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index.html
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<!DOCTYPE html>
<html>
<head>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/phaser-arcade-physics.min.js"></script>
</head>
<body>
<script>
var config = {
type: Phaser.AUTO,
width: 900,
height: 1000,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 200 },
debug: true
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var score = 0;
var scoreText;
var timerText;
var timer = 0;
var game = new Phaser.Game(config);
function preload ()
{
console.log('preload')
this.load.image('sky', 'assets/bg1-1.jpg');
this.load.image('ground', 'assets/platform.png');
this.load.image('star', 'images/raindrops.png');
this.load.image('bomb', 'assets/bomb.png');
this.load.spritesheet('dude',
'images/FRONT.png',
{ frameWidth: 32, frameHeight: 48 }
);
}
function create ()
{
console.log('create')
// the world
img = this.add.image(0, 0, 'sky').setOrigin(0,0);
img.setDisplaySize(900,1000);
platforms = this.physics.add.staticGroup();
platforms.create(400, 750, 'ground').setScale(6.30, 2).refreshBody();
//platforms.create(500, 90, 'ground').setScale(6.30,1).refreshBody();
platforms.create(600, 640, 'ground').setScale(1,3).refreshBody();
platforms.create(400, 400, 'ground').setScale(0.5,3).refreshBody();
platforms.create(50, 550, 'ground').setScale(0.5,3).refreshBody();
platforms.create(100, 350, 'ground').setScale(0.2,5).refreshBody();
platforms.create(600, 190, 'ground').setScale(0.75,2).refreshBody();
platforms.create(650, 490, 'ground').setScale(0.25,3).refreshBody();
// platforms.create(50, 470, 'ground');
// the player
player = this.physics.add.sprite(25, 680, 'dude');
player.setScale(3);
this.physics.add.collider(player, platforms);
// animations
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'turn',
frames: [ { key: 'dude', frame: 4 } ],
frameRate: 20
});
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
frameRate: 10,
repeat: -1
});
cursors = this.input.keyboard.createCursorKeys();
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));
});
this.physics.add.collider(stars, platforms);
// adding a callback method when starts collide
this.physics.add.overlap(player, stars, collectStar, null, this);
scoreText = this.add.text(16, 16, 'Points: 0', { fontSize: '32px', fill: '#000' });
timerText = this.add.text(216, 16, 'Timer: 0', { fontSize: '32px', fill: '#000' });
// physics (dynamic by default) group for bombs
bombs = this.physics.add.group();
// collider between bombs and the world
this.physics.add.collider(bombs, platforms);
// collider between bombs and the player including a callback
this.physics.add.collider(player, bombs, hitBomb, null, this);
clock = new Phaser.Time.Clock(this);
}
function hitBomb(player, bomb){
this.physics.pause();
player.setTint(0xff0000);
player.anims.play('turn');
gameOver = true;
// restartGame();
}
function collectStar(player, star){
star.disableBody(true, true);
score += 1;
scoreText.setText('Points: ' + score)
if (stars.countActive(true) === 0)
{
stars.children.iterate(function (child) {
child.enableBody(true, child.x, 0, true, true);
});
var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
var bomb = bombs.create(x, 16, 'bomb');
bomb.setBounce(1);
bomb.setCollideWorldBounds(true);
bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
bomb.allowGravity = false;
}
}
function restartGame(gameObj){
gameObj.cameras.main.fadeFrom(2000, Phaser.Math.Between(50, 255), Phaser.Math.Between(50, 255), Phaser.Math.Between(50, 255));
gameObj.cameras.main.on('camerafadeoutcomplete', function () {
this.scene.restart();
}, gameObj);
}
function update ()
{
console.log('update')
// console.log(player)
if (cursors.left.isDown)
{
player.setVelocityX(-150);
//player.anims.play('left', true);
}
else if (cursors.right.isDown)
{
player.setVelocityX(150);
// player.anims.play('right', true);
}
else
{
player.setVelocityX(0);
// player.anims.play('turn');
}
if (cursors.up.isDown)
{
player.setVelocityY(-150);
// restartGame(this);
} else if (cursors.down.isDown){
player.setVelocityY(150);
} else
{
player.setVelocityY(0);
// player.anims.play('turn');
}
startStopTimer();
}
/* Timer for Game
From: https://www.youtube.com/watch?v=kDnfrlK2CLg */
// Variables for timer
//var timerText;
//var timer = 0;
/* Start and stop timer*/
function startStopTimer(){
//if(running == 0){
//running = 1;
timerText.setText('Timer: ' + clock.now);
// increment();
//} else {
//running = 0;
// }
}
// Reset timer
function resetTimer(){
//running = 0;
timer = 0;
startStopTimer()
}
/* Increment function to add the time to the timer
and increment it every second*/
function increment(){
//if(running == 1){
setTimeout(function(){
timer++;
var mins = Math.floor(timer/10/60);
var secs = Math.floor(timer/10);
var tenths = timer % 10;
if(mins < 10){
mins = "0" + mins;
}
if(secs < 10){
secs = "0" + secs;
}
timer = mins + ':' + secs + ':' + "0" + tenths;
timerText.setText('Timer: ' + timer);
}, 100);
}
//}
</script>
</body>
</html>