mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
136 lines
3 KiB
JavaScript
136 lines
3 KiB
JavaScript
|
|
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
|
|
|
function preload() {
|
|
|
|
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
|
|
game.load.image('bullet', 'assets/misc/bullet0.png');
|
|
game.load.image('alien', 'assets/sprites/space-baddie.png');
|
|
game.load.image('ship', 'assets/sprites/shmup-ship.png');
|
|
game.load.spritesheet('kaboom', 'assets/games/tanks/explosion.png', 64, 64, 23);
|
|
game.load.image('starfield', 'assets/misc/starfield.jpg');
|
|
|
|
}
|
|
|
|
var player;
|
|
var aliens;
|
|
var bullets;
|
|
var bulletTime = 0;
|
|
var cursors;
|
|
var fireButton;
|
|
var explosions;
|
|
|
|
function loadUpdate() {
|
|
|
|
console.log('state loadUpdate');
|
|
|
|
}
|
|
|
|
function create() {
|
|
|
|
|
|
s = game.add.tileSprite(0, 0, 800, 600, 'starfield');
|
|
|
|
player = game.add.sprite(400, 500, 'ship');
|
|
player.anchor.setTo(0.5, 0.5);
|
|
|
|
aliens = game.add.group(null, 'aliens');
|
|
|
|
for (var y = 0; y < 4; y++)
|
|
{
|
|
for (var x = 0; x < 10; x++)
|
|
{
|
|
aliens.create(x * 48, y * 50, 'alien');
|
|
}
|
|
}
|
|
|
|
aliens.x = 100;
|
|
aliens.y = 50;
|
|
|
|
// 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);
|
|
|
|
// Explosion pool
|
|
explosions = game.add.group();
|
|
|
|
for (var i = 0; i < 10; i++)
|
|
{
|
|
var explosionAnimation = explosions.create(0, 0, 'kaboom', [0], false);
|
|
explosionAnimation.anchor.setTo(0.5, 0.5);
|
|
explosionAnimation.animations.add('kaboom');
|
|
}
|
|
|
|
var tween = game.add.tween(aliens).to({x: 200}, 3000, Phaser.Easing.Linear.None, true, 0, 1000, true);
|
|
tween.onComplete.add(descend, this);
|
|
|
|
cursors = game.input.keyboard.createCursorKeys();
|
|
fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
|
|
|
|
}
|
|
|
|
|
|
function descend() {
|
|
aliens.y += 10;
|
|
}
|
|
|
|
function update() {
|
|
|
|
player.body.velocity.x = 0;
|
|
player.body.velocity.y = 0;
|
|
|
|
if (cursors.left.isDown)
|
|
{
|
|
player.body.velocity.x = -200;
|
|
}
|
|
else if (cursors.right.isDown)
|
|
{
|
|
player.body.velocity.x = 200;
|
|
}
|
|
|
|
if (fireButton.isDown)
|
|
{
|
|
fireBullet();
|
|
}
|
|
|
|
game.physics.collide(bullets, aliens, collisionHandler, null, this);
|
|
|
|
}
|
|
|
|
function fireBullet () {
|
|
|
|
if (game.time.now > bulletTime)
|
|
{
|
|
bullet = bullets.getFirstExists(false);
|
|
|
|
if (bullet)
|
|
{
|
|
bullet.reset(player.x, player.y - 8);
|
|
bullet.body.velocity.y = -300;
|
|
bulletTime = game.time.now + 250;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Called if the bullet goes out of the screen
|
|
function resetBullet (bullet) {
|
|
bullet.kill();
|
|
}
|
|
|
|
function collisionHandler (bullet, alien) {
|
|
|
|
bullet.kill();
|
|
alien.kill();
|
|
|
|
var explosionAnimation = explosions.getFirstDead();
|
|
explosionAnimation.reset(alien.body.x, alien.body.y);
|
|
explosionAnimation.play('kaboom', 30, false, true);
|
|
|
|
}
|
|
|
|
function render () {
|
|
}
|