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index.html
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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Phaser Playground</title>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<script type="text/javascript">
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
}
};
var game = new Phaser.Game(config);
var score = 0;
var scoreText;
function preload ()
{
this.load.image('sky', 'assets/sky.png');
this.load.image('ground', 'assets/platform.png');
this.load.image('star', 'assets/star.png');
this.load.image('bomb', 'assets/bomb.png');
this.load.spritesheet('dude',
'assets/dude.png',
{frameWidth: 32, frameHeight: 48}
);
}
function create ()
{
// Adds the image to the canvas from the drawing position specified in setOrigin. By default the image is centered - doing this forces the image to display over the entire canvas.
// Game objects also get displayed in the order you create them
this.add.image(0, 0, 'sky').setOrigin(0, 0);
platforms = this.physics.add.staticGroup();
// The platform here isn't big enough to cover the width of the game, so we scale it * 2 to fit the width. refreshBody() is called as a static resource needs to be manually refreshed.
platforms.create(400, 568, 'ground').setScale(2).refreshBody();
platforms.create(600, 400, 'ground');
platforms.create(50, 250, 'ground');
platforms.create(750, 220, 'ground');
player = this.physics.add.sprite(100, 450, 'dude');
this.physics.add.collider(player, platforms);
player.setBounce(0.2);
player.setCollideWorldBounds(true);
player.body.setGravityY(300);
cursors = this.input.keyboard.createCursorKeys();
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
});
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);
scoreText = this.add.text(16,16, 'Score: 0', {fontSize: '32px', fill: '#000'});
bombs = this.physics.add.group();
this.physics.add.collider(bombs, platforms);
this.physics.add.collider(player, bombs, hitBomb, null, this);
}
function update ()
{
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');
}
if (cursors.up.isDown&& player.body.touching.down)
{
player.setVelocityY(-500);
}
}
function collectStar (player, star)
{
star.disableBody(true, true);
score += 1000;
scoreText.setText('Score: ' + score);
if(stars.countActive(true) === 0)
{
stars.children.iterate(function (child) {
child.enableBody(true, child.x, 0, true, true);
});
var x = (player.x < 400) ? Phaser.Math.Between(400,800) : Phaser.Math.Between(0, 400);
var bomb = bombs.create(x, 16, 'bomb');
bomb.setBounce(1);
bomb.setCollideWorldBounds(true);
bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
bomb.allowGravity = false;
}
}
function hitBomb (player, bomb)
{
this.physics.pause();
player.setTint(0xff0000);
player.anims.play('turn');
gameOver = true;
}
</script>
</body>
</html>