phaser/examples/games/invaders.js

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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('bullet', 'assets/games/invaders/bullet.png');
game.load.image('enemyBullet', 'assets/games/invaders/enemy-bullet.png');
game.load.spritesheet('invader', 'assets/games/invaders/invader32x32x4.png', 32, 32);
game.load.image('ship', 'assets/games/invaders/player.png');
game.load.spritesheet('kaboom', 'assets/games/invaders/explode.png', 128, 128);
game.load.image('starfield', 'assets/games/invaders/starfield.png');
game.load.image('background', 'assets/games/starstruck/background2.png');
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}
var player;
var aliens;
var bullets;
var bulletTime = 0;
var cursors;
var fireButton;
var explosions;
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var starfield;
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var score = 0;
var scoreString = '';
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var scoreText;
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var lives;
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var enemyBullet;
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var firingTimer = 0;
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var stateText;
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function create() {
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// The scrolling starfield background
starfield = game.add.tileSprite(0, 0, 800, 600, 'starfield');
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// Our bullet group
bullets = game.add.group();
bullets.createMultiple(30, 'bullet');
bullets.setAll('anchor.x', 0.5);
bullets.setAll('anchor.y', 1);
bullets.setAll('outOfBoundsKill', true);
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// The enemy's bullets
enemyBullets = game.add.group();
enemyBullets.createMultiple(30, 'enemyBullet');
enemyBullets.setAll('anchor.x', 0.5);
enemyBullets.setAll('anchor.y', 1);
enemyBullets.setAll('outOfBoundsKill', true);
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// The hero!
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player = game.add.sprite(400, 500, 'ship');
player.anchor.setTo(0.5, 0.5);
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// The baddies!
aliens = game.add.group();
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createAliens();
// The score :
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scoreString = 'Score : ';
scoreText = game.add.text(10,10,scoreString+score,{fontSize : '34px',fill : '#fff'});
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// Lives
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lives = game.add.group();
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game.add.text(game.world.width-100,10,'Lives : ',{fontSize : '34px',fill : '#fff'});
//state text
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stateText = game.add.text(game.world.centerX,game.world.centerY,'',{fontSize : '84px',fill : '#fff'});
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stateText.anchor.setTo(0.5,0.5);
stateText.visible=false;
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for (var i = 0; i < 3; i++)
{
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var ship = lives.create(game.world.width-100+(30*i),60,'ship');
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ship.anchor.setTo(0.5,0.5);
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ship.angle = 90;
ship.alpha = 0.4;
}
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// An explosion pool
explosions = game.add.group();
explosions.createMultiple(30, 'kaboom');
explosions.forEach(setupInvader, this);
// And some controls to play the game with
cursors = game.input.keyboard.createCursorKeys();
fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
}
function createAliens () {
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for (var y = 0; y < 4; y++)
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{
for (var x = 0; x < 10; x++)
{
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var alien = aliens.create(x * 48, y * 50, 'invader');
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alien.anchor.setTo(0.5,0.5);
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alien.animations.add('fly', [0,1,2,3], 20, true);
alien.play('fly');
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}
}
aliens.x = 100;
aliens.y = 50;
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// All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly.
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var tween = game.add.tween(aliens).to({x: 200}, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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// When the tween completes it calls descend, before looping again
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tween.onComplete.add(descend, this);
}
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function setupInvader (invader) {
invader.anchor.x = 0.5;
invader.anchor.y = 0.5;
invader.animations.add('kaboom');
}
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function descend() {
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aliens.y += 10;
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}
function update() {
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// Scroll the background
starfield.tilePosition.y += 2;
// Reset the player, then check for movement keys
player.body.velocity.setTo(0, 0);
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if (cursors.left.isDown)
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{
player.body.velocity.x = -200;
}
else if (cursors.right.isDown)
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{
player.body.velocity.x = 200;
}
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// Firing?
if (fireButton.isDown)
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{
fireBullet();
}
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if(game.time.now > firingTimer)
{
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enemyFires();
}
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// Run collision
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game.physics.collide(bullets, aliens, collisionHandler, null, this);
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game.physics.collide(enemyBullets, player, enemyHitsPlayer, null, this);
}
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function collisionHandler (bullet, alien) {
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// When a bullet hits an alien we kill them both
bullet.kill();
alien.kill();
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// Increase the score
score+=20;
scoreText.content=scoreString+score;
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// And create an explosion :)
var explosion = explosions.getFirstDead();
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explosion.reset(alien.body.x, alien.body.y);
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explosion.play('kaboom', 30, false, true);
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if (aliens.countLiving() == 0)
{
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score += 1000;
scoreText.content = scoreString + score;
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enemyBullets.callAll('kill',this);
stateText.content = " You Won, \n Click to restart";
stateText.visible = true;
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//the "click to restart" handler
game.input.onTap.addOnce(restart,this);
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}
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}
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function enemyHitsPlayer (player,bullet) {
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bullet.kill();
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live = lives.getFirstAlive();
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if(live)
{
live.kill();
}
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// And create an explosion :)
var explosion = explosions.getFirstDead();
explosion.reset(player.body.x, player.body.y);
explosion.play('kaboom', 30, false, true);
// When the player dies
if(lives.countLiving() < 1)
{
player.kill();
enemyBullets.callAll('kill');
stateText.content=" GAME OVER \n Click to restart";
stateText.visible = true;
//the "click to restart" handler
game.input.onTap.addOnce(restart,this);
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}
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}
function enemyFires () {
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// Grab the first bullet we can from the pool
enemyBullet = enemyBullets.getFirstExists(false);
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if (enemyBullet)
{
var shooter=aliens.getRandom();
// And fire it
enemyBullet.reset(shooter.body.x, shooter.body.y);
// enemyBullet.body.velocity.y = 400;
game.physics.moveToObject(enemyBullet,player,120);
firingTimer = game.time.now + 2000;
}
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}
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function fireBullet () {
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// To avoid them being allowed to fire too fast we set a time limit
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if (game.time.now > bulletTime)
{
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// Grab the first bullet we can from the pool
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bullet = bullets.getFirstExists(false);
if (bullet)
{
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// And fire it
bullet.reset(player.x, player.y + 8);
bullet.body.velocity.y = -400;
bulletTime = game.time.now + 200;
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}
}
}
function resetBullet (bullet) {
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// Called if the bullet goes out of the screen
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bullet.kill();
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}
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function restart () {
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// A new level starts
//resets the life count
lives.callAll('revive');
// And brings the aliens back from the dead :)
aliens.removeAll();
createAliens();
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//revives the player
player.revive();
//hides the text
stateText.visible = false;
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}