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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>