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April 20, 2019 12:47
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This gist was created to share the code for the phaser.io "Making your first Phaser 3 game", with a few adjustments of mine, with one of my students.
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const ZERO = 0; | |
const GAME_WIDTH = 800; | |
const GAME_HEIGHT = 600; | |
const TWO = 2; | |
var platforms; | |
var player; | |
var cursors; | |
var stars; | |
var bombs; | |
var score = 0; | |
var scoreText; | |
var config = { | |
type: Phaser.AUTO, | |
width: GAME_WIDTH, | |
height: GAME_HEIGHT, | |
physics: { | |
default: 'arcade', | |
arcade: { | |
gravity: { y: 300 }, | |
debug: false | |
} | |
}, | |
scene: { | |
preload: preload, | |
create: create, | |
update: update | |
} | |
}; | |
var game = new Phaser.Game(config); | |
function preload() { | |
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 | |
} | |
); | |
} | |
function create() { | |
this.add.image(GAME_WIDTH/TWO, GAME_HEIGHT/TWO, 'sky'); | |
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'); | |
player = this.physics.add.sprite(100, 450, 'dude'); | |
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: '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 | |
}); | |
this.physics.add.collider(player, platforms); | |
cursors = this.input.keyboard.createCursorKeys(); | |
stars = this.physics.add.group({ | |
key: 'star', | |
repeat: 11, | |
setXY: { | |
x: 15, | |
y: 0, | |
stepX: 70 | |
} | |
}); | |
stars.children.iterate(function(child) { | |
child.setBounce(Phaser.Math.FloatBetween(0.4, 0.8)); | |
}); | |
this.physics.add.collider(stars, platforms); | |
this.physics.add.overlap(player, stars, collectStar, null, this); | |
scoreText = this.add.text( | |
16, | |
16, | |
'score: 0', | |
{ | |
fontSize: '32px', | |
fill: '#000' | |
} | |
); | |
bombs = this.physics.add.group(); | |
this.physics.add.collider(bombs, platforms); | |
this.physics.add.collider(player, bombs, hitBomb, null, this); | |
} | |
function update() { | |
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.setVelocityY(-330); | |
} | |
} | |
// other functions | |
function collectStar(player, star) | |
{ | |
star.disableBody(true, true); | |
score += 10; | |
scoreText.setText('Score: ' + score); | |
// add bombs | |
if(stars.countActive(true) === 0 ) { | |
stars.children.iterate(function(child) { | |
child.enableBody(true, child.x, 0, true, true); | |
}); | |
var bombPosX = (player.x < GAME_WIDTH/TWO) ? Phaser.Math.Between(GAME_WIDTH/TWO, GAME_WIDTH) : Phaser.Math.Between(ZERO, GAME_WIDTH/TWO); | |
var bomb = bombs.create(bombPosX, 16, 'bomb'); | |
bomb.setBounce(1); | |
bomb.setCollideWorldBounds(true); | |
bomb.setVelocity(Phaser.Math.Between(-200, 200), 20); | |
} | |
} | |
function hitBomb(player, bomb) { | |
// fix this to set player tint, make player face screen | |
this.physics.pause(); | |
player.setTint(0xff0000); | |
player.anims.play(turn); | |
gameOver = true; | |
} |
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