Froton X Posted May 1, 2014 Share Posted May 1, 2014 Here is my code, I'm following the new tutorial, typing everything by hand instead of copying and pasting. So far, I've been able to fix every error I get in minutes, but this has me stumped. It might be because I wrote something wrong, but my learning time is up, so I was hoping somebody could help me spot what is most likely a very simple error. var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); 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() { game.physics.startSystem(Phaser.Physics.ARCADE); game.add.sprite(0, 0, 'sky'); platforms = game.add.group(); platforms.enableBody = true; var ground = platforms.create(0, game.world.height - 64, 'ground'); ground.scale.setTo(2, 2); ground.body.immovable = true; var ledge = platforms.create(400, 400, 'ground'); ledge.body.immovable = true; ledge = platforms.create(-150, 250, 'ground'); ledge.body.immovable = true; game.add.sprite(0, 0, 'star'); player = game.add.sprite(32, game.world.height - 150, 'dude'); game.physics.arcade.enable(player); player.body.bounce.y = 0.2; player.body.gravity.y = 300; player.body.collideWorldBounds = true; 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(); for (var i = 0; i < 12; i++) { var star = stars.create(i * 70, 0, 'star'); star.body.gravity.y = 6; star.body.bounce.y = 0.7 + Math.random() * 0.2; } function update() { game.physics.arcade.collide(player, platforms); game.physics.arcade.collide(stars, platforms); game.physics.arcade.overlap(player, stars, collectStar, null, this); player.body.velocity.x = 0; if (cursors.left.isDown) { player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { player.body.velocity.x = 150; player.animations.play('right'); } else { player.animations.stop(); player.frame = 4; } if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -350; } } function collectStar (player, star) { star.kill(); } The error is the last line, ncaught SyntaxError: Unexpected end of input Link to comment Share on other sites More sharing options...
Heppell08 Posted May 1, 2014 Share Posted May 1, 2014 for (var i = 0; i < 12; i++) { var star = stars.create(i * 70, 0, 'star'); star.body.gravity.y = 6; star.body.bounce.y = 0.7 + Math.random() * 0.2; } }You missed a close bracket on the group for loop. Link to comment Share on other sites More sharing options...
Heppell08 Posted May 1, 2014 Share Posted May 1, 2014 Use this code. I've commented the missing closed bracket. var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); 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() { game.physics.startSystem(Phaser.Physics.ARCADE); game.add.sprite(0, 0, 'sky'); platforms = game.add.group(); platforms.enableBody = true; var ground = platforms.create(0, game.world.height - 64, 'ground'); ground.scale.setTo(2, 2); ground.body.immovable = true; var ledge = platforms.create(400, 400, 'ground'); ledge.body.immovable = true; ledge = platforms.create(-150, 250, 'ground'); ledge.body.immovable = true; game.add.sprite(0, 0, 'star'); player = game.add.sprite(32, game.world.height - 150, 'dude'); game.physics.arcade.enable(player); player.body.bounce.y = 0.2; player.body.gravity.y = 300; player.body.collideWorldBounds = true; 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(); for (var i = 0; i < 12; i++) { var star = stars.create(i * 70, 0, 'star'); star.body.gravity.y = 6; star.body.bounce.y = 0.7 + Math.random() * 0.2; }// this was missing } function update() { game.physics.arcade.collide(player, platforms); game.physics.arcade.collide(stars, platforms); game.physics.arcade.overlap(player, stars, collectStar, null, this); player.body.velocity.x = 0; if (cursors.left.isDown) { player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { player.body.velocity.x = 150; player.animations.play('right'); } else { player.animations.stop(); player.frame = 4; } if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -350; } } function collectStar (player, star) { star.kill(); } Link to comment Share on other sites More sharing options...
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