phaser/hello-game.html
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Phaser hello world game</title>
<script src="https://cdn.jsdelivr.net/npm/phaser@3.1.1/dist/phaser.js"></script>
<style type="text/css">
body { margin: 0 }
</style>
</head>
<body>
<h1>Phaser hello world game</h1>
<p><a href="https://cirosantilli.com/phaser-hello-world">More information here</a></p>
<script type="text/javascript">
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
}
var player
var stars
var bombs
var platforms
var cursors
var score = 0
var gameOver = false
var scoreText
var game = new Phaser.Game(config)
function preload() {
this.load.setBaseURL('https://labs.phaser.io/src/games/firstgame/assets')
this.load.image('sky', 'sky.png')
this.load.image('ground', 'platform.png')
this.load.image('star', 'star.png')
this.load.image('bomb', 'bomb.png')
this.load.spritesheet('dude', 'dude.png', { frameWidth: 32, frameHeight: 48 })
}
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, 'dude')
// Player physics properties. Give the little guy a slight bounce.
player.setBounce(0.2)
player.setCollideWorldBounds(true)
// Our player animations, turning, walking left and walking right.
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
})
// Input Events
cursors = this.input.keyboard.createCursorKeys()
// Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
stars = this.physics.add.group({
key: 'star',
repeat: 11,
setXY: { x: 12, y: 0, stepX: 70 }
})
stars.children.iterate(function (child) {
// Give each star a slightly different bounce
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8))
})
bombs = this.physics.add.group()
// The score
scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' })
// Collide the player and the stars with the platforms
this.physics.add.collider(player, platforms)
this.physics.add.collider(stars, platforms)
this.physics.add.collider(bombs, platforms)
// Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
this.physics.add.overlap(player, stars, collectStar, null, this)
this.physics.add.collider(player, bombs, hitBomb, null, this)
}
function update() {
if (gameOver) {
return
}
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)
}
}
function collectStar (player, star) {
star.disableBody(true, true)
// Add and update the score
score += 10
scoreText.setText('Score: ' + score)
if (stars.countActive(true) === 0) {
// A new batch of stars to collect
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)
}
}
function hitBomb (player, bomb) {
this.physics.pause()
player.setTint(0xff0000)
player.anims.play('turn')
gameOver = true
}
</script>
</body>
</html>