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Phaser tutorial, no star overlap after "first round"


robatt
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I'm going through the tutorial, and added some tweaks. After all the stars are collected, the new stars and bombs appear, but collisions with the player and stars are not registered any longer. This is my code:

<!DOCTYPE html>
<html>
<head>
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/phaser-arcade-physics.min.js"></script>
</head>
<body>

    <script>
    var config = {
        type: Phaser.AUTO,
        width: 800,
        height: 600,
        physics: {
            default: 'arcade',
            arcade: {
                gravity: { y: 300 }
            }
        },
        scene: {
            preload: preload,
            create: create,
            update: update
        }
    };

    var game = new Phaser.Game(config);
    var score = 0;
    var scoreText;

    function preload ()
    {
        this.load.image('sky', 'assets/sky.png');
        this.load.image('ground', 'assets/platform.png');
        this.load.image('star', 'assets/star.png');
        this.load.image('bomb', 'assets/bomb.png');
        this.load.spritesheet('dude', 
        'assets/dude.png',
        { frameWidth: 32, frameHeight: 48 }
    );  }

    function create ()
    {
        this.add.image(400, 300, 'sky');
        scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });

        platforms = this.physics.add.staticGroup();
        platforms.create(400, 568, 'ground').setScale(2).refreshBody();
        platforms.create(600, 400, 'ground');       
        platforms.create(50, 250, 'ground');
        platforms.create(750, 220, 'ground');   

        player = this.physics.add.sprite(100, 450, 'dude');
        player.setBounce(0.2);
        player.setCollideWorldBounds(true);
        this.physics.add.collider(player, platforms);
        
        this.anims.create({
            key: 'left',
            frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
            frameRate: 10,
            repeat: -1
        });

        this.anims.create({
            key: 'turn',
            frames: [ { key: 'dude', frame: 4 } ],
            frameRate: 20
        });

        this.anims.create({
            key: 'right',
            frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
            frameRate: 10,
            repeat: -1
        });    
        stars = this.physics.add.group({
            key: 'star',
            repeat: 11,
            setXY: { x: 12, y: 0, stepX: 70 }
        });

        stars.children.iterate(function (child) {

            child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));

        });
        this.physics.add.collider(stars, platforms);
        this.physics.add.overlap(player, stars, collectStar, null, this);

        bombs = this.physics.add.group();
        this.physics.add.collider(bombs, platforms);
        this.physics.add.collider(player, bombs, hitBomb, null, this);
    }
    function hitBomb(player, bomb) {
        this.physics.pause();
        player.setTint(0xff0000);
        player.anims.play('turn');
        gameOver = true;
    }

    function collectStar(player, star)
    {
        if (star.dying) {
            return;
        }
        star.dying = true;
        var cnt = 0;
        star.setBounceY(0);
        var ph = this.physics;
        var timer = this.time.addEvent({
            delay: 50,                // ms
            callback: function () {
                cnt++;
                scoreText.setText('Score: ' + (score + cnt));
                star.setScale(1.0-cnt/10);
                if (cnt === 10) {
                    timer.remove();
                    score += 10;                    
                    star.disableBody(true, true);
                    if (stars.countActive(true) === 0)
                    {
                        stars.children.iterate(function (child) {
                            child.setScale(1.0);
                            child.enableBody(true, child.x, 0, true, true);
                        });
                        var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
                        var bomb = bombs.create(x, 16, 'bomb');
                        bomb.setBounce(1);
                        bomb.setCollideWorldBounds(true);
                        bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
                    }
                }
            },
            loop: true
        });
    }
    function update () 
    {
        cursors = this.input.keyboard.createCursorKeys();
        if (cursors.left.isDown)
        {
            player.setVelocityX(-160);

            player.anims.play('left', true);
        }
        else if (cursors.right.isDown)
        {
            player.setVelocityX(160);

            player.anims.play('right', true);
        }
        else
        {
            player.setVelocityX(0);

            player.anims.play('turn');
        }

        if (cursors.up.isDown && player.body.touching.down)
        {
            player.setVelocityY(-330);
        }
    }
    </script>

</body>
</html>

 

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