mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
295 lines
7.2 KiB
JavaScript
295 lines
7.2 KiB
JavaScript
|
|
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
|
|
|
|
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=[];
|
|
|
|
function create() {
|
|
|
|
// 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');
|
|
}
|
|
}
|
|
|
|
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() {
|
|
|
|
aliens.y += 10;
|
|
|
|
}
|
|
|
|
function update() {
|
|
|
|
// 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;
|
|
|
|
}
|