var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { 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'); } var player; var aliens; var bullets; var bulletTime = 0; var cursors; var fireButton; var explosions; var starfield; var score = 0; var scoreString = ''; var scoreText; var lives; var enemyBullet; var firingTimer = 0; var stateText; var livingEnemies = []; var bob; function create() { $('#step').click(function(){ console.log('---- STEP', game.stepCount, '-------------------------------'); game.step(); }); game.enableStep(); // The scrolling starfield background // starfield = game.add.tileSprite(0, 0, 800, 600, 'starfield'); // 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); // 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); // The hero! // player = game.add.sprite(400, 500, 'ship'); // player.anchor.setTo(0.5, 0.5); // The baddies! aliens = game.add.group(); createAliens(); // The score // scoreString = 'Score : '; // scoreText = game.add.text(10, 10, scoreString + score, { fontSize: '34px', fill: '#fff' }); // Lives // lives = game.add.group(); // game.add.text(game.world.width - 100, 10, 'Lives : ', { fontSize: '34px', fill: '#fff' }); // Text // stateText = game.add.text(game.world.centerX,game.world.centerY,'', { fontSize: '84px', fill: '#fff' }); // stateText.anchor.setTo(0.5, 0.5); // stateText.visible = false; // for (var i = 0; i < 3; i++) // { // var ship = lives.create(game.world.width - 100 + (30 * i), 60, 'ship'); // ship.anchor.setTo(0.5, 0.5); // ship.angle = 90; // ship.alpha = 0.4; // } // 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 () { /* for (var y = 0; y < 4; y++) { for (var x = 0; x < 10; x++) { var alien = aliens.create(x * 48, y * 50, 'invader'); alien.anchor.setTo(0.5, 0.5); alien.animations.add('fly', [ 0, 1, 2, 3 ], 20, true); alien.play('fly'); } } */ bob = game.add.sprite(32, 32, 'invader'); // bob = aliens.create(48, 50, 'invader'); bob.debug = true; aliens.x = 100; aliens.y = 50; // All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly. // var tween = game.add.tween(aliens).to( { x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true); // When the tween completes it calls descend, before looping again // tween.onComplete.add(descend, this); } function setupInvader (invader) { invader.anchor.x = 0.5; invader.anchor.y = 0.5; invader.animations.add('kaboom'); } function descend() { console.log('descend'); aliens.y += 10; } function update() { // aliens.x += 1; bob.body.velocity.x = 100; // bob.body.velocity.y = 100; // Scroll the background // starfield.tilePosition.y += 2; // Reset the player, then check for movement keys /* player.body.velocity.setTo(0, 0); if (cursors.left.isDown) { player.body.velocity.x = -200; } else if (cursors.right.isDown) { player.body.velocity.x = 200; } // Firing? if (fireButton.isDown) { fireBullet(); } if (game.time.now > firingTimer) { enemyFires(); } // Run collision game.physics.collide(bullets, aliens, collisionHandler, null, this); game.physics.collide(enemyBullets, player, enemyHitsPlayer, null, this); */ } /* function collisionHandler (bullet, alien) { // When a bullet hits an alien we kill them both bullet.kill(); alien.kill(); // Increase the score score += 20; scoreText.content = scoreString + score; // And create an explosion :) var explosion = explosions.getFirstDead(); explosion.reset(alien.body.x, alien.body.y); explosion.play('kaboom', 30, false, true); if (aliens.countLiving() == 0) { score += 1000; scoreText.content = scoreString + score; enemyBullets.callAll('kill',this); stateText.content = " You Won, \n Click to restart"; stateText.visible = true; //the "click to restart" handler game.input.onTap.addOnce(restart,this); } } function enemyHitsPlayer (player,bullet) { bullet.kill(); live = lives.getFirstAlive(); if (live) { live.kill(); } // 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); } } function enemyFires () { // Grab the first bullet we can from the pool enemyBullet = enemyBullets.getFirstExists(false); livingEnemies.length=0; aliens.forEachAlive(function(alien){ // put every living enemy in an array livingEnemies.push(alien); }); if (enemyBullet && livingEnemies.length > 0) { var random=game.rnd.integerInRange(0,livingEnemies.length); // randomly select one of them var shooter=livingEnemies[random]; // And fire the bullet from this enemy enemyBullet.reset(shooter.body.x, shooter.body.y); game.physics.moveToObject(enemyBullet,player,120); firingTimer = game.time.now + 2000; } } function fireBullet () { // To avoid them being allowed to fire too fast we set a time limit if (game.time.now > bulletTime) { // Grab the first bullet we can from the pool bullet = bullets.getFirstExists(false); if (bullet) { // And fire it bullet.reset(player.x, player.y + 8); bullet.body.velocity.y = -400; bulletTime = game.time.now + 200; } } } function resetBullet (bullet) { // Called if the bullet goes out of the screen bullet.kill(); } function restart () { // A new level starts //resets the life count lives.callAll('revive'); // And brings the aliens back from the dead :) aliens.removeAll(); createAliens(); //revives the player player.revive(); //hides the text stateText.visible = false; } */ function render() { for (var i = 0; i < aliens._container.children.length; i++) { // game.debug.renderPhysicsBody(aliens._container.children[i].body); } game.debug.renderPhysicsBody(bob.body); }