mirror of
https://github.com/photonstorm/phaser
synced 2024-12-21 02:23:29 +00:00
143 lines
3.5 KiB
HTML
143 lines
3.5 KiB
HTML
|
<!doctype html>
|
||
|
<html lang="en">
|
||
|
<head>
|
||
|
<meta charset="UTF-8" />
|
||
|
<title>Phaser - Getting started</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);
|
||
|
|
||
|
}
|
||
|
|
||
|
var player;
|
||
|
var platforms;
|
||
|
var cursors;
|
||
|
|
||
|
var stars;
|
||
|
|
||
|
function create() {
|
||
|
|
||
|
// 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();
|
||
|
|
||
|
// 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');
|
||
|
|
||
|
// Player physics properties. Give the little guy a slight bounce.
|
||
|
player.body.bounce.y = 0.2;
|
||
|
player.body.gravity.y = 6;
|
||
|
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();
|
||
|
|
||
|
// 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 = 6;
|
||
|
|
||
|
// 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.collide(player, platforms);
|
||
|
game.physics.collide(stars, platforms);
|
||
|
|
||
|
// Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
|
||
|
game.physics.overlap(player, stars, collectStar, null, this);
|
||
|
|
||
|
// 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)
|
||
|
{
|
||
|
player.body.velocity.y = -350;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function collectStar (player, star) {
|
||
|
|
||
|
// Removes the star from the screen
|
||
|
star.kill();
|
||
|
|
||
|
}
|
||
|
|
||
|
</script>
|
||
|
|
||
|
</body>
|
||
|
</html>
|