phaser/2.6.2/resources/tutorials/02 Making your first game/part8.html

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
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<title>Phaser - Making your first game, part 8</title>
<script src="//cdn.jsdelivr.net/phaser/2.2.2/phaser.min.js"></script>
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<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);
}
var player;
var platforms;
var cursors;
var stars;
function create() {
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// We're going to be using physics, so enable the Arcade Physics system
game.physics.startSystem(Phaser.Physics.ARCADE);
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// 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();
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// We will enable physics for any object that is created in this group
platforms.enableBody = true;
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// 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');
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// We need to enable physics on the player
game.physics.arcade.enable(player);
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// Player physics properties. Give the little guy a slight bounce.
player.body.bounce.y = 0.2;
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player.body.gravity.y = 300;
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player.body.collideWorldBounds = true;
// 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();
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// We will enable physics for any star that is created in this group
stars.enableBody = true;
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// 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
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star.body.gravity.y = 300;
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// This just gives each star a slightly random bounce value
star.body.bounce.y = 0.7 + Math.random() * 0.2;
}
// Our controls.
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
// Collide the player and the stars with the platforms
game.physics.arcade.collide(player, platforms);
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game.physics.arcade.collide(stars, platforms);
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// Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
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game.physics.arcade.overlap(player, stars, collectStar, null, this);
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// Reset the players velocity (movement)
player.body.velocity.x = 0;
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;
}
// Allow the player to jump if they are touching the ground.
if (cursors.up.isDown && player.body.touching.down)
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{
player.body.velocity.y = -350;
}
}
function collectStar (player, star) {
// Removes the star from the screen
star.kill();
}
</script>
</body>
</html>