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game.js
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var game = new Phaser.Game(256, 240, Phaser.AUTO, '', { preload: preload, create: create, update: update }, false, false);
function preload() {
game.load.spritesheet('tiles', 'assets/tiles.png', 16, 16);
game.load.spritesheet('goomba', 'assets/goomba.png', 16, 16);
game.load.spritesheet('mario', 'assets/mario.png', 16, 16);
game.load.spritesheet('coin', 'assets/coin.png', 16, 16);
game.load.audio('stomp', 'assets/stomp.wav');
game.load.audio('die', 'assets/die.wav');
game.load.audio('coin', 'assets/coin.wav');
game.load.audio('jump', 'assets/jump.wav');
game.load.audio('theme', 'assets/theme.ogg');
game.load.tilemap('level', 'assets/meetjs2.json', null, Phaser.Tilemap.TILED_JSON);
}
function create() {
Phaser.Canvas.setImageRenderingCrisp(game.canvas) // wyłączenie antialiasingu
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; // skalowanie do okna
game.physics.startSystem(Phaser.Physics.ARCADE); // Uruchamiamy silnik fizyki
game.scale.pageAlignVertically = true;
game.scale.pageAlignHorizontally = true;
/////////////// Poziom
game.stage.backgroundColor = '#5c94fc';
map = game.add.tilemap('level');
map.addTilesetImage('tiles', 'tiles');
map.setCollisionBetween(3, 12, true, 'solid');
background = map.createLayer('background');
layer = map.createLayer('solid');
layer.resizeWorld();
coins = game.add.group();
coins.enableBody = true;
map.createFromTiles(2, null, 'coin', 'stuff', coins);
coins.callAll('animations.add', 'animations', 'spin', [0, 0, 1, 2], 3, true);
coins.callAll('animations.play', 'animations', 'spin');
goombas = game.add.group();
goombas.enableBody = true;
map.createFromTiles(1, null, 'goomba', 'stuff', goombas);
goombas.callAll('animations.add', 'animations', 'walk', [0, 1], 2, true);
goombas.callAll('animations.play', 'animations', 'walk');
goombas.setAll('body.bounce.x', 1);
goombas.setAll('body.velocity.x', -20);
goombas.setAll('body.gravity.y', 500);
// Tworzymy gracza
player = game.add.sprite(16, game.world.height - 48, 'mario');
game.physics.arcade.enable(player);
player.body.gravity.y = 370;
player.body.collideWorldBounds = true;
player.animations.add('walkRight', [1, 2, 3], 10, true);
player.animations.add('walkLeft', [8, 9, 10], 10, true);
player.goesRight = true;
game.camera.follow(player);
cursors = game.input.keyboard.createCursorKeys(); // Phaser oferuje nam wygodny sposób na wygenerowanie "kontrolsów".
stomp = game.add.audio('stomp');
die = game.add.audio('die');
pick = game.add.audio('coin');
jump = game.add.audio('jump');
theme = game.add.audio('theme');
theme.loopFull(0.8);
}
function update() {
game.physics.arcade.collide(player, layer);
game.physics.arcade.collide(goombas, layer);
game.physics.arcade.overlap(player, goombas, goombaOverlap);
game.physics.arcade.overlap(player, coins, coinOverlap);
if(player.body.enable) {
player.body.velocity.x = 0;
if(cursors.left.isDown) {
player.body.velocity.x = -90;
player.animations.play('walkLeft');
player.goesRight = false;
}
else if(cursors.right.isDown) {
player.body.velocity.x = 90;
player.animations.play('walkRight');
player.goesRight = true;
}
else {
player.animations.stop();
if(player.goesRight) player.frame = 0;
else player.frame = 7;
}
if(cursors.up.isDown && player.body.onFloor()) {
player.body.velocity.y = -190;
player.animations.stop();
jump.play();
}
if(player.body.velocity.y != 0) {
if(player.goesRight) player.frame = 5;
else player.frame = 12;
}
}
}
function coinOverlap(player, coin) {
pick.play();
coin.kill();
}
function goombaOverlap(player, goomba) {
if(player.body.touching.down) {
stomp.play();
goomba.animations.stop();
goomba.frame = 2;
goomba.body.enable = false;
player.body.velocity.y = -80;
game.time.events.add(Phaser.Timer.SECOND, function() { goomba.kill(); });
}
else {
theme.stop();
die.play();
player.frame = 6;
player.body.enable = false;
player.animations.stop();
game.time.events.add(Phaser.Timer.SECOND*3, function() { game.paused = true; });
}
}