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Why is overlap not working in phaser.js?
There is a scene, when a bullet hits a ship, the game should end, but this does not happen, why? Where is the error???
var playState =
{
create: function()
{
this.enemiesArray = [];
game.physics.startSystem(Phaser.Physics.ARCADE);
this.spacebar;
this.spacebar = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
this.escapeKey = game.input.keyboard.addKey(Phaser.Keyboard.ESC);
this.ship = game.add.sprite(game.width / 2, game.height / 2 + 300, 'ship');
this.ship.anchor.setTo(0.5, 0.5);
this.ship.scale.setTo(0.4, 0.4);
this.cursor = game.input.keyboard.createCursorKeys();
this.enemy = game.add.sprite(game.width / 2, game.height / 2 - 300, 'alien');
this.enemy.anchor.setTo(.5,.5);
this.enemy.scale.setTo(0.4,0.4);
game.time.events.loop(1000, this.spawnEnemy, this);
game.time.events.loop(750, this.spawnEnemyBullet, this);
game.physics.arcade.enable(this.ship, this.enemy, this.bullet, this.enemyBullet);
},
update: function()
{
if(this.cursor.left.isDown)
{
this.ship.x -= 7;
}
for(var a = 0; a < this.enemiesArray.length; a++)
{
this.enemiesArray[a].x -= 2;
}
if(this.escapeKey.isDown)
{
game.state.start('menu');
}
if(this.cursor.right.isDown)
{
this.ship.x += 7;
}
if(this.spacebar.isDown)
{
this.bullet = game.add.sprite(this.ship.x, this.ship.y, 'bullet');
this.bullet.anchor.setTo(0.5,0.5);
this.bullet.scale.setTo(0.2,0.2);
game.physics.arcade.enable(this.bullet);
this.bullet.body.velocity.y = -600;
if(!this.bullet.inWorld)
{
this.bullet.kill();
}
}
game.physics.arcade.overlap(this.enemyBullet,this.ship,this.gameOverOpenMenuScreen,null,this);
game.physics.arcade.overlap(this.bullet,this.enemy,this.killenemy,null,this);
},
killenemy: function()
{
this.enemy.kill();
},
gameOverOpenMenuScreen: function()
{
game.state.start('menu');
},
spawnEnemy: function()
{
this.enemy = game.add.sprite(Math.random()*game.width, game.height / 2 - 300, 'alien');
this.enemy.anchor.setTo(.5,.5);
this.enemy.scale.setTo(0.4,0.4);
this.enemiesArray.push(this.enemy);
},
spawnEnemyBullet: function()
{
for(var i = 0; i < this.enemiesArray.length; i++)
{
this.enemyBullet = game.add.sprite(this.enemiesArray[i].x, this.enemiesArray[i].y, 'bullet');
this.enemyBullet.anchor.setTo(0.5,0.5);
this.enemyBullet.scale.setTo(0.2,0.2);
this.enemyBullet.angle = 180;
game.physics.arcade.enable(this.enemyBullet);
this.enemyBullet.body.velocity.y = 600;
}
}
}
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