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Create my-game.html

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  1. my-game.html +168 -0
my-game.html ADDED
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+ <!doctype html>
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+ <html lang="en">
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+ <head>
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+ <meta charset="UTF-8" />
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+ <title>Game Test</title>
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+ <script src="//cdn.jsdelivr.net/npm/[email protected]/dist/phaser.js"></script>
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+ <style type="text/css">
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+ body {
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+ margin: 0;
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+ }
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+ </style>
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+ </head>
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+ <body>
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+
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+ <script type="text/javascript">
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+ var config = {
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+ type: Phaser.AUTO,
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+ width: 800,
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+ height: 600,
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+ physics: {
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+ default: 'arcade',
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+ arcade: {
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+ gravity: { y: 300 },
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+ debug: false
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+ }
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+ },
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+ scene: {
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+ preload: preload,
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+ create: create,
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+ update: update
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+ }
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+ };
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+ var player;
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+ var stars;
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+ var bombs;
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+ var platforms;
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+ var cursors;
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+ var score = 0;
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+ var gameOver = false;
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+ var scoreText;
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+ var game = new Phaser.Game(config);
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+ const queryString = window.location.search;
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+ const urlParams = new URLSearchParams(queryString);
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+ const sky_img = urlParams.get("sky");
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+ const platform_img = urlParams.get("platform");
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+ const star_img = urlParams.get("star");
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+ const bomb_img = urlParams.get("bomb");
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+ const dude_img = urlParams.get("dude");
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+
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+ console.log(sky_img);
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+ console.log(platform_img);
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+ console.log(star_img);
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+ console.log(bomb_img);
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+ console.log(dude_img);
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+
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+ function preload ()
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+ {
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+ this.load.image('sky', sky_img);
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+ this.load.image('ground', platform_img);
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+ this.load.image('star', star_img);
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+ this.load.image('bomb', bomb_img);
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+ this.load.spritesheet('dude', dude_img, { frameWidth: 32, frameHeight: 48 });
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+ }
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+ function create ()
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+ {
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+ this.add.image(0, 0, 'sky').setOrigin(0,0);
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+ platforms = this.physics.add.staticGroup();
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+ platforms.create(400, 568, 'ground').setScale(2).refreshBody();
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+ platforms.create(600, 400, 'ground');
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+ platforms.create(50, 250, 'ground');
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+ platforms.create(750, 220, 'ground');
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+ player = this.physics.add.sprite(100, 450, 'dude');
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+ player.setBounce(0.2);
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+ player.setCollideWorldBounds(true);
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+ this.anims.create({
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+ key: 'left',
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+ frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
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+ frameRate: 10,
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+ repeat: -1
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+ });
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+ this.anims.create({
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+ key: 'turn',
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+ frames: [ { key: 'dude', frame: 4 } ],
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+ frameRate: 20
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+ });
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+ this.anims.create({
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+ key: 'right',
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+ frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
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+ frameRate: 10,
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+ repeat: -1
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+ });
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+ cursors = this.input.keyboard.createCursorKeys();
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+ stars = this.physics.add.group({
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+ key: 'star',
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+ repeat: 11,
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+ setXY: { x: 12, y: 0, stepX: 70 }
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+ });
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+ stars.children.iterate(function (child) {
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+ child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
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+ });
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+ bombs = this.physics.add.group();
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+ scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
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+ this.physics.add.collider(player, platforms);
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+ this.physics.add.collider(stars, platforms);
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+ this.physics.add.collider(bombs, platforms);
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+ this.physics.add.overlap(player, stars, collectStar, null, this);
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+ this.physics.add.collider(player, bombs, hitBomb, null, this);
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+ }
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+ function update ()
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+ {
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+ if (gameOver)
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+ {
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+ return;
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+ }
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+ if (cursors.left.isDown)
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+ {
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+ player.setVelocityX(-160);
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+ player.anims.play('left', true);
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+ }
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+ else if (cursors.right.isDown)
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+ {
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+ player.setVelocityX(160);
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+ player.anims.play('right', true);
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+ }
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+ else
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+ {
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+ player.setVelocityX(0);
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+ player.anims.play('turn');
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+ }
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+ if (cursors.up.isDown && player.body.touching.down)
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+ {
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+ player.setVelocityY(-330);
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+ }
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+ }
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+ function collectStar (player, star)
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+ {
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+ star.disableBody(true, true);
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+ // Add and update the score
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+ score += 10;
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+ scoreText.setText('Score: ' + score);
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+ document.getElementById('my_score').innerHTML = score;
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+ if (stars.countActive(true) === 0)
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+ {
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+ // A new batch of stars to collect
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+ stars.children.iterate(function (child) {
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+ child.enableBody(true, child.x, 0, true, true);
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+ });
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+ var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
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+ var bomb = bombs.create(x, 16, 'bomb');
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+ bomb.setBounce(1);
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+ bomb.setCollideWorldBounds(true);
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+ bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
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+ bomb.allowGravity = false;
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+ }
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+ }
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+ function hitBomb (player, bomb)
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+ {
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+ this.physics.pause();
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+ player.setTint(0xff0000);
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+ player.anims.play('turn');
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+ gameOver = true;
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+ }
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+ </script>
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+ <div>
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+ <p hidden id="my_score"></p>
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+ </div>
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+ </body>
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+ </html>