Hello, I am working on the Capstone project FastFoodie and though I feel like I have done all steps through step 34 correctly, I cannot see the bars over the customer change colors when I press the A, S, or D key.
Can someone please take a look at my code and let me know what the hang-up is? Any guidance is greatly appreciated.
const gameState = {
score: 0,
starRating: 5,
currentWaveCount: 1,
customerIsReady: false,
cam: {},
gameSpeed: 3,
currentMusic: {},
totalWaveCount: 3,
countdownTimer: 1500,
readyForNextOrder: true,
customersServedCount: 0
}
// Gameplay scene
class GameScene extends Phaser.Scene {
constructor() {
super({ key: 'GameScene' })
}
preload() {
// Preload images
const baseURL = 'https://content.codecademy.com/courses/learn-phaser/fastfoodie/';
this.load.image('Chef', `${baseURL}art/Chef.png`);
this.load.image('Customer-1', `${baseURL}art/Customer-1.png`);
this.load.image('Customer-2', `${baseURL}art/Customer-2.png`);
this.load.image('Customer-3', `${baseURL}art/Customer-3.png`);
this.load.image('Customer-4', `${baseURL}art/Customer-4.png`);
this.load.image('Customer-5', `${baseURL}art/Customer-5.png`);
this.load.image('Floor-Server', `${baseURL}art/Floor-Server.png`);
this.load.image('Floor-Customer', `${baseURL}art/Floor-Customer.png`);
this.load.image('Tray', `${baseURL}art/Tray.png`);
this.load.image('Barrier', `${baseURL}art/Barrier.png`);
this.load.image('Star-full', `${baseURL}art/Star-full.png`);
this.load.image('Star-half', `${baseURL}art/Star-half.png`);
this.load.image('Star-empty', `${baseURL}art/Star-empty.png`);
// Preload song
this.load.audio('gameplayTheme', [
`${baseURL}audio/music/2-gameplayTheme.ogg`,
`${baseURL}audio/music/2-gameplayTheme.mp3`
]); // Credit: "Pixel Song #18" by hmmm101: https://freesound.org/people/hmmm101
// Preload SFX
this.load.audio('placeFoodSFX', [
`${baseURL}audio/sfx/placeFood.ogg`,
`${baseURL}audio/sfx/placeFood.mp3`
]); // Credit: "action_02.wav" by dermotte: https://freesound.org/people/dermotte
this.load.audio('servingCorrectSFX', [
`${baseURL}audio/sfx/servingCorrect.ogg`,
`${baseURL}audio/sfx/servingCorrect.mp3`
]); // Credit: "Video Game SFX Positive Action Long Tail" by rhodesmas: https://freesound.org/people/djlprojects
this.load.audio('servingIncorrectSFX', [
`${baseURL}audio/sfx/servingIncorrect.ogg`,
`${baseURL}audio/sfx/servingIncorrect.mp3`
]); // Credit: "Incorrect 01" by rhodesmas: https://freesound.org/people/rhodesmas
this.load.audio('servingEmptySFX', [
`${baseURL}audio/sfx/servingEmpty.ogg`,
`${baseURL}audio/sfx/servingEmpty.mp3`
]); // Credit: "Computer Error Noise [variants of KevinVG207's Freesound#331912].wav" by Timbre: https://freesound.org/people/Timbre
this.load.audio('fiveStarsSFX', [
`${baseURL}audio/sfx/fiveStars.ogg`,
`${baseURL}audio/sfx/fiveStars.mp3`
]); // Credit: "Success 01" by rhodesmas: https://freesound.org/people/rhodesmas
this.load.audio('nextWaveSFX', [
`${baseURL}audio/sfx/nextWave.ogg`,
`${baseURL}audio/sfx/nextWave.mp3`
]); // Credit: "old fashion radio jingle 2.wav" by rhodesmas: https://freesound.org/people/chimerical
}
create() {
// Stop, reassign, and play the new music
gameState.currentMusic.stop();
gameState.currentMusic = this.sound.add('gameplayTheme');
gameState.currentMusic.play({ loop: true });
// Assign SFX
gameState.sfx = {};
gameState.sfx.placeFood = this.sound.add('placeFoodSFX');
gameState.sfx.servingCorrect = this.sound.add('servingCorrectSFX');
gameState.sfx.servingIncorrect = this.sound.add('servingIncorrectSFX');
gameState.sfx.servingEmpty = this.sound.add('servingEmptySFX');
gameState.sfx.fiveStars = this.sound.add('fiveStarsSFX');
gameState.sfx.nextWave = this.sound.add('nextWaveSFX');
// Create environment sprites
gameState.floorServer = this.add.sprite(gameState.cam.midPoint.x, 0, 'Floor-Server').setScale(0.5).setOrigin(0.5, 0);
gameState.floorCustomer = this.add.sprite(gameState.cam.midPoint.x, gameState.cam.worldView.bottom, 'Floor-Customer').setScale(0.5).setOrigin(0.5, 1);
gameState.table = this.add.sprite(gameState.cam.midPoint.x, gameState.cam.midPoint.y, 'Barrier').setScale(0.5);
// Create player and tray sprites
gameState.tray = this.add.sprite(gameState.cam.midPoint.x, gameState.cam.midPoint.y, 'Tray').setScale(0.5);
gameState.player = this.add.sprite(gameState.cam.midPoint.x, 200, 'Chef').setScale(0.5);
// Display the score
gameState.scoreTitleText = this.add.text(gameState.cam.midPoint.x, 30, 'Score', { fontSize: '15px', fill: '#666666' }).setOrigin(0.5);
gameState.scoreText = this.add.text(gameState.cam.midPoint.x, gameState.scoreTitleText.y + gameState.scoreTitleText.height + 20, gameState.score, { fontSize: '30px', fill: '#000000' }).setOrigin(0.5);
// Display the wave count
gameState.waveTitleText = this.add.text(gameState.cam.worldView.right - 20, 30, 'Wave', { fontSize: '64px', fill: '#666666' }).setOrigin(1, 1).setScale(0.25);
gameState.waveCountText = this.add.text(gameState.cam.worldView.right - 20, 30, gameState.currentWaveCount + '/' + gameState.totalWaveCount, { fontSize: '120px', fill: '#000000' }).setOrigin(1, 0).setScale(0.25);
// Display number of customers left
gameState.customerCountText = this.add.text(gameState.cam.worldView.right - 20, 80, `Customers left: ${gameState.customersLeftCount}`, { fontSize: '15px', fill: '#000000' }).setOrigin(1);
// Generate wave group
gameState.customers = this.add.group();
this.generateWave();
gameState.currentMeal = this.add.group();
gameState.currentMeal.fullnessValue = 0;
//adding keys below//
gameState.keys.Enter = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.ENTER);
gameState.keys.A = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A);
gameState.keys.S = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S);
gameState.keys.D = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D);
}
update() {
if(gameState.readyForNextOrder === true) {
gameState.readyForNextOrder = false;
gameState.customerIsReady = false;
gameState.currentCustomer = gameState.customers.children.entries[gameState.customersServedCount];
this.tweens.add({
targets: gameState.currentCustomer,
x: gameState.player.x,
duration: 1000,
delay: 100,
angle: 90,
ease: 'Power2',
onComplete: () => {
gameState.customerIsReady = true;
gameState.currentCustomer.meterContainer.visible = true;
}
})
}
//keyboard input//
if (Phaser.Input.Keyboard.JustDown(gameState.keys.A)) {
this.placeFood('Burger', 5);
} else if (Phaser.Input.Keyboard.JustDown(gameState.keys.S)) {
this.placeFood('Fries', 3);
} else if (Phaser.Input.Keyboard.JustDown(gameState.keys.D)) {
this.placeFood('Shake', 1);
}
}
/* WAVES */
// Generate wave
generateWave() {
// Add the total number of customers per wave here:
gameState.totalCustomerCount = Math.ceil(Math.random() * gameState.currentWaveCount);
this.updateCustomerCountText();
for (let i = 0; i < gameState.totalCustomerCount; i++) {
// Create your container below and add your customers to it below:
const customerContainer = this.add.container(gameState.cam.worldView.right + (200 * i), gameState.cam.worldView.bottom - 140);
gameState.customers.add(customerContainer);
// Customer sprite randomizer
let customerImageKey = Math.ceil(Math.random() * 5);
// Draw customers here!
const customer = this.add.sprite(0, 0, `Customer-${customerImageKey}`).setScale(0.5);
customerContainer.add(customer);
// Fullness meter container
customerContainer.fullnessMeter = this.add.group();
// Define capacity
customerContainer.fullnessCapacity = Math.ceil(Math.random() * 5 * gameState.totalWaveCount);
// If capacity is an impossible number, reshuffle it until it isn't
while (customerContainer.fullnessCapacity === 12 || customerContainer.fullnessCapacity === 14) {
customerContainer.fullnessCapacity = Math.ceil(Math.random() * 5) * gameState.totalWaveCount;
}
// Edit the meterWidth
let meterWidth = customerContainer.fullnessCapacity * 10;
customerContainer.meterContainer = this.add.container(0, customer.y + (meterWidth / 2));
// Add the customerContainer.meterContainer to customerContainer
customerContainer.add(customerContainer.meterContainer);
// Add meter base
customerContainer.meterBase = this.add.rectangle(-130, customer.y, meterWidth, 33, 0x707070).setOrigin(0);
customerContainer.meterBase.setStrokeStyle(6, 0x707070);
customerContainer.meterBase.angle = -90;
customerContainer.meterContainer.add(customerContainer.meterBase);
// Add timer countdown meter body
customerContainer.timerMeterBody = this.add.rectangle(customerContainer.meterBase.x + 22, customer.y + 1, meterWidth + 4, 12, 0x3ADB40).setOrigin(0);
customerContainer.timerMeterBody.angle = -90;
customerContainer.meterContainer.add(customerContainer.timerMeterBody);
// Create container for individual fullness blocks
customerContainer.fullnessMeterBlocks = [];
// Create fullness meter blocks
for (let j = 0; j < customerContainer.fullnessCapacity; j++) {
customerContainer.fullnessMeterBlocks[j] = this.add.rectangle(customerContainer.meterBase.x, customer.y - (10 * j), 10, 20, 0xDBD53A).setOrigin(0);
customerContainer.fullnessMeterBlocks[j].setStrokeStyle(2, 0xB9B42E);
customerContainer.fullnessMeterBlocks[j].angle = -90;
customerContainer.fullnessMeter.add(customerContainer.fullnessMeterBlocks[j]);
customerContainer.meterContainer.add(customerContainer.fullnessMeterBlocks[j]);
}
// Hide meters
customerContainer.meterContainer.visible = false;
}
}
updateCustomerCountText() {
gameState.customersLeftCount = gameState.totalCustomerCount - gameState.customersServedCount;
gameState.customerCountText.setText(`Customers left: ${gameState.customersLeftCount}`);
}
placeFood(food, fullnessValue) {
if (gameState.currentMeal.children.entries.length < 3 && gameState.customerIsReady === true){
let xPostition = gameState.tray.x;
switch (gameState.currentMeal.children.entries.length) {
case 0:
xPosition -= 90;
break;
case 2:
xPosition += 90;
break;
}
gameState.currentMeal.fullnessValue += fullnessValue;
gameState.sfx.placeFood.play();
for (let j = 0; j < gameState.currentMeal.fullnessValue; j++){
if (gameState.currentMeal.fullnessValue < gameState.currentCustomer.fullnessCapacity){
gameState.currentCustomer.fullnessMeterBlocks[j].setFillStyle(0xFFFA81);
};
if (gameState.currentMeal.fullnessValue === gameState.currentCustomer.fullnessCapacity){
gameState.currentCustomer.fullnessMeterBlocks[j].setFillStyle(0x3ADB40);
gameState.currentCustomer.fullnessMeterBlocks[j].setStrokeStyle(2, 0x2EB94E);
};
if (gameState.currentMeal.fullnessValue > gameState.currentCustomer.fullnessCapacity){
gameState.currentCustomer.fullnessMeterBlocks[j].setFillStyle(0xDB533A);
gameState.currentCustomer.fullnessMeterBlocks[j].setStrokeStyle(2, 0xB92E2E);
};
}
}
}
}