Oh boy where here it goes…
`async update(){//calls itself constantly
await player;
var promises;
x++
try{
if (x<3)//so it won't create more than one room, however its stops the rest of the code from being called constantly
{
room=this.room()
promises=new Promise((resolve)=>{resolve(room)})
}
await promises
promises.then((room)=>{
console.log("success")
//room.send('x',player.x)
//room.send('y',player.y)
room.send('player',1)
room.onMessage('player', (message)=>{
if (id==0){
id=message
}
console.log("the id is:"+id)
})
room.onMessage('x', (message)=>{
console.log(message)
player[id].x=message;
})
room.onMessage('y', (message)=>{
console.log(message)
player[id].y=message
})
room.onMessage('coin',(message)=>{
scoreText
console.log(message)
score = message;
scoreText.setText("player1: " + score);
})
room.onMessage('coin2',(message)=>{
scoreText2
console.log(message)
score2 = message;
scoreText2.setText("player2: " + score2);
})
/*room.onMessage(‘player2’, (message) => {
})
room.onMessage('type', (message) => {
this.input.keyboard.on('type',evt =>{
console.log(evt.key)
player.setY(message)
console.log(message)
})
})*/
document.addEventListener("keydown", function(event) {
if (event.code === 'ArrowRight') {
player[id].x+=6
room.send('x',player[id].x)
console.log(room)
}
});
document.addEventListener("keydown", function(event) {
if (event.code === 'ArrowLeft') {
player[id].x-=6
room.send('x',player[id].x)
console.log(room)
}
});` `
button_right=this.add.image(270, 400,"button_right")
.setInteractive()
.on('pointerdown', ()=> {
console.log("success")
r=1
l=0
})
button_left=this.add.image(70, 400,"button_left")
.setInteractive()
.on('pointerdown', () =>{
console.log("success")
l=1
r=0
player[id].anims.play("left", true);
})
button=this.add.image(650, 400,"button")
.setInteractive()
.on('pointerdown', () =>{
console.log("success");
this.sound.play("jump");
})
document.addEventListener("keydown", function(event) {
let interval;
var audio = new Audio('assets/jump.ogg');
audio.play();
if (event.code === 'ArrowUp' && player[id].body.touching.down)
{
player[id].setVelocityY(-430)
function jump(){
if (player[id].body.touching.down==false){
room.send('y',player[id].y)
console.log(room)
console.log(player[id].body.touching.down)
}
}
interval=setInterval(()=>{
jump()
if (player[id].body.touching.down==true)
{
clearInterval(interval)
}},50)
}
});
})
var b=0
b++
if (b>2)
{this.collectCoin(player[id],coin,promises)}
}
catch(err){}
const cursors = this.input.keyboard.createCursorKeys();
if (this.input.activePointer.isDown )//while the button is pressed
{
if (r==0 && l==1){
player[id].x-=2
// player.flipX = true;
punching = false;
}
else if (l==0 && r==1)
{
player[id].x+=2;
// player.flipX = false;
punching = false;
}
else
{}
}
var spacebar = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);
button
.setInteractive()
.on('pointerdown', () =>{
player[id].setVelocityY(-430);
punching = false;
})
if (cursors.left.isDown) {
//player.setVelocityX(-160);
player[id].flipX = true;
player[id].anims.play("left", true);
punching = false;
} else if (Phaser.Input.Keyboard.JustDown(spacebar))
{
console.log(player[0].anims.getProgress(spacebar));
player[id].setVelocityX(0);
player[id].anims.play("punch");
punching = true;
} else if (cursors.right.isDown){
console.log("right");
//player.setVelocityX(160);
player[id].flipX = false;
player[id].anims.play("right", true);
punching = false;
} else {
if (punching==false){
player[id].anims.play("turn", true);
}
player[id].setVelocityX(0);
}
/*if (cursors.up.isDown && player.body.touching.down) {
player.setVelocityY(-430);
this.sound.play("jump");
punching = false;
}*/
if (initialTime<=0)//time goes to 0
{
this.scene.start('gameover')
this.scene.remove('game')
}
this.physics.add.collider(player[1], coin, this.collectCoin2,callback,this);
changeBlock(player, blocks) {
var Random = Phaser.Math.Between(1, 4);
if (Random < 3)
if (player[id].y > blocks.y + 40)
if (blocks.texture.key == "play_block") {
//this.sound.play("brick");
blocks.setTexture("dud_block");
coin = this.physics.add.sprite(blocks.x, blocks.y - 40, "coin");
coin.setBounce(1);
coin.body.setGravityY(300);
this.physics.add.collider(coin, platforms);
this.physics.add.collider(player[0], coin, this.collectCoin);
coin.setVelocityX(60);
coin.setVelocityY(-300);
coin.setCollideWorldBounds(true);
}
if (Random == 3)
if (player[id].y > blocks.y + 40)
if (blocks.texture.key == "play_block") {
this.sound.play("brick");
coin = this.physics.add.sprite(blocks.x, blocks.y - 40, "coin");
coin.setBounce(1);
coin.body.setGravityY(300);
this.physics.add.collider(coin, platforms);
this.physics.add.collider(player[0], coin, this.collectCoin);
coin.setVelocityX(60);
coin.setVelocityY(-300);
coin.setCollideWorldBounds(true);
}
if (Random == 4)
if (player[id].y > blocks.y + 40)
if (blocks.texture.key == "play_block") {
this.sound.play("brick");
blocks.destroy();
} else {
this.sound.play("brick");
}
}
}
`