使用Phaser制作一个简单游戏

栏目: 后端 · 发布时间: 6年前

<!DOCTYPE html>
<html lang="en">
<head>
    <title>App</title>
    <script src="//cdn.jsdelivr.net/npm/phaser@3.16.2/dist/phaser.js"></script>
</head>
<body>
<script>
    new Phaser.Game({
        type: Phaser.AUTO,
        width: 800,
        height: 600,
        physics: {
            default: 'arcade',
            arcade: {
                gravity: {
                    y: 300
                },
                debug: false
            }
        },
        scene: {
            preload: function () {
                this.load.image('sky', 'assets/sky.png');
                this.load.image('ground', 'assets/platform.png');
                this.load.image('star', 'assets/star.png');
                this.load.image('bomb', 'assets/bomb.png');
                this.load.spritesheet('dude', 'assets/dude.png', {
                    frameWidth: 32,
                    frameHeight: 48
                })
            },
            create: function () {
                this.gameOver = false;
                this.add.image(400, 300, 'sky');
                const platforms = this.physics.add.staticGroup();
                platforms.create(400, 568, 'ground').setScale(2).refreshBody();
                platforms.create(600, 400, 'ground');
                platforms.create(50, 250, 'ground');
                platforms.create(750, 220, 'ground');
                const player = this.physics.add.sprite(100, 450, 'dude');
                this.player = player;
                player.setBounce(0.2);
                player.setCollideWorldBounds(true);
                this.anims.create({
                    key: 'left',
                    frames: this.anims.generateFrameNumbers('dude', {
                        start: 0,
                        end: 3
                    }),
                    frameRate: 10,
                    repeat: -1
                });
                this.anims.create({
                    key: 'right',
                    frames: this.anims.generateFrameNumbers('dude', {
                        start: 5,
                        end: 8
                    }),
                    frameRate: 10,
                    repeat: -1
                });
                this.anims.create({
                    key: 'turn',
                    frames: [
                        {
                            key: 'dude',
                            frame: 4
                        }
                    ]
                });
                this.cursors = this.input.keyboard.createCursorKeys();
                const stars = this.physics.add.group({
                    key: 'star',
                    repeat: 11,
                    setXY: {
                        x: 12,
                        y: 0,
                        stepX: 70
                    }
                });
                stars.children.iterate(function (child) {
                    child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
                });
                const bombs = this.physics.add.group();
                let score = 0;
                const scoreText = this.add.text(16, 16, 'score: 0', {
                    fontSize: '32px',
                    fill: '#000'
                });
                this.physics.add.collider(player, platforms);
                this.physics.add.collider(stars, platforms);
                this.physics.add.collider(bombs, platforms);
                this.physics.add.overlap(player, stars, function (player, star) {
                    star.disableBody(true, true);
                    score += 10;
                    scoreText.setText("Score: " + score);
                    if (stars.countActive(true) !== 0) return;
                    stars.children.iterate(function (child) {
                        child.enableBody(true, child.x, 0, true, true);
                    });
                    const x = (player.x < 400) ? Phaser.Math.Between(400, 800) :
                        Phaser.Math.Between(0, 400);
                    const bomb = bombs.create(x, 16, 'bomb');
                    bomb.setBounce(1);
                    bomb.setCollideWorldBounds(true);
                    bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
                    bomb.allowGravity = false;
                }, null, this);
                this.physics.add.collider(player, bombs, player => {
                    this.physics.pause();
                    player.setTint(0xff0000);
                    player.anims.play('turn');
                    this.gameOver = true;
                }, null, this);
            },
            update: function () {
                if (this.gameOver) return;
                const cursors = this.cursors;
                const player = this.player;
                if (cursors.left.isDown) {
                    player.setVelocityX(-160);
                    player.anims.play('left', true);
                } else if (cursors.right.isDown) {
                    player.setVelocityX(160);
                    player.anims.play('right', true);
                } else {
                    player.setVelocityX(0);
                    player.anims.play('turn');
                }
                if (cursors.up.isDown && player.body.touching.down) {
                    player.setVelocity(-330);
                }
            }
        }
    });
</script>
</body>
</html>

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持 码农网

查看所有标签

猜你喜欢:

本站部分资源来源于网络,本站转载出于传递更多信息之目的,版权归原作者或者来源机构所有,如转载稿涉及版权问题,请联系我们

Algorithms + Data Structures = Programs

Algorithms + Data Structures = Programs

Niklaus Wirth / Prentice Hall / 1975-11-11 / GBP 84.95

It might seem completely dated with all its examples written in the now outmoded Pascal programming language (well, unless you are one of those Delphi zealot trying to resist to the Java/.NET dominanc......一起来看看 《Algorithms + Data Structures = Programs》 这本书的介绍吧!

在线进制转换器
在线进制转换器

各进制数互转换器

Base64 编码/解码
Base64 编码/解码

Base64 编码/解码

正则表达式在线测试
正则表达式在线测试

正则表达式在线测试