phaser/examples/games/invaders.js

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2013-10-22 02:58:20 +00:00
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
game.load.image('bullet', 'assets/misc/bullet0.png');
game.load.image('alien', 'assets/sprites/space-baddie.png');
game.load.image('ship', 'assets/sprites/shmup-ship.png');
}
var player;
var aliens;
var bullets;
var bulletTime = 0;
function create() {
player = game.add.sprite(400, 500, 'ship');
player.anchor.setTo(0.5, 0.5);
aliens = game.add.group(null, 'aliens');
for (var y = 0; y < 4; y++)
{
for (var x = 0; x < 10; x++)
{
aliens.create(x * 48, y * 50, 'alien');
}
}
aliens.x = 100;
aliens.y = 50;
bullets = game.add.group(null, 'bullets');
for (var i = 0; i < 10; i++)
{
var b = bullets.create(0, 0, 'bullet');
b.name = 'bullet' + i;
b.exists = false;
b.visible = false;
b.anchor.setTo(0.5, 1);
b.events.onOutOfBounds.add(resetBullet, this);
}
var tween = game.add.tween(aliens).to({x: 200}, 3000, Phaser.Easing.Linear.None, true, 0, 1000, true);
tween.onComplete.add(descend, this);
}
function descend() {
aliens.y += 10;
}
function update() {
player.body.velocity.x = 0;
player.body.velocity.y = 0;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
player.body.velocity.x = -200;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
player.body.velocity.x = 200;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
{
fireBullet();
}
game.physics.collide(bullets, aliens, collisionHandler, null, this);
}
function fireBullet () {
if (game.time.now > bulletTime)
{
bullet = bullets.getFirstExists(false);
if (bullet)
{
bullet.reset(player.x, player.y - 8);
bullet.body.velocity.y = -300;
bulletTime = game.time.now + 250;
}
}
}
// Called if the bullet goes out of the screen
function resetBullet (bullet) {
bullet.kill();
}
function collisionHandler (bullet, alien) {
bullet.kill();
alien.kill();
}
function render () {
// aliens.forEach(renderBounds, this);
game.debug.renderQuadTree(game.physics.quadTree);
}
function renderBounds(s) {
game.debug.renderSpriteBounds(s, 'rgba(0,0,255,0.4)', true);
}