Well Im struggling to make te game restart every time you get hit by a bomb, can anyone help me?
this is the code:
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var player;
var stars;
var bombs;
var platforms;
var cursors;
var score = 0;
var gameOver = false;
var scoreText;
var redstar;
var jumpcount = 0;
var game = new Phaser.Game(config);
function preload ()
{
this.load.image('sky', 'images/sky.png');
this.load.image('ground', 'images/platform.png');
this.load.image('star', 'images/star.png');
this.load.image('bomb', 'images/bomb.png');
this.load.image('redstar', 'images/pixil-frame-0.png')
this.load.spritesheet('dude', 'images/dude.png', { frameWidth: 32, frameHeight: 48 });
}
function create ()
{
// A simple background for our game
this.add.image(400, 300, 'sky');
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = this.physics.add.staticGroup();
// Here we create the ground.
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
platforms.create(400, 568, 'ground').setScale(2).refreshBody();
// Now let's create some ledges
platforms.create(600, 400, 'ground');
platforms.create(50, 250, 'ground');
platforms.create(750, 220, 'ground');
platforms.create (500, 100, 'ground');
// The player and its settings
player = this.physics.add.sprite(100, 450, 'dude');
// Player physics properties. Give the little guy a slight bounce.
player.setBounce(0.2);
player.setCollideWorldBounds(true);
// Our player animations, turning, walking left and walking right.
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
});
// Input Events
cursors = this.input.keyboard.createCursorKeys();
// Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
stars = this.physics.add.group({
key: 'star',
repeat: 6,
setXY: { x: 12, y: 0, stepX: 70 },
});
redstars = this.physics.add.group({
key: 'redstar',
repeat: 4,
setXY: { x: 12, y: 0, stepX: 160 }
});
stars.children.iterate(function (child) {
// Give each star a slightly different bounce
child.setBounceY(Phaser.Math.FloatBetween(0.2, 0.4));
});
redstars.children.iterate(function (child) {
// Give each star a slightly different bounce
child.setBounceY(Phaser.Math.FloatBetween(0.1, 0.2));
});
bombs = this.physics.add.group();
// The score
scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '64px', fill: '#700'});
// Collide the player and the stars with the platforms
this.physics.add.collider(player, platforms);
this.physics.add.collider(stars, platforms);
this.physics.add.collider(bombs, platforms);
this.physics.add.collider(redstars, platforms)
// Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
this.physics.add.overlap(player, stars, collectStar, null, this);
this.physics.add.overlap(player, redstars, collectredstar, null, this)
this.physics.add.collider(player, bombs, hitBomb, null, this);
this.input.once('pointerdown', function (event) {
this.scene.restart();
}, this);
}
function update ()
{
if (gameOver)
{
return;
}
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 || this.jumpcount < 2))
{
player.setVelocityY(-330);
++jumpcount
console.log(jumpcount)
}
if(gameOver = true) {
this.registry.destroy();
this.events.off();
this.scene.restart();
}
}
function collectredstar (player, star)
{
star.disableBody(true, true);
// Add and update the score
score += 15;
scoreText.setText('Score: ' + score);
if ((stars.countActive(true) === 0) && redstars.countActive(true) === 0)
{
// A new batch of stars to collect
stars.children.iterate(function (child) {
child.enableBody(true, child.x, 0, true, true);
});
redstars.children.iterate(function (child){
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);
bomb.allowGravity = false;}
}
function collectStar (player, star)
{
star.disableBody(true, true);
// Add and update the score
score += 10;
scoreText.setText('Score: ' + score);
if ((stars.countActive(true) === 0) && redstars.countActive(true) === 0)
{
// A new batch of stars to collect
stars.children.iterate(function (child) {
child.enableBody(true, child.x, 0, true, true);
});
redstars.children.iterate(function (child){
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);
bomb.allowGravity = false;
}
}
function hitBomb (player, bomb)
{
this.physics.pause();
player.setTint(0xff0000);
player.anims.play('turn');
gameOver = true;
}
Also if anyone could help me to make a doble jump i will be grateful