Phaser游戏一步一步学习游戏开发

Phaser官方教程学习

2019-07-18  本文已影响0人  Yinawake

Phaser官方教程

game.gif

准备资料

bomb.png
dude.png
platform.png
sky.png
star.png
phaser.min.js

代码是根据Phaser官方教程来的。欢迎大家一起学习、讨论。

第一步 生成主要框架

加载需要的资源,定义场景的宽高

<!DOCTYPE html>
<html>
<head>
    <meta charset="utf-8">
    <meta name="viewport" content="initial-scale=1.0, maximum-scale=1.0, user-scalable=no" />
    <script src="../js/dist/phaser.min.js"></script>
</head>
<body>

    <script>
    var config = {
        type: Phaser.AUTO,      //Phaser.CANVAS  Phaser.WEBGL
        width: 800,
        height: 600,
        physics: {
            default: 'arcade',
            arcade: {
                gravity: { y: 300 },
                debug: false
            }
        },
        scene: {
            preload: preload,
            create: create,
            update: update
        }
    };

    var game = new Phaser.Game(config);

    /**
    * 加载需要的资源
    **/
    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');
        
        //精灵清单
        this.load.spritesheet('dude', '../assets/dude.png', {
            frameWidth: 32, frameHeight: 48
        })
    }
    
    /**
    * 创建场景中的对象
    **/
    function create (){}
    
    /**
    * update
    **/
    function update(){}
    </script>
</body>
</html>

第二步 绘制场景

在create方法中创建场景有需要的精灵等

var score = 0,scoreText,platforms,player,cursors,stars,bombs;
function create ()
{
    //背景
    this.add.image(400, 300, 'sky');
    //等分
    scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
    
    //静态物理组
    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);
    
    //创建星星
    stars = this.physics.add.group({
        key: 'star',
        repeat: 11,
        setXY: {x: 12, y: 0, stepX: 70}
    });
    
    stars.children.iterate(function(child){
        child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8))
    });
    
    //碰撞器
    this.physics.add.collider(stars, platforms);
    
    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
    });
    
    player.body.setGravityY(300);
    
    //Collider  碰撞器
    this.physics.add.collider(player, platforms);
    
    //键盘管理器
    cursors = this.input.keyboard.createCursorKeys();
    
    /**
    * collectStar
    * hitBomb
    * 在第四步中实现
    **/
    //我们也将检测玩家是否与星星重叠 
    this.physics.add.overlap(player, stars, collectStar, null, this);
    
    bombs = this.physics.add.group();
    this.physics.add.collider(bombs, platforms);

    this.physics.add.collider(player, bombs, hitBomb, null, this);
}

第三步 定义键盘事件

在update方法定义键盘事件

function update(){
    if (cursors.left.isDown)
    {
        //设置水平速度
        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)
    {
        //设置垂直速度
        player.setVelocityY(-530);
    }
}

第四部,完善等分,碰撞等事件

function hitBomb(player, bomb){
    this.physics.pause();
    player.setTint(0xff0000);
    player.anims.play('turn');
    gameOver = true;
}

//收集星星
function collectStar (player, star)
{
    star.disableBody(true, true);
    
    score += 10;
    scoreText.setText('Score: ' + score);
    
    //计算存活的星星
    if (stars.countActive(true) === 0)
    {
        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);

    }
}
```GIS
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