mirror of
https://github.com/photonstorm/phaser
synced 2024-11-15 09:27:37 +00:00
195 lines
4.6 KiB
JavaScript
195 lines
4.6 KiB
JavaScript
|
|
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
|
|
|
|
function preload() {
|
|
|
|
game.load.atlas('breakout', 'assets/games/breakout/breakout.png', 'assets/games/breakout/breakout.json');
|
|
game.load.image('starfield', 'assets/misc/starfield.jpg');
|
|
|
|
}
|
|
|
|
var ball;
|
|
var paddle;
|
|
var bricks;
|
|
|
|
var ballOnPaddle = true;
|
|
|
|
var lives = 3;
|
|
var score = 0;
|
|
|
|
var scoreText;
|
|
var livesText;
|
|
var introText;
|
|
|
|
var s;
|
|
|
|
function create() {
|
|
|
|
// We do this so the ball can still rebound with the world bounds, but it will look like it has gone off the bottom of the screen
|
|
game.world.height = 620;
|
|
|
|
s = game.add.tileSprite(0, 0, 800, 600, 'starfield');
|
|
|
|
var brick;
|
|
bricks = game.add.group();
|
|
|
|
for (var y = 0; y < 4; y++)
|
|
{
|
|
for (var x = 0; x < 15; x++)
|
|
{
|
|
brick = bricks.create(120 + (x * 36), 100 + (y * 52), 'breakout', 'brick_' + (y+1) + '_1.png');
|
|
brick.body.bounce.setTo(1, 1);
|
|
brick.body.immovable = true;
|
|
}
|
|
}
|
|
|
|
paddle = game.add.sprite(game.world.centerX, 500, 'breakout', 'paddle_big.png');
|
|
paddle.anchor.setTo(0.5, 0.5);
|
|
paddle.body.collideWorldBounds = true;
|
|
paddle.body.bounce.setTo(1, 1);
|
|
paddle.body.immovable = true;
|
|
|
|
ball = game.add.sprite(game.world.centerX, paddle.y - 16, 'breakout', 'ball_1.png');
|
|
ball.anchor.setTo(0.5, 0.5);
|
|
ball.body.collideWorldBounds = true;
|
|
ball.body.bounce.setTo(1, 1);
|
|
ball.animations.add('spin', [ 'ball_1.png', 'ball_2.png', 'ball_3.png', 'ball_4.png', 'ball_5.png' ], 50, true, false);
|
|
|
|
scoreText = game.add.text(32, 550, 'score: 0', { font: "20px Arial", fill: "#ffffff", align: "left" });
|
|
livesText = game.add.text(680, 550, 'lives: 3', { font: "20px Arial", fill: "#ffffff", align: "left" });
|
|
introText = game.add.text(game.world.centerX, 400, '- click to start -', { font: "40px Arial", fill: "#ffffff", align: "center" });
|
|
introText.anchor.setTo(0.5, 0.5);
|
|
|
|
game.input.onDown.add(releaseBall, this);
|
|
|
|
}
|
|
|
|
function update () {
|
|
|
|
// Fun, but a little sea-sick inducing :) Uncomment if you like!
|
|
// s.tilePosition.x += (game.input.speed.x / 2);
|
|
|
|
paddle.x = game.input.x;
|
|
|
|
if (paddle.x < 24)
|
|
{
|
|
paddle.x = 24;
|
|
}
|
|
else if (paddle.x > game.width - 24)
|
|
{
|
|
paddle.x = game.width - 24;
|
|
}
|
|
|
|
if (ballOnPaddle)
|
|
{
|
|
ball.x = paddle.x;
|
|
}
|
|
else
|
|
{
|
|
game.physics.collide(ball, paddle, ballHitPaddle, null, this);
|
|
game.physics.collide(ball, bricks, ballHitBrick, null, this);
|
|
}
|
|
|
|
// Out?
|
|
if (ball.y > 600 && ballOnPaddle == false)
|
|
{
|
|
ballLost();
|
|
}
|
|
|
|
}
|
|
|
|
function releaseBall () {
|
|
|
|
if (ballOnPaddle)
|
|
{
|
|
ballOnPaddle = false;
|
|
ball.body.velocity.y = -300;
|
|
ball.body.velocity.x = -75;
|
|
ball.animations.play('spin');
|
|
introText.visible = false;
|
|
}
|
|
|
|
}
|
|
|
|
function ballLost () {
|
|
|
|
lives--;
|
|
|
|
if (lives == 0)
|
|
{
|
|
gameOver();
|
|
}
|
|
else
|
|
{
|
|
livesText.content = 'lives: ' + lives;
|
|
ballOnPaddle = true;
|
|
ball.body.velocity.setTo(0, 0);
|
|
ball.x = paddle.x + 16;
|
|
ball.y = paddle.y - 16;
|
|
ball.animations.stop();
|
|
}
|
|
|
|
}
|
|
|
|
function gameOver () {
|
|
|
|
ball.body.velocity.setTo(0, 0);
|
|
|
|
introText.content = "Game Over!";
|
|
introText.visible = true;
|
|
|
|
}
|
|
|
|
function ballHitBrick (_ball, _brick) {
|
|
|
|
_brick.kill();
|
|
|
|
score += 10;
|
|
|
|
scoreText.content = 'score: ' + score;
|
|
|
|
// Are they any bricks left?
|
|
if (bricks.countLiving() == 0)
|
|
{
|
|
// New level starts
|
|
score += 1000;
|
|
scoreText.content = 'score: ' + score;
|
|
introText = '- Next Level -';
|
|
|
|
// Let's move the ball back to the paddle
|
|
ballOnPaddle = true;
|
|
ball.body.velocity.setTo(0, 0);
|
|
ball.x = paddle.x + 16;
|
|
ball.y = paddle.y - 16;
|
|
ball.animations.stop();
|
|
|
|
// And bring the bricks back from the dead :)
|
|
bricks.callAll('revive');
|
|
}
|
|
|
|
}
|
|
|
|
function ballHitPaddle (_ball, _paddle) {
|
|
|
|
var diff = 0;
|
|
|
|
if (_ball.x < _paddle.x)
|
|
{
|
|
// Ball is on the left-hand side of the paddle
|
|
diff = _paddle.x - _ball.x;
|
|
_ball.body.velocity.x = (-10 * diff);
|
|
}
|
|
else if (_ball.x > _paddle.x)
|
|
{
|
|
// Ball is on the right-hand side of the paddle
|
|
diff = _ball.x -_paddle.x;
|
|
_ball.body.velocity.x = (10 * diff);
|
|
}
|
|
else
|
|
{
|
|
// Ball is perfectly in the middle
|
|
// Add a little random X to stop it bouncing straight up!
|
|
_ball.body.velocity.x = 2 + Math.random() * 8;
|
|
}
|
|
|
|
}
|