What adjustments should I make for mobile cell phone browsing to enable the player to automatically jump upon tapping the screen?

How can I modify the code to make the player move automatically to the right and jump on tap in a mobile cell phone browser? I've been searching for an answer but haven't found one yet, as I'm still learning.

Here is the updated code:

update(time, delta) {
    // Update background platforms
    moveBackgroundPlatform(this.mountainGroup, this.mountainWidth, 'mountains', 0.5);
    moveBackgroundPlatform(this.plateauGroup, this.plateauWidth, 'plateau', 1.5);
    moveBackgroundPlatform(this.groundGroup, this.groundWidth, 'ground', 4);

    // Check if health is depleted
    if (this.health <= 0) {
        const myUrl = `${fetchScoreData.apiUrl + fetchScoreData.apiKey}/scores`;

        // Post scores to API
        fetchScoreData.postScores(myUrl, { user: gameState.playerName, score: gameState.score });

        // Stop game and switch to GameOver scene
        this.gameTheme.stop();
        this.scene.stop();
        this.scene.start('GameOver');
    }

    // Increase health when missile score is high
    if (this.missileScore >= 1) {
        this.health += 1;
        this.missileScore -= 1;
    }

    // Play animations
    this.player.anims.play('run', true);
    this.birdGroup.children.iterate((child) => {
        child.anims.play('fly', true);
    });

    // Move missiles
    this.missileGroup.children.iterate((child) => {
        child.x -= 5;
    });

    // Create new missiles
    this.timer += delta;
    if (this.timer >= 5000) {
        this.createMissile(415, 'missile');
        this.timer = 0;
    }

    this.secondTimer += delta;
    if (this.secondTimer >= 7000) {
        this.createMissile(300, 'missile2');
        this.secondTimer = 0;
    }

    // Handle jumping
    if (Phaser.Input.Keyboard.JustDown(this.cursors.up)) {
        if (this.player.body.touching.down || (this.jump < this.jumpTimes && (this.jump > 0))) {
            this.player.setVelocityY(-400);
            this.jumpSound.play();

            if ((this.player.body.touching.down)) {
                this.jump = 0;
            }
            this.jump += 1;
        }
    }

    // Play jump animation
    if (!this.player.body.touching.down) {
        this.player.anims.play('jump', true);
    }

    // Adjust gravity based on player action
    if (this.cursors.down.isDown) {
        if (!this.player.body.touching.down) {
            this.player.setGravityY(1300);
        }
    }

    // Reset gravity
    if (this.player.body.touching.down) {
        this.player.setGravityY(800);
    }
}
}

export default Game;

Answer №1

If you're looking for a solution, one approach could be to incorporate a pointer event listener within the create function of the scene:

this.input.on('pointerdown', jump, this);

The jump method would contain all the necessary logic for jumping:

jump(){
    if (this.player.body.touching.down || (this.jump < this.jumpTimes && (this.jump > 0))) {
        this.player.setVelocityY(-400);
        this.jumpSound.play();

        if ((this.player.body.touching.down)) {
            this.jump = 0;
        }
        this.jump += 1;
    }
}

To avoid repeating code, you can invoke the jump method inside the update function:

update(time, delta) {
    ...
    if (Phaser.Input.Keyboard.JustDown(this.cursors.up)) {
        jump();
        ...
    }
    ...
}

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