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script.js
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var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: "arcade",
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
// Declare our Scoring varibles
var score = 0;
var scoreText;
// create our game
var game = new Phaser.Game(config);
function preload() {
// For assets, go to: https://examples.phaser.io/assets/
this.load.image(
"sky",
"https://phaser.io/content/tutorials/making-your-first-phaser-3-game/part3.png"
);
this.load.image(
"ground",
"https://phaser.io/content/tutorials/making-your-first-phaser-3-game/platform.png"
);
this.load.image(
"star",
"https://examples.phaser.io/assets/particlestorm/star.png"
);
this.load.image(
"bomb",
"https://examples.phaser.io/assets/particlestorm/particles/bomb.png"
);
this.load.spritesheet(
"dude",
"https://phaser.io/content/tutorials/making-your-first-phaser-3-game/dude.png",
{ frameWidth: 32, frameHeight: 48 }
);
// load the webfont library
this.load.script('webfont', 'https://ajax.googleapis.com/ajax/libs/webfont/1.6.26/webfont.js');
}
function create() {
this.add.image(0, 0, "sky").setOrigin(0, 0);
// Add our static (non-moving) platforms
platforms = this.physics.add.staticGroup();
// the ground
platforms.create(400, 568, "ground").setScale(2).refreshBody();
// levitating platforms
platforms.create(600, 400, "ground");
platforms.create(50, 250, "ground");
platforms.create(750, 220, "ground");
// Create our player
player = this.physics.add.sprite(100, 450, "dude");
player.setBounce(0.2);
player.setCollideWorldBounds(true);
player.body.setGravityY(300);
this.physics.add.collider(player, platforms);
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
});
// Add keyboard input
cursors = this.input.keyboard.createCursorKeys();
// sprinkle our world with stars
stars = this.physics.add.group({
key: 'star',
repeat: 11,
setXY: { x: 12, y: 0, stepX: 70 }
});
stars.children.iterate(function (child) {
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
});
this.physics.add.collider(stars, platforms);
this.physics.add.overlap(player, stars, collectStar, null, this);
var add = this.add;
// Scoring: Load Google Web Font/s
WebFont.load({
google: {
families: [ 'Bangers' ]
},
active: function ()
{
// Add an initial score text (reset the game to 0 points)
scoreText = add.text(16, 16, 'score: 0 ', { fontFamily: 'Bangers', fontSize: '32px', fill: '#000' });
}
});
//Add bombs and colliders with platforms and players
bombs = this.physics.add.group();
this.physics.add.collider(bombs, platforms);
this.physics.add.collider(player, bombs, hitBomb, null, this);
}
function update() {
// Keyboard control of player:
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");
}
// jump mechanic
if (cursors.up.isDown && player.body.touching.down)
{
player.setVelocityY(-500);
}
}
function collectStar (player, star) {
star.disableBody(true, true);
// Add 10 points to score and update the screen
score += 10;
scoreText.setText('Score: ' + score + ' ');
// if all stars are collected
if (stars.countActive(true) === 0)
{
// re-populate world with stars
stars.children.iterate(function (child) {
child.enableBody(true, child.x, 0, true, true);
});
// set a random horizontal position on the opposite half of the screen as the player
var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
// Spawn the bomb at the random horizontal position 16 pixels from the top
// Give it a good bounce and add world boundaries
// set volocity to a random horizontal direction
var bomb = bombs.create(x, 16, 'bomb');
bomb.setBounce(1);
bomb.setCollideWorldBounds(true);
bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
}
}
// Add a hit bomb function
function hitBomb (player, bomb)
{
this.physics.pause();
player.setTint(0xff0000);
player.anims.play('turn');
gameOver = true;
}