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game.js
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let config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
let player;
let churus;
let water;
let platforms;
let cursors;
let score = 0;
let gameOver = false;
let scoreText;
let game = new Phaser.Game(config);
function preload ()
{
this.load.image('sky', 'assets/sky.png');
this.load.image('ground', 'assets/platform.png');
this.load.image('churu', 'assets/churu.png');
this.load.image('water', 'assets/enemy_ball.png');
// this.load.spritesheet('dude', 'assets/dude.png', { frameWidth: 32, frameHeight: 48 });
this.load.spritesheet('catIdle', 'assets/cat-idle.png', { frameWidth: 32, frameHeight: 30 });
this.load.spritesheet('catRun', 'assets/cat-run.png', { frameWidth: 50, frameHeight: 30 });
}
function create ()
{
// A simple background for our game
this.add.image(400, 300, 'sky');
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = this.physics.add.staticGroup();
// Here we create the ground.
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
platforms.create(400, 568, 'ground').setScale(2).refreshBody();
// Now let's create some ledges
platforms.create(600, 400, 'ground');
platforms.create(50, 250, 'ground');
platforms.create(750, 220, 'ground');
// The player and its settings
player = this.physics.add.sprite(100, 450, 'cat').setScale(1.6);
// Player physics properties. Give the little guy a slight bounce.
player.setBounce(0.2);
player.setCollideWorldBounds(true);
this.anims.create({
key: 'turn',
frames: [ { key: 'catIdle', frame: 0 } ],
frameRate: 20
});
this.anims.create({
key: 'walk', // facing left
frames: this.anims.generateFrameNumbers('catRun', { start: 0, end: 7 }),
frameRate: 20,
repeat: -1
});
// Input Events
cursors = this.input.keyboard.createCursorKeys();
// Some churus to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
churus = this.physics.add.group({
key: 'churu',
repeat: 11,
setXY: { x: 12, y: 0, stepX: 70 },
});
churus.children.iterate(function (child) {
// Give each star a slightly different bounce
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
child.setScale(0.2)
});
water = this.physics.add.group();
// The score
scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
// Collide the player and the churus with the platforms
this.physics.add.collider(player, platforms);
this.physics.add.collider(churus, platforms);
this.physics.add.collider(water, platforms);
// Checks to see if the player overlaps with any of the churus, if he does call the collectChuru function
this.physics.add.overlap(player, churus, collectChuru, null, this);
this.physics.add.collider(player, water, hitWater, null, this);
}
function update ()
{
if (gameOver)
{
return;
}
if (cursors.left.isDown)
{
player.setFlipX(true);
player.setVelocityX(-160);
player.anims.play('walk', true);
}
else if (cursors.right.isDown)
{
player.setFlipX(false);
player.setVelocityX(160);
player.anims.play('walk', true);
}
else
{
player.setVelocityX(0);
player.anims.play('turn');
}
if (cursors.up.isDown && player.body.touching.down)
{
player.setVelocityY(-330);
}
}
function collectChuru (player, churu)
{
churu.disableBody(true, true);
// Add and update the score
score += 10;
scoreText.setText('Score: ' + score);
if (churus.countActive(true) === 0)
{
// A new batch of churus to collect
churus.children.iterate(function (child) {
child.enableBody(true, child.x, 0, true, true);
});
let x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
let waterBall = water.create(x, 16, 'water').setSize(3,3).setScale(0.2);
waterBall.setBounce(1);
waterBall.setCollideWorldBounds(true);
waterBall.setVelocity(Phaser.Math.Between(-200, 200), 20);
waterBall.allowGravity = false;
}
}
function hitWater (player, waterBall)
{
this.physics.pause();
player.setTint(0xff0000);
player.anims.play('turn');
gameOver = true;
}