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Shailendra kushwaha
1,523 PointsI am following along teacher guide and doing on the relative workspace but The new graphics couldn't add,!!!
// define variables
var game;
var player;
var platforms;
var badges;
var items;
var cursors;
var jumpButton;
var text;
var winningMessage;
var won = false;
var currentScore = 0;
var winningScore = 100;
// add collectable items to the game
function addItems() {
items = game.add.physicsGroup();
createItem(375, 400, 'coin');
createItem(575, 500, 'coin');
createItem(225, 500, 'coin');
createItem(100, 250, 'coin');
createItem(575, 150, 'coin');
createItem(525, 300, 'coin');
createItem(650, 250, 'coin');
createItem(225, 200, 'coin');
createItem(375, 100, 'coin');
}
// add platforms to the game
function addPlatforms() {
platforms = game.add.physicsGroup();
platforms.create(450, 550, 'platform');
platforms.create(100, 550, 'platform');
platforms.create(300, 450, 'platform');
platforms.create(250, 150, 'platform');
platforms.create(50, 300, 'platform');
platforms.create(150, 250, 'platform');
platforms.create(650, 300, 'platform');
platforms.create(550, 200, 'platform2');
platforms.create(300, 450, 'platform2');
platforms.create(400, 350, 'platform2');
platforms.setAll('body.immovable', true);
}
// create a single animated item and add to screen
function createItem(left, top, image) {
var item = items.create(left, top, image);
item.animations.add('spin');
item.animations.play('spin', 10, true);
}
// create the winning badge and add to screen
function createBadge() {
badges = game.add.physicsGroup();
var badge = badges.create(750, 400, 'badge');
badge.animations.add('spin');
badge.animations.play('spin', 10, true);
}
// when the player collects an item on the screen
function itemHandler(player, item) {
item.kill();
currentScore = currentScore + 10;
if (currentScore === winningScore) {
createBadge();
}
}
// when the player collects the badge at the end of the game
function badgeHandler(player, badge) {
badge.kill();
won = true;
}
// setup game when the web page loads
window.onload = function () {
game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
// before the game begins
function preload() {
game.stage.backgroundColor = '#5db1ad';
//Load images
game.load.image('platform', 'platform_1.png');
game.load.image('platform2', 'platform_2.png');
//Load spritesheets
game.load.spritesheet('player', 'chalkers.png', 48, 62);
game.load.spritesheet('coin', 'coin.png', 36, 44);
game.load.spritesheet('badge', 'badge.png', 42, 54);
}
// initial game set up
function create() {
player = game.add.sprite(50, 600, 'player');
player.animations.add('walk');
player.anchor.setTo(0.5, 1);
game.physics.arcade.enable(player);
player.body.collideWorldBounds = true;
player.body.gravity.y = 500;
addItems();
addPlatforms();
cursors = game.input.keyboard.createCursorKeys();
jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
text = game.add.text(16, 16, "SCORE: " + currentScore, { font: "bold 24px Arial", fill: "white" });
winningMessage = game.add.text(game.world.centerX, 275, "", { font: "bold 48px Arial", fill: "white" });
winningMessage.anchor.setTo(0.5, 1);
}
// while the game is running
function update() {
text.text = "SCORE: " + currentScore;
game.physics.arcade.collide(player, platforms);
game.physics.arcade.overlap(player, items, itemHandler);
game.physics.arcade.overlap(player, badges, badgeHandler);
player.body.velocity.x = 0;
// is the left cursor key presssed?
if (cursors.left.isDown) {
player.animations.play('walk', 10, true);
player.body.velocity.x = -300;
player.scale.x = - 1;
}
// is the right cursor key pressed?
else if (cursors.right.isDown) {
player.animations.play('walk', 10, true);
player.body.velocity.x = 300;
player.scale.x = 1;
}
// player doesn't move
else {
player.animations.stop();
}
if (jumpButton.isDown && (player.body.onFloor() || player.body.touching.down)) {
player.body.velocity.y = -400;
}
// when the player winw the game
if (won) {
winningMessage.text = "YOU WIN!!!";
}
}
function render() {
}
};