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Hanging on a monkey bar Phaser JS - Game Devlog #19

Written in June 19, 2021 - 🕒 2 min. read

Hey everyone, today’s devlog will be very similar to the previous one, but instead of climbing a ladder I’m going to implement a monkey bar that the hero can hang on to.

Monkey bar

As always, I created a new property for my tileset and called it canHang, and use the function getOverlappingTileWithGameobjectDimensions that I’ve implemented in the last devlog to look for a tile with that property.

// Handle hero hanging
if (this.isUpDown() && !this.isHeroHanging()) {
    const tile = getOverlappingTileWithGameobjectDimensions(
        this.body,
        this.scene.mapData.dynamicLayers.elements,
        'canHang'
    );

    if (tile?.properties?.canHang) {
        this.setHeroState(HANGING);
        return;
    }
}

Now that I have the code to set the hero state to the base HANGING, I need to add a handler for when moving left, right, or jumping.

if (this.isHeroHanging()) {
    // Handle hero jump when hanging
    if (this.isAButtonJustDown()) {
        this.setHeroState(JUMPING_START);
        return;
    }

    const tile = getOverlappingTileWithGameobjectDimensions(
        this.body,
        this.scene.mapData.dynamicLayers.elements,
        'canHang'
    );

    if (tile?.properties?.canHang) {
        if (tile.customCollider) {
            const { y, height } = tile.customCollider;
            const adjustedPosY =
                this.body.height + y + height + 2;

            if (this.y !== adjustedPosY) {
                this.setY(adjustedPosY);
            }
        }

        if (this.isLeftDown()) {
            this.setHeroState(HANGING_LEFT);
        } else if (this.isRightDown()) {
            this.setHeroState(HANGING_RIGHT);
        } else {
            this.setHeroState(HANGING);
        }

        return;
    }

    this.setHeroState(IDLE);
    return;
}

The next step is to handle the physics movement for hanging:

let newAccelerationX = this.body.acceleration.x;
let newAccelerationY = this.body.acceleration.y;

// Handle hanging movement
if (heroState === HANGING_RIGHT) {
    newAccelerationX = 30;
    this.setAllowGravity(false);
} else if (heroState === HANGING_LEFT) {
    newAccelerationX = -30;
    this.setAllowGravity(false);
} else if (heroState === HANGING) {
    newAccelerationY = 0;
    this.setVelocityX(0);
    this.setAccelerationX(0);
    this.setAllowGravity(false);
}

this.setAccelerationX(newAccelerationX);
this.setAccelerationY(newAccelerationY);

Of course, I also need to reset the gravity when the hero is not hanging:

// Reset gravity when is not climbing
if (!this.isHeroClimbing()) {
    this.setAllowGravity(true);
}

The only thing it’s missing now is the animations:

// Handle hero hanging animation
if (this.isHeroHanging()) {
    this.setAnimation('hang');
    if (heroState === HANGING) {
        this.pauseAnimation('hang');
    } else if (heroState === HANGING_RIGHT) {
        this.setFlipX(false);
    } else if (heroState === HANGING_LEFT) {
        this.setFlipX(true);
    }
}

That’s all for today, see you at the next one!

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