mirror of
https://github.com/photonstorm/phaser
synced 2024-12-20 01:55:45 +00:00
119 lines
2.5 KiB
JavaScript
119 lines
2.5 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('phaser', 'assets/sprites/phaser-dude.png');
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game.load.image('bullet', 'assets/misc/bullet0.png');
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game.load.image('alien', 'assets/sprites/space-baddie.png');
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game.load.image('ship', 'assets/sprites/shmup-ship.png');
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}
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var player;
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var aliens;
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var bullets;
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var bulletTime = 0;
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function create() {
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player = game.add.sprite(400, 500, 'ship');
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player.anchor.setTo(0.5, 0.5);
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aliens = game.add.group(null, 'aliens');
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for (var y = 0; y < 4; y++)
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{
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for (var x = 0; x < 10; x++)
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{
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aliens.create(x * 48, y * 50, 'alien');
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}
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}
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aliens.x = 100;
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aliens.y = 50;
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bullets = game.add.group(null, 'bullets');
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for (var i = 0; i < 10; i++)
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{
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var b = bullets.create(0, 0, 'bullet');
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b.name = 'bullet' + i;
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b.exists = false;
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b.visible = false;
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b.anchor.setTo(0.5, 1);
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b.events.onOutOfBounds.add(resetBullet, this);
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}
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var tween = game.add.tween(aliens).to({x: 200}, 3000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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tween.onComplete.add(descend, this);
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}
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function descend() {
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aliens.y += 10;
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}
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function update() {
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player.body.velocity.x = 0;
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player.body.velocity.y = 0;
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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player.body.velocity.x = -200;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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player.body.velocity.x = 200;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
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{
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fireBullet();
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}
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game.physics.collide(bullets, aliens, collisionHandler, null, this);
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}
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function fireBullet () {
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if (game.time.now > bulletTime)
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{
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bullet = bullets.getFirstExists(false);
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if (bullet)
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{
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bullet.reset(player.x, player.y - 8);
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bullet.body.velocity.y = -300;
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bulletTime = game.time.now + 250;
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}
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}
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}
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// Called if the bullet goes out of the screen
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function resetBullet (bullet) {
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bullet.kill();
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}
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function collisionHandler (bullet, alien) {
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bullet.kill();
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alien.kill();
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}
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function render () {
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// aliens.forEach(renderBounds, this);
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game.debug.renderQuadTree(game.physics.quadTree);
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}
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function renderBounds(s) {
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game.debug.renderSpriteBounds(s, 'rgba(0,0,255,0.4)', true);
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}
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