Making an object kill

#1

Hi all. I am struggling hard. I would like to know how I make an item kill my character.

Here is my source code:

Caliban's Great Adventure
<script src="js/phaser.min.js"></script>
<!--Phaser states
Boot: start the physics,
Load: Preloader for overall game - before menu
Menu: The main menu for game
Play: Your actual game
Win: You the winner, play again button
Game: Where you define  what all the states are called-->

<script src="js/load.js"></script>
<script src="js/menu.js"></script>
<script src="js/play.js"></script>
<script src="js/win.js"></script>
<script src="js/lose.js"></script>

<!--always put the game state last because it has the new phaser game creation here. That also defines all the states-->
<script src="js/myGame.js"></script>
<h1>Caliban's Great Adventure</h1>

<div id="gameTime"></div>

<h5>"We'll swear upon that bottle to be thy true subject; 

for the liquor is not earthly." -Caliban, The Tempest

<p><img src="assets/calibanweb.jpg"></img>
Caliban leaves it's home to venture out and find "moonjuice". Be careful though, there are lots of obstacles in its way.
</p>

How To Play:

W to start

Respective Arrow Keys to move left, right or up.

Here is my load code:
// JavaScript Document

// Load State
var loadState={
preload: function(){

	//visuals to tell people assets are loading
	game.add.text(80,150,'Loading...',{fill:'#FFF'});

	//preload the little dude - syntax for loading spritesheet
	//id, path to the asset, width of the frame, height of the frame
	game.load.spritesheet('Caliban', 'assets/Caliban.png', 32, 32);
	
	//load in our collectable
	//id, path
	game.load.image('Jug', 'assets/Jug.png');
	
	//BAD GUY BOO 
	game.load.image('Gon','assets/Gon.png');
	
	//load my map - json file & tileset
	
	//load json object holds the placement of tiles
	//id, path, something I'm not sure, type of file
	game.load.tilemap('myMap', 'assets/TileMap.json', null, Phaser.Tilemap.TILED_JSON);
	//uses the tilesheet for graphics
	game.load.image('tiles', 'assets/Tilemap.png');
	game.load.image('planets', 'assets/Planets.png');
	
},
create: function(){
	game.state.start('menu');
}

}

And here is my play code:
var player;
var map;
var layer;
var cursors;
var items;
var hurt;

var score=0;
var scoreText;

var playState={

create: function(){
	/***************************All code to set up the scene*************************/
	//set background colour
	game.stage.backgroundColor = "#456083";
	
	/*****************************************map************************************/
	//adds a tilemap to the game
	map = game.add.tilemap('myMap');
	//make the connection between the map and the pictures
	//first is name of tileset in json file, id in the preload of tiles
	map.addTilesetImage('Tilemap', 'tiles');
	map.addTilesetImage('Planets', 'planets');
	
	//this is how to load a static layer - the player doesn't interact with
	map.createLayer('clouds');
	
	
	layer=map.createLayer('Platforms');
	layer.resizeWorld();
	//telling the game that we want to collide with platforms
	//first tile, last tile, true, id of layer
	map.setCollisionBetween(0, 64, true, 'Platforms');
	

	/***************************************player***********************************/
	//dropping our character on the screen
	//x, y, id
	player = game.add.sprite(100,100, 'Caliban');
	//add some physics
	game.physics.arcade.enable(player);
	player.body.gravity.y=250;
	player.body.bounce.y=0.2;
	
	//define the moving animations
	//name animation, which frame should it play, fps
	player.animations.add('left', [0,1,2,3], 5, true);
	player.animations.add('right', [5,6,7,8], 5, true);
	
	//FOLLOW OUR PLAYER
	game.camera.follow(player);

	
	/********************************create collectables*****************************/
	
	items = game.add.group();
	//give it a 'body' so that we can actually collide with it
	items.enableBody=true;
	
	//game create - x, y, id
	items.create(460,235,'Jug');
	items.create(700, 650,'Jug');
	items.create(1535,100,'Jug');
	items.create(1440,550,'Jug');
	items.create(1490,325,'Jug');
	//create more items here 
	
	
	hurt = game.add.group();
	
	
		//game create - x, y, id
	hurt.create(500, 670,'Gon');
	hurt.create(1485, 550,'Gon');
	hurt.create(1440, 130,'Gon');
	hurt.create(1298, 130,'Gon');
	hurt.create(800, 260,'Gon');
	hurt.create(1008, 700,'Gon');
	//create more items here 
	
	/*********************************Create Audio***********************************/
	

	/******************************Add Score*************************************/
	scoreText = game.add.text(20, 20, 'Score:0',{fill:'#71BD64'});
	scoreText.fixedToCamera=true;
	
	/**********************************start tracking keys****************************/
	
	cursors = game.input.keyboard.createCursorKeys();
	
	
},
update:function(){
	/************All code that needs to be checked regularly*************************/
	
	
	
	/*********************check if player hits platforms*****************************/
	var hitPlatforms = game.physics.arcade.collide(player, layer);
	

	/***************player movement AFTER cursors have been created******************/
	if(cursors.left.isDown){
		console.log("left");
		player.body.velocity.x=-150;
		player.animations.play('left');
	}else if(cursors.right.isDown){
		console.log("right");
		player.body.velocity.x=150;
		player.animations.play('right');
	}else{
		//stop moving - velocity - 0
		player.body.velocity.x = 0;
		//play frame 4
		player.frame=4;
	}
	
	
	//jumping
	//allow the player to jump if it is touching the ground AND the up key is pressed
	
	if(cursors.up.isDown && hitPlatforms){
		player.body.velocity.y=-215;
	}
	
	/***************************check if player hits items************************/
	
	//var1, var2, function call, null, this
	game.physics.arcade.overlap(player, items, this.collect, null, this);


	/**************************SCORE END SCREEN TRIGGER*******/
	
	if(score==50){
		this.win();
	}

},
collect:function(player, item){
	/************function for what happens when player hits diamonds******************/
	console.log("They are hitting");
	item.kill();
	
	//increment the score
	score+=10;
	//then put it in the text field
	scoreText.text='Score:'+score;
},


win:function(){
	/************function for what happens when score reaches certain amount**********/
	//console.log("win");
	game.state.start('win');
}

}

I would like to make it so my object ‘Gon’ kills my player, “Caliban” when they touch.

I have no idea how to do this!!

I also have an external js file linked to my source code called “lose.js” but nothing has been done with it yet.

I am extremely new to phaser and am surprised I have made it this far. Now I am stumped!!!

TIA!