/
workingphaser.js
109 lines (79 loc) · 2.7 KB
/
workingphaser.js
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('sky', 'assets/sky.png');
game.load.image('ground', 'assets/platform.png');
game.load.image('star', 'assets/star.png');
game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
}
var platforms;
var player;
var cursors;
var stars;
var score = 0;
var scoreText;
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.add.sprite(0, 0, 'sky');
platforms = game.add.group();
platforms.enableBody = true;
//game.physics.arcade.enable = platforms;
var ground = platforms.create(0, game.world.height - 64, 'ground');
ground.scale.setTo(2, 2);
ground.body.immovable = true;
var ledge = platforms.create(400, 400, 'ground');
ledge.body.immovable = true;
ledge = platforms.create(-150, 250, 'ground');
ledge.body.immovable = true;
player = game.add.sprite(32, game.world.height - 150, 'dude');
game.physics.arcade.enable(player);
player.body.bounce.y = 0.2;
player.body.gravity.y = 300;
player.body.collideWorldBounds = true;
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
// Our controls.
cursors = game.input.keyboard.createCursorKeys();
stars = game.add.group();
stars.enableBody = true;
for (var i = 0; i < 12; i++) {
var star = stars.create(i * 70, 0, 'star');
star.body.gravity.y = 100;
star.body.bounce.y = 0.7 + Math.random() * 0.2;
}
scoreText = game.add.text(16, 16, 'Score: 0', { fontSize: '32px', fill: '#000' });
}
function update() {
game.physics.arcade.collide(player, platforms);
game.physics.arcade.collide(stars, platforms);
game.physics.arcade.overlap(player, stars, collectStar, null, this);
// Reset the players velocity (movement)
player.body.velocity.x = 0;
if (cursors.left.isDown)
{
// Move to the left
player.body.velocity.x = -150;
player.animations.play('left');
}
else if (cursors.right.isDown)
{
// Move to the right
player.body.velocity.x = 150;
player.animations.play('right');
}
else
{
// Stand still
player.animations.stop();
player.frame = 4;
}
// Allow the player to jump if they are touching the ground.
if (cursors.up.isDown && player.body.touching.down)
{
player.body.velocity.y = -350;
}
}
function collectStar(player, star) {
star.kill();
score += 10;
scoreText.text = 'Score: ' + score;
}