning Phaser. I have trouble for understand how physics work with group.

My full starter code:

var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
var platforms;
var score = 0;
var scoreText;

function preload() {
    game.load.image('sky', 'assets/sky.png');
    game.load.image('ground', 'assets/platform.png');
    game.load.image('star', 'assets/star.png');
    game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
}

function create() {
  //  We're going to be using physics, so enable the Arcade Physics system
  game.physics.startSystem(Phaser.Physics.ARCADE);

  //  A simple background for our game
  game.add.sprite(0, 0, 'sky');

  //  The platforms group contains the ground and the 2 ledges we can jump on
  platforms = game.add.group();

  //  We will enable physics for any object that is created in this group
  platforms.enableBody = true;

  // Here we create the ground.
  var ground = platforms.create(0, game.world.height - 64, 'ground');
  //  Scale it to fit the width of the game (the original sprite is 400x32 in size)
  ground.scale.setTo(2, 2);
  //  This stops it from falling away when you jump on it
  ground.body.immovable = true;

  pipes = game.add.group();
  //  Now let's create two ledges
  var ledge = pipes.create(0,400, 'ground');
  //game.physics.arcade.enable(ledge);
  //ledge.body.immovable = true;

  ledge = pipes.create(600, 400, 'ground');
  //game.physics.arcade.enable(ledge);
  //ledge.body.immovable = true;

  pipes.angle = 90;
  pipes.position.x = 600;
  pipes.position.y = -200;

  game.physics.arcade.enable(pipes);
  pipes.enableBody = true;
  pipes.setAll('body.immovable', true);


  // The player and its settings
   player = game.add.sprite(32, game.world.height - 150, 'dude');

   //  We need to enable physics on the player
   game.physics.arcade.enable(player);

   //  Player physics properties. Give the little guy a slight bounce.
   player.body.bounce.y = 0.2;
   player.body.gravity.y = 300;
   player.body.collideWorldBounds = true;
   player.body.gravity.y = 300;

   //  Our two animations, walking left and right.
   player.animations.add('left', [0, 1, 2, 3], 10, true);
   player.animations.add('right', [5, 6, 7, 8], 10, true);

   cursors = game.input.keyboard.createCursorKeys();

   stars = game.add.group();

    stars.enableBody = true;

    //  Here we'll create 12 of them evenly spaced apart
    for (var i = 0; i < 12; i++)
    {
        //  Create a star inside of the 'stars' group
        var star = stars.create(i * 70, 0, 'star');

        //  Let gravity do its thing
        star.body.gravity.y = 300;

        //  This just gives each star a slightly random bounce value
        star.body.bounce.y = 0.7 + Math.random() * 0.2;
    }

    scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });

}

function update() {
    //platforms.body.position.x++ ;

    //  Collide the player and the stars with the platforms
    var hitPlatform = game.physics.arcade.collide(player, platforms);
    game.physics.arcade.collide(stars, platforms);
    game.physics.arcade.collide(stars, pipes);
    game.physics.arcade.collide(player, pipes);
    game.physics.arcade.overlap(player, stars, collectStar, null, this);

    //  Reset the players velocity (movement)
   player.body.velocity.x = 0;

   if (cursors.left.isDown)
   {
       //  Move to the left
       player.body.velocity.x = -150;

       player.animations.play('left');
   }
   else if (cursors.right.isDown)
   {
       //  Move to the right
       player.body.velocity.x = 150;

       player.animations.play('right');
   }
   else
   {
       //  Stand still
       player.animations.stop();

       player.frame = 4;
   }

   //  Allow the player to jump if they are touching the ground.
   if (cursors.up.isDown && player.body.touching.down && hitPlatform)
   {
       player.body.velocity.y = -350;
   }

}

function collectStar (player, star) {

    // Removes the star from the screen
    star.kill();

    //  Add and update the score
    score += 10;
    scoreText.text = 'Score: ' + score;

}

here's my trouble:

tXEQc4P.png

 

why it have invisible physic?. I think problem around here:

  pipes = game.add.group();
  //  Now let's create two ledges
  var ledge = pipes.create(0,400, 'ground');
  //game.physics.arcade.enable(ledge);
  //ledge.body.immovable = true;

  ledge = pipes.create(600, 400, 'ground');
  //game.physics.arcade.enable(ledge);
  //ledge.body.immovable = true;

  pipes.angle = 90;
  pipes.position.x = 600;
  pipes.position.y = -200;

  game.physics.arcade.enable(pipes);
  pipes.enableBody = true;
  pipes.setAll('body.immovable', true);

 

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