Hello & Thanks ,
I am getting a green shadow on my *sprite .png s .
And when I kill a sprite , the green shadow is still there .
I think it has something to do with BoundingBox , but I don’t see it yet .
Thanks for your help !
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'vm-vertical-collision', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('truth02', 'truth02.png');
game.load.image('cowpie', 'cowpie.png');
game.load.image('bullet', 'cowpie.png');
game.load.image('thrower', 'thrower.png');
// game.load.image('bullet', 'C:/Phaser/phaser-2.4.4/DownloadExamples/phaser-examples-master/examples/assets/games/asteroids/bullets.png');
}
var truth02sprite;
var cowpieSprite;
var throwerSprite;
var cursors;
var bullet;
var bullets;
var fireRate = 500;
var nextFire = 0;
var bulletTime = 0;
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.stage.backgroundColor = '#2d2d2d';
truth02sprite = game.add.sprite(300, 50, 'truth02');
truth02sprite.name = 'truth02';
game.physics.enable(truth02sprite, Phaser.Physics.ARCADE);
// truth02.body.velocity.y = 100;
truth02sprite.body.immovable = true;
// See the offset bounding box for another example.
// truth02sprite.body.setSize(64, 64, 0, 0);
cowpieSprite = game.add.sprite(300, game.height -175 , 'cowpie');
cowpieSprite.name = 'cowpie';
game.physics.enable(cowpieSprite, Phaser.Physics.ARCADE);
cowpieSprite.body.velocity.y = -300;
cowpieSprite.body.acceleration.y = -300;
// Our cowpie bullets
bullets = game.add.group();
bullets.enableBody = true;
game.physics.enable(bullets, Phaser.Physics.ARCADE);
// All 40 of them
bullets.createMultiple(10, 'bullet'); // bullet becomes bullets
bullets.setAll('anchor.x', 0.5);
bullets.setAll('anchor.y', 0.5);
// bullets.body.velocity.y = -300;
// bullets.body.acceleration.y = -300;
// throwerSprite = game.add.sprite(game.width / 2, game.height -125, 'thrower');
throwerSprite = game.add.sprite(300, game.height -125, 'thrower');
throwerSprite.name = 'thrower';
game.physics.enable(throwerSprite, Phaser.Physics.ARCADE);
// throwerSprite.body.velocity.y = -300;
// throwerSprite.body.acceleration.y = -300;
cursors = game.input.keyboard.createCursorKeys();
}
//function update() {
// game.physics.arcade.collide(cowpieSprite, truth02sprite, collisionHandler, null, this);
//}
function update() {
game.physics.arcade.collide(cowpieSprite, truth02sprite, collisionHandler, null, this);
// game.physics.arcade.collide(bullet, truth02sprite, collisionHandler, null, this);
// if (cursors.up.isDown)
if (cursors.up.isDown)
{
fireBullet();
}
/* else
{
sprite.body.acceleration.set(0);
}
if (cursors.left.isDown)
{
sprite.body.angularVelocity = -300;
}
else if (cursors.right.isDown)
{
sprite.body.angularVelocity = 300;
}
else
{
sprite.body.angularVelocity = 0;
}
screenWrap(truth02sprite);
bullets.forEachExists(screenWrap, this);
*/
}
function collisionHandler (obj1, obj2) {
game.stage.backgroundColor = '#992d2d';
cowpieSprite.body.velocity.y.stop;
obj1.kill();
// truth02sprite.body.invisible = true;
}
function fireBullet () {
if (game.time.now > nextFire)
{
nextFire = game.time.now + fireRate;
bullet = bullets.getFirstExists(false);
if (bullet)
{
bullet.reset(throwerSprite.body.x + 16, throwerSprite.body.y + 16);
bullet.lifespan = 2000;
bullet.body.velocity.y = -300;
bullet.body.acceleration.y = -300;
// bulletTime = game.time.now + 50;
}
}
}
function render() {
game.debug.body(truth02sprite);
game.debug.body(cowpieSprite);
game.debug.body(bullets);
}