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clean up unuse scene and add EndScene for beta use

unknown %!s(int64=2) %!d(string=hai) anos
pai
achega
7cc377bc44

+ 30 - 0
src/Scenes/BaseScene.ts

@@ -0,0 +1,30 @@
+// welcome
+import { TextButtonObject } from "../Objects/TextButtonObject";
+
+export default class BaseScene extends Phaser.Scene {
+    constructor() {
+        super({ key: 'BaseScene' });
+    }
+
+    preload(){
+        this.load.image('background','./assets/images/background.png' )
+    }
+
+    create() { 
+        this.add.image(500, 500, 'background');     
+        this.add.text(this.cameras.main.centerX, this.cameras.main.centerY * 0.25, 'Reflect', { fontSize: '32px' }).setOrigin(0.5, 0.5);
+
+        // creates the text button object to start tutorial & adds to scene 
+        this.add.existing(new TextButtonObject(this, 400, 
+        "Start Tutorial", () => {
+            // starts up the tutorial scene when clicked
+            this.scene.start('TutorialScene');
+        }))       
+        this.add.existing(new TextButtonObject(this, 500, 
+        "Play Game", () => {
+            // starts up the tutorial scene when clicked
+            this.scene.start('HelloWorldScene');
+        }))  
+    }
+
+}

+ 29 - 0
src/Scenes/EndScene.ts

@@ -0,0 +1,29 @@
+// you win
+import { TextButtonObject } from "../Objects/TextButtonObject";
+export default class EndScene extends Phaser.Scene {
+    constructor() {
+        super({ key: 'EndScene' });
+    }
+
+    preload(){
+        this.load.image('background','./assets/images/background.png' )
+    }
+
+    create() { 
+        this.add.image(500, 500, 'background');     
+        this.add.text(this.cameras.main.centerX, this.cameras.main.centerY * 0.25, 'You Win', { fontSize: '32px' }).setOrigin(0.5, 0.5);
+
+        // creates the text button object to start tutorial & adds to scene 
+        this.add.existing(new TextButtonObject(this, 400, 
+            "Start Tutorial Again", () => {
+                // starts up the tutorial scene when clicked
+                this.scene.start('TutorialScene');
+            }))       
+            this.add.existing(new TextButtonObject(this, 500, 
+            "Start Over", () => {
+                // starts up the tutorial scene when clicked
+                this.scene.start('HelloWorldScene');
+            }))  
+    }
+
+}

+ 0 - 145
src/Scenes/FourScene.ts

@@ -1,145 +0,0 @@
-import Phaser from 'phaser'
-
-export default class TwoScene extends Phaser.Scene {
-    private stars: Phaser.Physics.Arcade.Group | undefined;
-    private score: number = 0;
-    private platforms?: Phaser.Physics.Arcade.StaticGroup;
-    private scoreText: Phaser.GameObjects.Text | undefined;
-    private player?: Phaser.Physics.Arcade.Sprite;
-    private cursors?: Phaser.Types.Input.Keyboard.CursorKeys;
-    private resetText: Phaser.GameObjects.Text | undefined;
-
-    constructor() {
-        super('FourScene')
-    }
-
-    preload() {
-        this.load.image('sky', 'assets/sky.png')
-        this.load.image("switch", "assets/star.png");
-        this.load.image("switchA", "assets/bomb.png");
-        this.load.image("ground", "assets/platform.png");
-        this.load.spritesheet("dude", "assets/dude.png", {
-            frameWidth: 32, frameHeight: 48
-        });
-    }
-
-    create() {
-        //Makes sky box
-        this.add.image(400, 300, 'sky');
-        this.stars = this.physics.add.group();
-
-        // score
-        this.scoreText = this.add.text(60, 10, 'Score: 0', { fontFamily: 'Arial', fontSize: '32', color: '#ffffff' });
-
-        // Reset
-        this.resetText = this.add.text(10, 10, 'Reset', { fontFamily: 'Arial', fontSize: '32', color: '#ffffff' });
-
-        // Code Related to platforms
-        this.platforms = this.physics.add.staticGroup()
-        const ground = this.platforms.create(400, 568, "ground") as Phaser.Physics.Arcade.Sprite
-        ground.setScale(2)
-        ground.refreshBody()
-
-        //Code related to the player
-        this.player = this.physics.add.sprite(100, 430, "dude")
-        this.player.setBounce(0.2)
-        this.player.setCollideWorldBounds(true)
-        this.physics.add.collider(this.player, this.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
-        })
-
-        this.cursors = this.input.keyboard.createCursorKeys()
-
-        // timer for star
-        this.time.addEvent({
-            delay: 1000, // 1sec
-            loop: true, // infinte loop
-            callback: this.createStar, // Callback functions
-            callbackScope: this, // Callback functions
-        });
-
-        // collider
-        if (this.stars) {
-            // this.physics.add.collider(this.stars, this.stars, this.onBubbleHit, null, this);
-            // @ts-ignore
-            this.physics.add.overlap(this.stars, this.player, this.onPlayerGetStart, undefined, this);
-        }
-        // Interactive
-        this.resetText.setInteractive();
-        // restart
-        this.resetText.on('pointerdown', (pointer) => {
-          this.scene.restart();
-        });
-    }
-
-    private createStar() {
-        // Randomly generate the position and size of stars
-        const x = Phaser.Math.Between(50, 750);
-        const y = Phaser.Math.Between(50, 550);
-        const size = Phaser.Math.Between(20, 80);
-
-        // new star
-        const star = this.physics.add.sprite(x, y, 'switch');
-        star.setScale(size / 100);
-        star.setInteractive();
-        if (this.stars) {
-            this.stars.add(star);
-        }
-    }
-
-
-    private onPlayerGetStart(stars?: Phaser.Physics.Arcade.Group, player?: Phaser.Physics.Arcade.Sprite) {
-        // player.destroy()
-        if (player && player.active && player.visible) {
-            player.destroy();
-            this.score += 10;
-            if (this.scoreText) {
-                this.scoreText.setText('Score: ' + this.score);
-            }
-        }
-    }
-
-    update() {
-        if (!this.cursors) {
-            return
-        }
-
-        if (this.cursors?.left.isDown) {
-            this.player?.setVelocityX(-160)
-            this.player?.anims.play("left", true)
-        } else if (this.cursors?.right.isDown) {
-            this.player?.setVelocityX(160)
-            this.player?.anims.play("right", true)
-        } else {
-            this.player?.setVelocityX(0)
-            this.player?.anims.play("turn")
-        }
-
-        if (this.cursors.up?.isDown && this.player?.body.touching.down) {
-            this.player.setVelocityY(-330)
-        }
-
-    }
-}

+ 13 - 0
src/Scenes/HelloWorldScene.ts

@@ -1,3 +1,4 @@
+//aka level 1
 import Phaser from 'phaser'
 import Gate from "../Objects/Gate";
 import Switch from "../Objects/Switch";
@@ -21,6 +22,8 @@ export default class HelloWorldScene extends Phaser.Scene {
     private cursors?: Phaser.Types.Input.Keyboard.CursorKeys;
 	//Scene Transition
     private nextScene?: Phaser.GameObjects.Text;
+    //reset
+    private resetText: Phaser.GameObjects.Text | undefined;
 
     constructor() {
         super('HelloWorldScene')
@@ -48,6 +51,9 @@ export default class HelloWorldScene extends Phaser.Scene {
         this.nextScene = this.add.text(775, 510, '->', { color: '#ffffff' });
 
         // Code Related to platforms and boxes
+        //reset text top left
+        this.resetText = this.add.text(10, 10, 'Reset', { fontFamily: 'Arial', fontSize: '32', color: '#ffffff' });
+        
 
         //Add static groups
         this.platforms = this.physics.add.staticGroup()
@@ -210,6 +216,13 @@ export default class HelloWorldScene extends Phaser.Scene {
         this.physics.add.collider(this.buttons, this.platforms)
         this.physics.add.overlap(this.player1, this.buttons, this.handleHitButton, undefined, this)
         this.physics.add.overlap(this.player2, this.buttons, this.handleHitButton, undefined, this)
+        
+        // reset touchable
+        this.resetText.setInteractive();
+        // monitor reset
+        this.resetText.on('pointerdown', (pointer) => {
+            this.scene.restart();
+        });
     }
 
     //Handle buttons

+ 12 - 2
src/Scenes/LevelTwo.ts

@@ -21,6 +21,8 @@ export default class LevelTwo extends Phaser.Scene {
     private cursors?: Phaser.Types.Input.Keyboard.CursorKeys;
 	//Scene Transition
     private nextScene?: Phaser.GameObjects.Text;
+    //reset
+    private resetText: Phaser.GameObjects.Text | undefined;
 
     constructor() {
         super('LevelTwo')
@@ -48,7 +50,9 @@ export default class LevelTwo extends Phaser.Scene {
         this.nextScene = this.add.text(775, 510, '->', { color: '#ffffff' });
 
         // Code Related to platforms and boxes
-
+        //reset text top left
+        this.resetText = this.add.text(10, 10, 'Reset', { fontFamily: 'Arial', fontSize: '32', color: '#ffffff' });
+        
         //Add static groups
         this.platforms = this.physics.add.staticGroup()
         this.boxes = this.physics.add.staticGroup()
@@ -226,6 +230,12 @@ export default class LevelTwo extends Phaser.Scene {
         this.physics.add.collider(this.buttons, this.platforms)
         this.physics.add.overlap(this.player1, this.buttons, this.handleHitButton, undefined, this)
         this.physics.add.overlap(this.player2, this.buttons, this.handleHitButton, undefined, this)
+        // reset touchable
+        this.resetText.setInteractive();
+        // monitor reset
+        this.resetText.on('pointerdown', (pointer) => {
+          this.scene.restart();
+        }); 
     }
 
     //Handle buttons
@@ -254,7 +264,7 @@ export default class LevelTwo extends Phaser.Scene {
 
 	// sence transition
     private handleLoadNextScene() {
-        this.scene.start('TwoScene')
+        this.scene.start('EndScene')
     }
 	//ThreeScene
 	//private handleLoadNextScene(player1: Phaser.GameObjects.GameObject, sA: Phaser.GameObjects.GameObject) {

+ 0 - 29
src/Scenes/MainMenu.ts

@@ -1,29 +0,0 @@
-import { TextButtonObject } from "../Objects/TextButtonObject";
-
-export default class MainMenu extends Phaser.Scene {
-    constructor() {
-        super({ key: 'MainMenu' });
-    }
-
-    preload(){
-        this.load.image('background','./assets/images/background.png' )
-    }
-
-    create() { 
-        this.add.image(500, 500, 'background');     
-        this.add.text(this.cameras.main.centerX, this.cameras.main.centerY * 0.25, 'Reflect', { fontSize: '32px' }).setOrigin(0.5, 0.5);
-
-        // creates the text button object to start tutorial & adds to scene 
-        this.add.existing(new TextButtonObject(this, 400, 
-        "Start Tutorial", () => {
-            // starts up the tutorial scene when clicked
-            this.scene.start('TutorialScene');
-        }))       
-        this.add.existing(new TextButtonObject(this, 500, 
-        "Play Game", () => {
-            // starts up the tutorial scene when clicked
-            this.scene.start('HelloWorldScene');
-        }))  
-    }
-
-}

+ 0 - 169
src/Scenes/ThreeScene.ts

@@ -1,169 +0,0 @@
-import Phaser from 'phaser'
-
-export default class ThreeScene extends Phaser.Scene {
-    //private switches?: Phaser.Physics.Arcade.Group;
-    //private switchesA?: Phaser.Physics.Arcade.Group;
-    //private buttons?: Phaser.Physics.Arcade.Group;
-    //private buttonsA?: Phaser.Physics.Arcade.Group;
-    private platforms?: Phaser.Physics.Arcade.StaticGroup;
-    private player1?: Phaser.Physics.Arcade.Sprite;
-    private player2?: Phaser.Physics.Arcade.Sprite;
-    private cursors?: Phaser.Types.Input.Keyboard.CursorKeys;
-    private nextScene?: Phaser.GameObjects.Text;
-    //reset
-    private resetText: Phaser.GameObjects.Text | undefined;
-
-    constructor() {
-        super('ThreeScene')
-    }
-
-    preload() {
-        //this.load.setBaseURL('https://labs.phaser.io')
-
-        this.load.image('sky', 'assets/sky.png')
-        this.load.image("switch", "assets/star.png");
-        this.load.image("switchA", "assets/bomb.png");
-        this.load.image("button", "assets/button.png");
-        this.load.image("buttonA", "assets/buttonA.png");
-        this.load.image("ground", "assets/platform.png");
-        this.load.spritesheet("dude", "assets/dude.png", {
-            frameWidth: 32, frameHeight: 48
-        });
-
-
-    }
-
-    create() {
-        //Makes sky box
-        this.add.image(400, 300, 'sky');
-        // add next text
-        this.nextScene = this.add.text(775, 510, '->', { color: '#ffffff' });
-        // Code Related to platforms
-        this.platforms = this.physics.add.staticGroup()
-        const ground = this.platforms.create(400, 568, "ground") as Phaser.Physics.Arcade.Sprite
-        ground.setScale(2)
-        ground.refreshBody()
-        //Add Platform(s)
-
-        //this.platforms.create(600,400,"ground")
-
-        //reset text top left
-        this.resetText = this.add.text(10, 10, 'Reset', { fontFamily: 'Arial', fontSize: '32', color: '#ffffff' });
-        //Code related to the player
-        this.player1 = this.physics.add.sprite(100, 430, "dude")
-        this.player1.setBounce(0.1)
-        this.player1.setCollideWorldBounds(true)
-        this.physics.add.collider(this.player1, this.platforms)
-
-        this.player2 = this.physics.add.sprite(100, 230, "dude")
-        this.player2.setBounce(0.1)
-        this.player2.setCollideWorldBounds(true)
-        this.physics.add.collider(this.player2, this.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
-        })
-
-        this.physics.add.group(this.nextScene)
-
-        this.anims.create({
-            key: "right",
-            frames: this.anims.generateFrameNumbers("dude", {
-                start: 5, end: 8
-            }),
-            frameRate: 10,
-            repeat: -1
-        })
-
-
-        this.cursors = this.input.keyboard.createCursorKeys()
-
-        // loop tween anim
-        if (this.nextScene) {
-            this.tweens.add({
-                targets: this.nextScene,
-                x: this.nextScene.x + 10,
-                duration: 500,
-                ease: 'Sine.ease',
-                yoyo: true,
-                repeat: -1,
-            });
-        }
-        this.physics.add.collider(this.nextScene, this.platforms)
-        this.physics.add.overlap(this.nextScene, this.player1, this.handleLoadNextScene, undefined, this)
-        this.physics.add.overlap(this.nextScene, this.player2, this.handleLoadNextScene, undefined, this)
-
-        // reset touchable
-        this.resetText.setInteractive();
-        // monitor reset
-        this.resetText.on('pointerdown', (pointer) => {
-          this.scene.restart();
-        });
-
-
-    }
-
-    // scene
-    private handleLoadNextScene(player: Phaser.GameObjects.GameObject, sA: Phaser.GameObjects.GameObject) {
-        this.scene.start('FourScene') //for 4Scene
-    }
-
-    //ThreeScene
-    //private handleLoadNextScene(player: Phaser.GameObjects.GameObject, sA: Phaser.GameObjects.GameObject) {
-    //this.scene.start('ThreeScene')
-    //}
-
-
-    update() {
-        if (!this.cursors) {
-            return
-        }
-
-        if (this.cursors?.left.isDown) {
-            this.player1?.setVelocityX(-160)
-            this.player1?.anims.play("left", true)
-            this.player2?.setVelocityX(-160)
-            this.player2?.anims.play("left", true)
-        } else if (this.cursors?.right.isDown) {
-            this.player1?.setVelocityX(160)
-            this.player1?.anims.play("right", true)
-            this.player2?.setVelocityX(160)
-            this.player2?.anims.play("right", true)
-        } else {
-            this.player1?.setVelocityX(0)
-            this.player1?.anims.play("turn")
-            this.player2?.setVelocityX(0)
-            this.player2?.anims.play("turn")
-        }
-
-        if (this.cursors.up?.isDown && this.player1?.body.touching.down) {
-            this.player1.setVelocityY(-330)
-        }
-
-        if (this.cursors.up?.isDown && this.player2?.body.touching.down) {
-            this.player2.setVelocityY(-330)
-        }
-
-    }
-
-}

+ 6 - 2
src/Scenes/TutorialScene.ts

@@ -19,10 +19,14 @@ export default class TutorialScene extends Phaser.Scene {
         this.add.text(0, this.scale.height, "Unlock the gates to get next level.").setOrigin(0, 1);
 
         // creates the text button to move to a different level & adds to scene 
-        this.add.existing(new TextButtonObject(this, this.scale.height / 2, "Level 1", () => {
+        this.add.existing(new TextButtonObject(this, 300, "Level 1", () => {
             this.scene.start("HelloWorldScene");
         }))
-
+        // creates the text button to move to a different level & adds to scene 
+        this.add.existing(new TextButtonObject(this, 350, "Level 2", () => {
+            this.scene.start("LevelTwo");
+        }))
+        
         
     }
 

+ 0 - 169
src/Scenes/TwoScene.ts

@@ -1,169 +0,0 @@
-import Phaser from 'phaser'
-
-export default class TwoScene extends Phaser.Scene {
-    //private switches?: Phaser.Physics.Arcade.Group;
-    //private switchesA?: Phaser.Physics.Arcade.Group;
-    //private buttons?: Phaser.Physics.Arcade.Group;
-    //private buttonsA?: Phaser.Physics.Arcade.Group;
-    private platforms?: Phaser.Physics.Arcade.StaticGroup;
-    private player1?: Phaser.Physics.Arcade.Sprite;
-    private player2?: Phaser.Physics.Arcade.Sprite;
-    private cursors?: Phaser.Types.Input.Keyboard.CursorKeys;
-    private nextScene?: Phaser.GameObjects.Text;
-
-    //reset
-    private resetText: Phaser.GameObjects.Text | undefined;
-
-    constructor() {
-        super('TwoScene')
-    }
-
-    preload() {
-        //this.load.setBaseURL('https://labs.phaser.io')
-
-        this.load.image('sky', 'assets/sky.png')
-        this.load.image("switch", "assets/star.png");
-        this.load.image("switchA", "assets/bomb.png");
-        this.load.image("button", "assets/button.png");
-        this.load.image("buttonA", "assets/buttonA.png");
-        this.load.image("ground", "assets/platform.png");
-        this.load.spritesheet("dude", "assets/dude.png", {
-            frameWidth: 32, frameHeight: 48
-        });
-
-
-    }
-
-    create() {
-        //Makes sky box
-        this.add.image(400, 300, 'sky');
-        // add next text
-        this.nextScene = this.add.text(775, 510, '->', { color: '#ffffff' });
-        // Code Related to platforms
-        this.platforms = this.physics.add.staticGroup()
-        const ground = this.platforms.create(400, 568, "ground") as Phaser.Physics.Arcade.Sprite
-        ground.setScale(2)
-        ground.refreshBody()
-        //Add Platform(s)
-
-        //this.platforms.create(600,400,"ground")
-
-        //reset text top left
-        this.resetText = this.add.text(10, 10, 'Reset', { fontFamily: 'Arial', fontSize: '32', color: '#ffffff' });
-        //Code related to the player
-        this.player1 = this.physics.add.sprite(100, 430, "dude")
-        this.player1.setBounce(0.1)
-        this.player1.setCollideWorldBounds(true)
-        this.physics.add.collider(this.player1, this.platforms)
-
-        this.player2 = this.physics.add.sprite(100, 230, "dude")
-        this.player2.setBounce(0.1)
-        this.player2.setCollideWorldBounds(true)
-        this.physics.add.collider(this.player2, this.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
-        })
-
-        this.physics.add.group(this.nextScene)
-
-        this.anims.create({
-            key: "right",
-            frames: this.anims.generateFrameNumbers("dude", {
-                start: 5, end: 8
-            }),
-            frameRate: 10,
-            repeat: -1
-        })
-
-
-        this.cursors = this.input.keyboard.createCursorKeys()
-
-        // loop tween anim
-        if (this.nextScene) {
-            this.tweens.add({
-                targets: this.nextScene,
-                x: this.nextScene.x + 10,
-                duration: 500,
-                ease: 'Sine.ease',
-                yoyo: true,
-                repeat: -1,
-            });
-        }
-        this.physics.add.collider(this.nextScene, this.platforms)
-        this.physics.add.overlap(this.nextScene, this.player1, this.handleLoadNextScene, undefined, this)
-        this.physics.add.overlap(this.nextScene, this.player2, this.handleLoadNextScene, undefined, this)
-
-
-        // reset touchable
-        this.resetText.setInteractive();
-        // monitor reset
-        this.resetText.on('pointerdown', (pointer) => {
-          this.scene.restart();
-        });        
-    }
-
-    // scene
-    private handleLoadNextScene(player: Phaser.GameObjects.GameObject, sA: Phaser.GameObjects.GameObject) {
-        this.scene.start('ThreeScene')
-    }
-
-    //ThreeScene
-    //private handleLoadNextScene(player: Phaser.GameObjects.GameObject, sA: Phaser.GameObjects.GameObject) {
-    //this.scene.start('ThreeScene')
-    //}
-
-
-    update() {
-        if (!this.cursors) {
-            return
-        }
-
-        if (this.cursors?.left.isDown) {
-            this.player1?.setVelocityX(-160)
-            this.player1?.anims.play("left", true)
-            this.player2?.setVelocityX(-160)
-            this.player2?.anims.play("left", true)
-        } else if (this.cursors?.right.isDown) {
-            this.player1?.setVelocityX(160)
-            this.player1?.anims.play("right", true)
-            this.player2?.setVelocityX(160)
-            this.player2?.anims.play("right", true)
-        } else {
-            this.player1?.setVelocityX(0)
-            this.player1?.anims.play("turn")
-            this.player2?.setVelocityX(0)
-            this.player2?.anims.play("turn")
-        }
-
-        if (this.cursors.up?.isDown && this.player1?.body.touching.down) {
-            this.player1.setVelocityY(-330)
-        }
-
-        if (this.cursors.up?.isDown && this.player2?.body.touching.down) {
-            this.player2.setVelocityY(-330)
-        }
-
-    }
-
-}

+ 4 - 5
src/main.ts

@@ -1,11 +1,10 @@
 import Phaser from 'phaser'
 
 import HelloWorldScene from './Scenes/HelloWorldScene'
-import TwoScene from "./Scenes/TwoScene";
-import ThreeScene from "./Scenes/ThreeScene";
-import FourScene from "./Scenes/FourScene";
-import MainMenu from "./Scenes/MainMenu";
+import BaseScene from "./Scenes/BaseScene";
 import TutorialScene from './Scenes/TutorialScene';
+import EndScene from './Scenes/EndScene';
+
 
 import LevelTwo from './Scenes/LevelTwo'
 
@@ -20,7 +19,7 @@ const config: Phaser.Types.Core.GameConfig = {
 			gravity: { y: 400 },
 		},
 	},
-	scene: [MainMenu, TutorialScene,HelloWorldScene, LevelTwo, TwoScene, ThreeScene,FourScene], // 4Scene
+	scene: [BaseScene, TutorialScene, HelloWorldScene, LevelTwo, EndScene], // 4Scene
 }
 
 export default new Phaser.Game(config)