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part9.html
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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Phaser - Making your first game, part 9</title>
<script type="text/javascript" src="js/phaser.min.js"></script>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('sky', 'assets/sky.png');
game.load.image('ground', 'assets/platform.png');
game.load.image('star', 'assets/star.png');
game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
game.load.spritesheet('explosion', 'assets/explosion.png', 128, 128);
}
var player;
var platforms;
var cursors;
var stars;
var score = 0;
var scoreText;
function create() {
// We're going to be using physics, so enable the Arcade Physics system
game.physics.startSystem(Phaser.Physics.ARCADE);
// A simple background for our game
game.add.sprite(0, 0, 'sky');
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = game.add.group();
// We will enable physics for any object that is created in this group
platforms.enableBody = true;
// Here we create the ground.
var ground = platforms.create(0, game.world.height - 64, 'ground');
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
ground.scale.setTo(2, 2);
// This stops it from falling away when you jump on it
ground.body.immovable = true;
// Now let's create two ledges
var ledge = platforms.create(400, 400, 'ground');
ledge.body.immovable = true;
ledge = platforms.create(-150, 250, 'ground');
ledge.body.immovable = true;
// The player and its settings
player = game.add.sprite(32, game.world.height - 150, 'dude');
// We need to enable physics on the player
game.physics.arcade.enable(player);
// Player physics properties. Give the little guy a slight bounce.
player.body.bounce.y = 0.2;
player.body.gravity.y = 300;
player.body.collideWorldBounds = true;
// player.body.maxVelocity.setTo(5250,5250);
// game.physics.arcade.gravity.y = 50;
// Our two animations, walking left and right.
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
// Finally some stars to collect
stars = game.add.group();
// We will enable physics for any star that is created in this group
stars.enableBody = true;
// Here we'll create 12 of them evenly spaced apart
for (var i = 0; i < 12; i++)
{
// Create a star inside of the 'stars' group
var star = stars.create(i * 70, 0, 'star');
// Let gravity do its thing
star.body.gravity.y = 300;
// This just gives each star a slightly random bounce value
star.body.bounce.y = 0.7 + Math.random() * 0.2;
}
// The score
scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
// Our controls.
cursors = game.input.keyboard.createCursorKeys();
// Create a group for explosions
explosionGroup = game.add.group();
/*
cursors.up.onDown.add(function (key) {
if (!player.body.touching.down)
{
console.log("!@");
player.body.acceleration.y += 100;
}
});
*/
}
getExplosion = function(x, y) {
// Get the first dead explosion from the explosionGroup
var explosion = explosionGroup.getFirstDead();
// If there aren't any available, create a new one
if (explosion === null) {
explosion = game.add.sprite(0, 0, 'explosion');
explosion.anchor.setTo(0.5, 0.5);
// Add an animation for the explosion that kills the sprite when the
// animation is complete
var animation = explosion.animations.add('boom', [0,1,2,3], 60, false);
animation.killOnComplete = true;
// Add the explosion sprite to the group
explosionGroup.add(explosion);
}
// Revive the explosion (set it's alive property to true)
// You can also define a onRevived event handler in your explosion objects
// to do stuff when they are revived.
explosion.revive();
// Move the explosion to the given coordinates
explosion.x = x;
explosion.y = y;
// Set rotation of the explosion at random for a little variety
explosion.angle = game.rnd.integerInRange(0, 360);
// Play the animation
explosion.animations.play('boom');
// Return the explosion itself in case we want to do anything else with it
return explosion;
};
function update() {
// Collide the player and the stars with the platforms
game.physics.arcade.collide(player, platforms);
game.physics.arcade.collide(stars, platforms);
// Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
game.physics.arcade.overlap(player, stars, collectStar, null, this);
if (player.body.touching.down)
{
if (player.body.velocity.y<-35)
{
console.log(player.body.velocity.y);
score -= 10;
if (score<0)
{
console.log("boom");
getExplosion(player.x, player.y);
player.body.x = 32;
player.body.y = game.world.height - 150;
player.body.acceleration.y = 0;
player.body.velocity.y = 0;
score = 0;
}
scoreText.text = 'Score: ' + score;
}
}
// if (player.body.acceleration.y>0) { player.body.acceleration.y = 0; } else { player.body.acceleration.y += 10;}
if (cursors.left.isDown)
{
// Move to the left
player.body.velocity.x = -150;
player.animations.play('left');
}
else if (cursors.right.isDown)
{
// Move to the right
player.body.velocity.x = 150;
player.animations.play('right');
}
else
{
// Stand still
player.animations.stop();
player.frame = 4;
if (player.body.velocity.x>0)
{
player.body.velocity.x -= 5;
if (player.body.velocity.x<0) { player.body.velocity.x = 0;}
} else
if (player.body.velocity.x<0)
{
player.body.velocity.x += 5;
if (player.body.velocity.x>0) { player.body.velocity.x = 0;}
}
}
// Allow the player to jump if they are touching the ground.
if (cursors.up.isDown) // && player.body.touching.down)
{
player.body.acceleration.y = -500;
} else {
player.body.acceleration.y = 0;
}
}
function collectStar (player, star) {
// Removes the star from the screen
star.kill();
// Add and update the score
score += 10;
scoreText.text = 'Score: ' + score;
}
</script>
</body>
</html>