I can't get my scenes to load

My scenes with the maps I created are not loading in the browser. To get an overview of what is going on, I am creating a game RPG like game that that has a top down view of the character. The game I am making requires the character go into a store and buy some items. I think I may have found a solution for the problem of switching between maps using multiple scenes. However, the problem now is that the map isn’t loading and when inspect the game in chrome an error message that reads “Uncaught Reference Error: SceneA not define at index.js: 19”.

I thought that I set up the code correctly. But to see what I did wrong, Here is the code: index.js

Can you post your code in another way than google drive?

Do you like in a post it in a response? I do warn you it is a lot of code. I can’t post files since I am a new user.

/**

*/

var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
parent: “game-container”,
pixelArt: true,
physics: {
default: “arcade”,
arcade: {
gravity: { y: 0 }
}
},
scene: [SceneA, SceneB]
};

var game = new Phaser.Game(config);
let cursors;
let player;
let showDebug = false;

class SceneA extends Phaser.Scene {
constructor(){
super({key: ‘sceneA’});
}

preload() {
this.load.image(“tiles”, “…/assets/tilesets/RunItUpCity.png”);
this.load.tilemapTiledJSON(“map”, “…/assets/tilemaps/GetawayCity.json”);

// An atlas is a way to pack multiple images together into one texture. I’m using it to load all
// the player animations (walking left, walking right, etc.) in one image. For more info see:
// https://labs.phaser.io/view.html?src=src/animation/texture%20atlas%20animation.js
// If you don’t use an atlas, you can do the same thing with a spritesheet, see:
// https://labs.phaser.io/view.html?src=src/animation/single%20sprite%20sheet.js
this.load.atlas(“atlas”, “…/assets/atlas/atlas.png”, “…/assets/atlas/atlas.json”);
}

create() {
const map = this.make.tilemap({ key: “map” });

// Parameters are the name you gave the tileset in Tiled and then the key of the tileset image in
// Phaser’s cache (i.e. the name you used in preload)
const tileset = map.addTilesetImage(“RunitUpCity”, “tiles”);

// Parameters: layer name (or index) from Tiled, tileset, x, y
const belowLayer = map.createStaticLayer(“Bottom Layer”, tileset, 0, 0);
const worldLayer = map.createStaticLayer(“Top Layer”, tileset, 0, 0);
const aboveLayer = map.createStaticLayer(“Collision Layer”, tileset, 0, 0);

worldLayer.setCollisionByProperty({ collides: true });

// By default, everything gets depth sorted on the screen in the order we created things. Here, we
// want the “Above Player” layer to sit on top of the player, so we explicitly give it a depth.
// Higher depths will sit on top of lower depth objects.
aboveLayer.setDepth(10);

// Object layers in Tiled let you embed extra info into a map - like a spawn point or custom
// collision shapes. In the tmx file, there’s an object layer with a point named “Spawn Point”
const spawnPoint = map.findObject(“Objects”, obj => obj.name === “Spawn Point”);
const Store = map.findObject(“Objects”, obj => obj.name === “store”);

// Create a sprite with physics enabled via the physics system. The image used for the sprite has
// a bit of whitespace, so I’m using setSize & setOffset to control the size of the player’s body.
player = this.physics.add
.sprite(spawnPoint.x, spawnPoint.y, “atlas”, “misa-front”)
.setSize(30, 40)
.setOffset(0, 24);

// Watch the player and worldLayer for collisions, for the duration of the scene:
this.physics.add.collider(player, worldLayer);

player.onCollide = new Phaser.signal();
Store.onCollide.add(‘enterstore’,function (enterstore) {
this.scene.start(‘sceneB’);
}, this);

// Create the player’s walking animations from the texture atlas. These are stored in the global
// animation manager so any sprite can access them.
const anims = this.anims;
anims.create({
key: “misa-left-walk”,
frames: anims.generateFrameNames(“atlas”, { prefix: “misa-left-walk.”, start: 0, end: 3, zeroPad: 3 }),
frameRate: 10,
repeat: -1
});
anims.create({
key: “misa-right-walk”,
frames: anims.generateFrameNames(“atlas”, { prefix: “misa-right-walk.”, start: 0, end: 3, zeroPad: 3 }),
frameRate: 10,
repeat: -1
});
anims.create({
key: “misa-front-walk”,
frames: anims.generateFrameNames(“atlas”, { prefix: “misa-front-walk.”, start: 0, end: 3, zeroPad: 3 }),
frameRate: 10,
repeat: -1
});
anims.create({
key: “misa-back-walk”,
frames: anims.generateFrameNames(“atlas”, { prefix: “misa-back-walk.”, start: 0, end: 3, zeroPad: 3 }),
frameRate: 10,
repeat: -1
});

const camera = this.cameras.main;
camera.startFollow(player);
camera.setBounds(0, 0, map.widthInPixels, map.heightInPixels);

cursors = this.input.keyboard.createCursorKeys();

// Help text that has a “fixed” position on the screen
this.add
.text(16, 16, ‘Arrow keys to move\nPress “D” to show hitboxes’, {
font: “18px monospace”,
fill: “#000000”,
padding: { x: 20, y: 10 },
backgroundColor: “#ffffff
})
.setScrollFactor(0)
.setDepth(30);

// Debug graphics
this.input.keyboard.once(“keydown_D”, event => {
// Turn on physics debugging to show player’s hitbox
this.physics.world.createDebugGraphic();

// Create worldLayer collision graphic above the player, but below the help text
const graphics = this.add
  .graphics()
  .setAlpha(0.75)
  .setDepth(20);
worldLayer.renderDebug(graphics, {
  tileColor: null, // Color of non-colliding tiles
  collidingTileColor: new Phaser.Display.Color(243, 134, 48, 255), // Color of colliding tiles
  faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Color of colliding face edges
});

});
}

update(time, delta) {
const speed = 175;
const prevVelocity = player.body.velocity.clone();

// Stop any previous movement from the last frame
player.body.setVelocity(0);

// Horizontal movement
if (cursors.left.isDown) {
player.body.setVelocityX(-speed);
} else if (cursors.right.isDown) {
player.body.setVelocityX(speed);
}

// Vertical movement
if (cursors.up.isDown) {
player.body.setVelocityY(-speed);
} else if (cursors.down.isDown) {
player.body.setVelocityY(speed);
}

// Normalize and scale the velocity so that player can’t move faster along a diagonal
player.body.velocity.normalize().scale(speed);

// Update the animation last and give left/right animations precedence over up/down animations
if (cursors.left.isDown) {
player.anims.play(“misa-left-walk”, true);
} else if (cursors.right.isDown) {
player.anims.play(“misa-right-walk”, true);
} else if (cursors.up.isDown) {
player.anims.play(“misa-back-walk”, true);
} else if (cursors.down.isDown) {
player.anims.play(“misa-front-walk”, true);
} else {
player.anims.stop();

// If we were moving, pick and idle frame to use
if (prevVelocity.x < 0) player.setTexture("atlas", "misa-left");
else if (prevVelocity.x > 0) player.setTexture("atlas", "misa-right");
else if (prevVelocity.y < 0) player.setTexture("atlas", "misa-back");
else if (prevVelocity.y > 0) player.setTexture("atlas", "misa-front");

}
}
}

class SceneB extends Phaser.Scene{

constructor(){
	super({key: 'sceneB'});
}

preload() {
this.load.image(“tiles”, “…/assets/tilesets/modern-day-shop-add-on-right.png”);
this.load.tilemapTiledJSON(“map”, “…/assets/tilemaps/store.json”);

// An atlas is a way to pack multiple images together into one texture. I’m using it to load all
// the player animations (walking left, walking right, etc.) in one image. For more info see:
// https://labs.phaser.io/view.html?src=src/animation/texture%20atlas%20animation.js
// If you don’t use an atlas, you can do the same thing with a spritesheet, see:
// https://labs.phaser.io/view.html?src=src/animation/single%20sprite%20sheet.js
this.load.atlas(“atlas”, “…/assets/atlas/atlas.png”, “…/assets/atlas/atlas.json”);
}

create() {
const map = this.make.tilemap({ key: “map” });

// Parameters are the name you gave the tileset in Tiled and then the key of the tileset image in
// Phaser’s cache (i.e. the name you used in preload)
const tileset = map.addTilesetImage(“store”, “tiles”);

// Parameters: layer name (or index) from Tiled, tileset, x, y
const storeLayer = map.createStaticLayer(“Tile Layer 1”, tileset, 0, 0);

storeLayer.setCollisionByProperty({ collides: true });

// By default, everything gets depth sorted on the screen in the order we created things. Here, we
// want the “Above Player” layer to sit on top of the player, so we explicitly give it a depth.
// Higher depths will sit on top of lower depth objects.
storeLayer.setDepth(10);

// Object layers in Tiled let you embed extra info into a map - like a spawn point or custom
// collision shapes. In the tmx file, there’s an object layer with a point named “Spawn Point”
const spawnPoint = map.findObject(“Objects”, obj => obj.name === “Spawn Point”);
const Shop = map.findObject(“Objects”, obj => obj.name === “Shop”);

// Create a sprite with physics enabled via the physics system. The image used for the sprite has
// a bit of whitespace, so I’m using setSize & setOffset to control the size of the player’s body.
player = this.physics.add
.sprite(spawnPoint.x, spawnPoint.y, “atlas”, “misa-front”)
.setSize(30, 40)
.setOffset(282, 202);

// Watch the player and worldLayer for collisions, for the duration of the scene:
this.physics.add.collider(player, worldLayer);

player.onCollide = new Phaser.signal();
SpawnPoint.onCollide.add(‘enterstore’,function (enterstore) {
this.scene.start(‘sceneA’);
}, this);

// Create the player’s walking animations from the texture atlas. These are stored in the global
// animation manager so any sprite can access them.
const anims = this.anims;
anims.create({
key: “misa-left-walk”,
frames: anims.generateFrameNames(“atlas”, { prefix: “misa-left-walk.”, start: 0, end: 3, zeroPad: 3 }),
frameRate: 10,
repeat: -1
});
anims.create({
key: “misa-right-walk”,
frames: anims.generateFrameNames(“atlas”, { prefix: “misa-right-walk.”, start: 0, end: 3, zeroPad: 3 }),
frameRate: 10,
repeat: -1
});
anims.create({
key: “misa-front-walk”,
frames: anims.generateFrameNames(“atlas”, { prefix: “misa-front-walk.”, start: 0, end: 3, zeroPad: 3 }),
frameRate: 10,
repeat: -1
});
anims.create({
key: “misa-back-walk”,
frames: anims.generateFrameNames(“atlas”, { prefix: “misa-back-walk.”, start: 0, end: 3, zeroPad: 3 }),
frameRate: 10,
repeat: -1
});

const camera = this.cameras.main;
camera.startFollow(player);
camera.setBounds(0, 0, map.widthInPixels, map.heightInPixels);

cursors = this.input.keyboard.createCursorKeys();

// Help text that has a “fixed” position on the screen
this.add
.text(16, 16, ‘Arrow keys to move\nPress “D” to show hitboxes’, {
font: “18px monospace”,
fill: “#000000”,
padding: { x: 20, y: 10 },
backgroundColor: “#ffffff
})
.setScrollFactor(0)
.setDepth(30);

// Debug graphics
this.input.keyboard.once(“keydown_D”, event => {
// Turn on physics debugging to show player’s hitbox
this.physics.world.createDebugGraphic();

// Create worldLayer collision graphic above the player, but below the help text
const graphics = this.add
  .graphics()
  .setAlpha(0.75)
  .setDepth(20);
storeLayer.renderDebug(graphics, {
  tileColor: null, // Color of non-colliding tiles
  collidingTileColor: new Phaser.Display.Color(243, 134, 48, 255), // Color of colliding tiles
  faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Color of colliding face edges
});

});
}

update(time, delta) {
const speed = 175;
const prevVelocity = player.body.velocity.clone();

// Stop any previous movement from the last frame
player.body.setVelocity(0);

// Horizontal movement
if (cursors.left.isDown) {
player.body.setVelocityX(-speed);
} else if (cursors.right.isDown) {
player.body.setVelocityX(speed);
}

// Vertical movement
if (cursors.up.isDown) {
player.body.setVelocityY(-speed);
} else if (cursors.down.isDown) {
player.body.setVelocityY(speed);
}

// Normalize and scale the velocity so that player can’t move faster along a diagonal
player.body.velocity.normalize().scale(speed);

// Update the animation last and give left/right animations precedence over up/down animations
if (cursors.left.isDown) {
player.anims.play(“misa-left-walk”, true);
} else if (cursors.right.isDown) {
player.anims.play(“misa-right-walk”, true);
} else if (cursors.up.isDown) {
player.anims.play(“misa-back-walk”, true);
} else if (cursors.down.isDown) {
player.anims.play(“misa-front-walk”, true);
} else {
player.anims.stop();

// If we were moving, pick and idle frame to use
if (prevVelocity.x < 0) player.setTexture("atlas", "misa-left");
else if (prevVelocity.x > 0) player.setTexture("atlas", "misa-right");
else if (prevVelocity.y < 0) player.setTexture("atlas", "misa-back");
else if (prevVelocity.y > 0) player.setTexture("atlas", "misa-front");

}
}

}

I did not went through all, but try to put this …

var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
parent: “game-container”,
pixelArt: true,
physics: {
default: “arcade”,
arcade: {
gravity: { y: 0 }
}
},
scene: [SceneA, SceneB]
};

var game = new Phaser.Game(config);

…at the very bottom.

Okay I got the map to load thanks. But I seem to have run into another problem. My character won’t load on the map. It seems like every time I try a function to switch maps, the player does not load for some reason. Do you think you can help me with this?

Store1.body.onCollide = new Phaser.signal();
Store1.body.onCollide.add('enterstore',function (enterstore) {
this.scene.start('sceneB');
}, this);