使用Phaser制作一个简单游戏,主要实现以下功能与规则:
<!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>