<!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>
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Java语言程序设计(基础篇 原书第10版)
[美]粱勇(Y.Daniel Liang) / 戴开宇 / 机械工业出版社 / 2015-7 / 85.00元
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