Reputation: 113
I'm new to Phaser 3 as well as game development then I have a problem here. I'm trying to restart a game scene but I get an error saying "Uncaught TypeError: this.scene.restart is not a function" when I run this
var playbtn = this.add.dom(390, 600).createFromCache('play-btn');
playbtn.setPerspective(600);
playbtn.addListener('click');
playbtn.on('click', function (event) {
this.scene.restart();
});
And this is my whole code
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Making your first Phaser 3 Game - Part 10</title>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/phaser.js"></script>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<script type="text/javascript">
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'phaser-example',
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
dom: {
createContainer: true
},
scene: {
preload: preload,
create: create,
update: update,
hitbomb: hitBomb
}
};
var game = new Phaser.Game(config);
var player;
var stars;
var bombs;
var platforms;
var cursors;
var score = 0;
var gameOver = false;
var scoreText;
var level_state;
var level = 1;
var de_star = 0;
var element;
var playbtn;
function preload ()
{
this.load.image('sky', 'assets/sky.png');
this.load.image('ground', 'assets/platform.png');
this.load.image('star', 'assets/bomb.png');
this.load.image('bomb', 'assets/star.png');
this.load.spritesheet('dude', 'assets/dude.png', { frameWidth: 32, frameHeight: 48 });
this.load.html('play-btn', 'assets/play.html');
this.load.html('nameform', 'assets/loginform.html');
}
function create ()
{
// A simple background for our game
this.add.image(400, 300, 'sky');
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = this.physics.add.staticGroup();
// Here we create the ground.
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
platforms.create(400, 568, 'ground').setScale(2).refreshBody();
// Now let's create some ledges
platforms.create(600, 400, 'ground');
platforms.create(50, 250, 'ground');
platforms.create(750, 220, 'ground');
// The player and its settings
player = this.physics.add.sprite(100, 450, 'dude');
// Player physics properties. Give the little guy a slight bounce.
player.setBounce(0.2);
player.setCollideWorldBounds(true);
// Our player animations, turning, walking left and walking right.
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'turn',
frames: [ { key: 'dude', frame: 4 } ],
frameRate: 20
});
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
frameRate: 10,
repeat: -1
});
// Input Events
cursors = this.input.keyboard.createCursorKeys();
// Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
stars = this.physics.add.group({
key: 'star',
repeat: 1,
setXY: { x: 12, y: 0, stepX: 70 }
});
stars.children.iterate(function (child) {
// Give each star a slightly different bounce
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
});
bombs = this.physics.add.group();
// The score
scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
level_state = this.add.text(16, 50, 'Level: 1', { fontSize: '32px', fill: '#000' });
// Collide the player and the stars with the platforms
this.physics.add.collider(player, platforms);
this.physics.add.collider(stars, platforms);
this.physics.add.collider(bombs, platforms);
// Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
this.physics.add.overlap(player, stars, collectStar, null, this);
this.physics.add.collider(player, bombs, hitBomb, null, this);
}
function update ()
{
if (gameOver)
{
return;
}
if (cursors.left.isDown)
{
player.setVelocityX(-160);
player.anims.play('left', true);
}
else if (cursors.right.isDown)
{
player.setVelocityX(160);
player.anims.play('right', true);
}
else
{
player.setVelocityX(0);
player.anims.play('turn');
}
if (cursors.up.isDown && player.body.touching.down)
{
player.setVelocityY(-330);
}
}
function collectStar (player, star)
{
star.disableBody(true, true);
// Add and update the score
score += 10;
scoreText.setText('Score: ' + score);
if (de_star==12)
{
gameOver = True;
}
else if (stars.countActive(true) === 0)
{
de_star+=1;
stars = this.physics.add.group({
key: 'star',
repeat: 11-de_star,
setXY: { x: 12, y: 0, stepX: 70 }
});
this.physics.add.collider(stars, platforms);
stars.children.iterate(function (child) {
// Give each star a slightly different bounce
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
});
// A new batch of stars to collect
stars.children.iterate(function (child) {
child.enableBody(true, child.x, 0, true, true);
});
this.physics.add.overlap(player, stars, collectStar, null, this);
var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
level += 1;
var bomb = bombs.create(x, 16, 'bomb');
bomb.setBounce(1);
bomb.setCollideWorldBounds(true);
bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
bomb.allowGravity = false;
}
level_state.setText('Level: '+level);
}
function hitBomb (player, bomb)
{
this.physics.pause();
player.setTint(0xff0000);
player.anims.play('turn');
gameOver = true;
var playbtn = this.add.dom(390, 600).createFromCache('play-btn');
playbtn.setPerspective(600);
playbtn.addListener('click');
playbtn.on('click', function (event) {
this.scene.restart();
});
this.tweens.add({
targets: playbtn,
y: 300,
duration: 3000,
ease: 'Power3'
});
}
</script>
</body>
</html>
When the character hits the bomb, the "Play Again" button will pop up, then the game will restart if the player hits that button. These are the things that I aim for... The project I'm working on is a tutorial example but any advice or solution would help me a lot. Thank you
Upvotes: 0
Views: 5037
Reputation: 759
As @Thomas already point out, it's a problem of this
.
You could use a fat arrow
playbtn.on('click', (event) => {
this.scene.restart();
});
or you could pass the context to the 'on' function, i think it's 'game' looking at your code.
playbtn.on('click', function (event) {
this.scene.restart();
}, game);
Here a snippet from the documentation of Phaser's on
/**
* Add a listener for a given event.
* @param event The event name.
* @param fn The listener function.
* @param context The context to invoke the listener with. Default this.
*/
on(event: string | symbol, fn: Function, context?: any): this;
Upvotes: 2
Reputation: 182093
I'm not very familiar with Phaser, but probably this
inside the event handler refers to the button. Use a fat arrow to bind the handler function to this
from the surrounding scope:
playbtn.on('click', (event) => {
this.scene.restart();
});
Upvotes: 0