robatt Posted March 29, 2020 Share Posted March 29, 2020 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> Link to comment Share on other sites More sharing options...
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