mirror of
https://github.com/photonstorm/phaser
synced 2024-12-11 13:56:16 +00:00
155 lines
No EOL
4 KiB
HTML
155 lines
No EOL
4 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<title>Phaser - Making your first game, part 8</title>
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<script type="text/javascript" src="js/phaser.min.js"></script>
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<style type="text/css">
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body {
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margin: 0;
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}
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</style>
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</head>
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<body>
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<script type="text/javascript">
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('sky', 'assets/sky.png');
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game.load.image('ground', 'assets/platform.png');
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game.load.image('star', 'assets/star.png');
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game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
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}
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var player;
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var platforms;
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var cursors;
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var stars;
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function create() {
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// We're going to be using physics, so enable the Arcade Physics system
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game.physics.startSystem(Phaser.Physics.ARCADE);
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// A simple background for our game
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game.add.sprite(0, 0, 'sky');
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// The platforms group contains the ground and the 2 ledges we can jump on
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platforms = game.add.group();
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// We will enable physics for any object that is created in this group
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platforms.enableBody = true;
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// Here we create the ground.
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var ground = platforms.create(0, game.world.height - 64, 'ground');
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// Scale it to fit the width of the game (the original sprite is 400x32 in size)
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ground.scale.setTo(2, 2);
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// This stops it from falling away when you jump on it
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ground.body.immovable = true;
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// Now let's create two ledges
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var ledge = platforms.create(400, 400, 'ground');
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ledge.body.immovable = true;
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ledge = platforms.create(-150, 250, 'ground');
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ledge.body.immovable = true;
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// The player and its settings
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player = game.add.sprite(32, game.world.height - 150, 'dude');
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// We need to enable physics on the player
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game.physics.arcade.enable(player);
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// Player physics properties. Give the little guy a slight bounce.
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player.body.bounce.y = 0.2;
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player.body.gravity.y = 300;
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player.body.collideWorldBounds = true;
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// Our two animations, walking left and right.
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player.animations.add('left', [0, 1, 2, 3], 10, true);
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player.animations.add('right', [5, 6, 7, 8], 10, true);
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// Finally some stars to collect
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stars = game.add.group();
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// We will enable physics for any star that is created in this group
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stars.enableBody = true;
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// Here we'll create 12 of them evenly spaced apart
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for (var i = 0; i < 12; i++)
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{
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// Create a star inside of the 'stars' group
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var star = stars.create(i * 70, 0, 'star');
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// 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
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star.body.bounce.y = 0.7 + Math.random() * 0.2;
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}
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// Our controls.
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cursors = game.input.keyboard.createCursorKeys();
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}
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function update() {
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// Collide the player and the stars with the platforms
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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)
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player.body.velocity.x = 0;
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if (cursors.left.isDown)
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{
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// Move to the left
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player.body.velocity.x = -150;
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player.animations.play('left');
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}
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else if (cursors.right.isDown)
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{
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// Move to the right
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player.body.velocity.x = 150;
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player.animations.play('right');
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}
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else
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{
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// Stand still
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player.animations.stop();
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player.frame = 4;
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}
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// Allow the player to jump if they are touching the ground.
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if (cursors.up.isDown && player.body.touching.down)
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{
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player.body.velocity.y = -350;
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}
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}
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function collectStar (player, star) {
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// Removes the star from the screen
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star.kill();
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}
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</script>
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</body>
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</html> |