2.2.3 Cycle 3 - Screen Boundaries

Design

Objectives

In this cycle I aim to add boundaries to the game so that the player doesn't move off the edge of the screen as this causes issues when playing, as the player can't see their sprite.

Usability Features

Key Variables

Variable Name
Use

collideWorldBounds

This is a part of Phaser 2 that allows you to set so the player doesn't move out of bounds.

Pseudocode

procedure create
...
    player collides with WorldBounds = true; //player cannot leave world bounds
...
end procedure

Development

Outcome

From this I was able to create the code that allowed my player to move more fluidly and predictably, whilst being natural to use, and remaining similar to movement in a low gravity environment.

Game.js
function create(){
...
  player.body.collideWorldBounds = true; //player cannot leave world bounds
...
}

Challenges

I didn't find this part of the program too difficult as it was well documented and there were lots of examples online.

Testing

Evidence for testing

Tests

Test
Instructions
What I expect
What actually happens
Pass/Fail

1

Press the arrow keys or WASD.

The player to move to the edge of the screen and go no further

As expected

Pass

Evidence

This is the enemy at the edge of the playable area

What next?

  • I'd like to add the enemies to the game as they are a key part that I need to continue development of other features

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