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@@ -13,6 +13,7 @@ export default class HelloWorldScene extends Phaser.Scene {
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private buttonsA?: Phaser.Physics.Arcade.Group;
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private gates?: Phaser.Physics.Arcade.Group;
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private gateArray: Gate[] = [];
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+ private gatesA?: Phaser.Physics.Arcade.Group;
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private platforms?: Phaser.Physics.Arcade.StaticGroup;
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private player1?: Phaser.Physics.Arcade.Sprite;
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private player2?: Phaser.Physics.Arcade.Sprite;
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@@ -34,6 +35,7 @@ export default class HelloWorldScene extends Phaser.Scene {
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this.load.image("buttonA", "assets/buttonA.png");
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this.load.image("gate", "assets/BowlingBall.png");
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this.load.image("ground", "assets/platform.png");
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+ this.load.image("gateA", "assets/star.png");
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this.load.spritesheet("dude", "assets/dude.png", {
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frameWidth: 32, frameHeight: 48
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});
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@@ -116,7 +118,7 @@ export default class HelloWorldScene extends Phaser.Scene {
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//Code related to switches
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this.switchArray = []
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- this.switchArray.push(new Switch(this, 400, 500, "assets/star.png", 0, 0))
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+ this.switchArray.push(new Switch(this, 400, 500, "switch", 0, 0))
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this.switches = this.physics.add.group({
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key: "switch",
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setXY: { x: -480, y: 250 }
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@@ -143,6 +145,8 @@ export default class HelloWorldScene extends Phaser.Scene {
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this.physics.add.overlap(this.switchesA, this.player1, this.handleHitSwitchA1, undefined, this)
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this.physics.add.overlap(this.switchesA, this.player2, this.handleHitSwitchA2, undefined, this)
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+
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+
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// Here you can make new switches without having to call anything else - BN
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//this.switches.create(400, 510,"switch")
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//this.switchesA.create(400, 510,"switchA")
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@@ -156,13 +160,28 @@ export default class HelloWorldScene extends Phaser.Scene {
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allowGravity: false,
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setXY: { x: -480, y: 250 }
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})
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+
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+ this.gatesA = this.physics.add.group({
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+ key: "gateA",
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+ immovable: true,
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+ allowGravity: false,
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+ setXY: { x: 200, y: 200 },
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+ })
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+ this.gatesA.create(400, 200,"gateA")
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+ this.physics.add.overlap(this.gatesA, this.gates, this.handleGateSetup, undefined, this)
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+
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// this.gates.create(200, 0,"gate")
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this.physics.add.collider(this.gates, this.platforms)
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this.physics.add.collider(this.gates, this.player1)
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this.physics.add.collider(this.gates, this.player2)
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- this.gateArray[0] = new Gate(this, 0, 250, "assets/BowlingBall.png", 0);
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- this.gateArray[1] = new Gate(this, 200, 200, "assets/BowlingBall.png", 1);
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+ this.gateArray[0] = new Gate(this, 0, 250, "gate", 0);
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+ this.gateArray[1] = new Gate(this, 200, 200, "gate", 1);
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+ this.gateArray[2] = new Gate(this, 400, 200, "gate", 2);
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+
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+ this.gateArray.forEach(object => {
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+ this.gates?.add(object);
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+ })
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// for scene transition
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if (this.nextScene) {
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this.tweens.add({
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@@ -180,8 +199,8 @@ export default class HelloWorldScene extends Phaser.Scene {
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//Code related to buttons
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this.buttonArray = []
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- this.buttonArray.push(new Button(this, 480, 250, "assets/star.png", 0, 0))
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- this.buttonArray.push(new Button(this, 300, 500, "assets/star.png", 0, 0))
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+ this.buttonArray.push(new Button(this, 480, 250, "button", 1, 0))
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+ this.buttonArray.push(new Button(this, 300, 500, "button", 2, 0))
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this.buttons = this.physics.add.group({
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key: "button",
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setXY: { x: -480, y: 250 }
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@@ -194,7 +213,7 @@ export default class HelloWorldScene extends Phaser.Scene {
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this.physics.add.collider(this.buttons, this.platforms)
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this.physics.add.overlap(this.player1, this.buttons, this.handleHitButton, undefined, this)
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this.physics.add.overlap(this.player2, this.buttons, this.handleHitButton, undefined, this)
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-
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+
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this.buttonsA = this.physics.add.group({
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key: "buttonA",
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setXY: { x: 480, y: 250 }
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@@ -215,9 +234,17 @@ export default class HelloWorldScene extends Phaser.Scene {
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//Handle buttons
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private handleHitButton(player1: Phaser.GameObjects.GameObject, b: Phaser.GameObjects.GameObject) {
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-
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+ const the_button = b as Button
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+ this.gateArray[the_button.gateID].actives[the_button.buttonID] = true;
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+ this.gateArray[the_button.gateID].handleActivate;
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+ //temp code
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+ this.gateArray[the_button.gateID].disableBody(true,true)
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+ // this.time.delayedCall(1000, this.handleGateDeactive, undefined, this.gateArray[the_button.gateID])
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+
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+
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}
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+
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private handleButtonSetup(bA: Phaser.GameObjects.GameObject, b: Phaser.GameObjects.GameObject) {
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const the_button = bA as Phaser.Physics.Arcade.Image
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the_button.visible = false
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@@ -239,22 +266,22 @@ export default class HelloWorldScene extends Phaser.Scene {
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the_switch.visible = false
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}
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- private handleHitSwitch1(player1: Phaser.GameObjects.GameObject, s: Phaser.GameObjects.GameObject) {
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+ private handleHitSwitch1(player1: Phaser.GameObjects.GameObject, s: Switch) {
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const the_switch = s as Switch
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- the_switch.gateID = 0;
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- the_switch.switchID = 0;
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- //this.gateArray[the_switch.gateID].setVisible(false)
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the_switch.disableBody(true, true)
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this.gateArray[the_switch.gateID].actives[the_switch.switchID] = true;
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this.gateArray[the_switch.gateID].handleActivate;
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- //this.gateArray[the_switch.gateID].setVisible(false)
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+ //temp code
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+ this.gateArray[the_switch.gateID].disableBody(true,true)
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}
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- private handleHitSwitch2(player2: Phaser.GameObjects.GameObject, s: Phaser.GameObjects.GameObject) {
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+ private handleHitSwitch2(player2: Phaser.GameObjects.GameObject, s: Switch) {
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const the_switch = s as Switch
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the_switch.disableBody(true, true)
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this.gateArray[the_switch.gateID].actives[the_switch.switchID] = true;
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this.gateArray[the_switch.gateID].handleActivate;
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+ //temp code
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+ this.gateArray[the_switch.gateID].disableBody(true,true)
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}
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private handleHitSwitchA1(player1: Phaser.GameObjects.GameObject, sA: Phaser.GameObjects.GameObject) {
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@@ -267,6 +294,17 @@ export default class HelloWorldScene extends Phaser.Scene {
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the_switch.visible = true
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}
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+ //Handle Gates
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+ private handleGateSetup(gA: Phaser.GameObjects.GameObject, g: Gate) {
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+ const the_gate = g as Phaser.Physics.Arcade.Image
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+ the_gate.enableBody(false, the_gate.x, the_gate.y, true, true)
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+ }
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+
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+ private handleGateDeactive(g:Gate){
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+ const the_gate = g as Phaser.Physics.Arcade.Image
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+ the_gate.enableBody(false, the_gate.x, the_gate.y, true, true)
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+ }
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+
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// sence transition
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private handleLoadNextScene(player: Phaser.GameObjects.GameObject, sA: Phaser.GameObjects.GameObject) {
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this.scene.start('TwoScene')
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