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gameold.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<link rel="stylesheet" href="styles.css">
<title>Apfelschnappen</title>
<script src="//cdn.jsdelivr.net/npm/[email protected]/dist/phaser.js"></script>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<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 game = new Phaser.Game(config);
var score = 0;
var scoreText;
var gameend;
var endgame = 0;
var share = 0;
/* style für button */
var style = {
font: "32px Monospace",
fill: "#00ff00",
align: "center"
}
/* end of style*/
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');
this.load.spritesheet('dude',
'assets/dude.png',
{ frameWidth: 32, frameHeight: 48 }
);
}
function create ()
{
this.add.image(400, 300, 'sky');
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);
scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
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
});
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});
cursors = this.input.keyboard.createCursorKeys();
stars = this.physics.add.group({
key: 'star',
/* repeat: 1, */
setXY: { x: (Phaser.Math.Between(150, 800)), y: 0, stepX: 70 }
});
stars.children.iterate(function (child) {
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
});
/*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); */
bombs = this.physics.add.group();
this.physics.add.collider(bombs, platforms);
this.physics.add.collider(player, bombs, hitBomb, null, this);
this.physics.add.collider(player, platforms);
//this.physics.add.collider(stars, platforms);
//this.physics.add.collider(platforms, stars, collectGround, null, this);
this.physics.add.overlap(player, stars, collectStar, null, this);
this.physics.add.overlap(platforms, stars, collectGround, null, this);
}
function update ()
{
if (cursors.left.isDown)
{
player.setVelocityX(-300);
player.anims.play('left', true);
}
else if (cursors.right.isDown)
{
player.setVelocityX(300);
player.anims.play('right', true);
}
else
{
player.setVelocityX(0);
player.anims.play('turn');
}
if (cursors.up.isDown && player.body.touching.down && endgame == 0 && share == 0)
{
player.setVelocityY(-330);
}
else if (cursors.up.isDown && endgame == 1)
{location.replace("img.html")}
else if (cursors.up.isDown && share == 1)
/* {location.assign("img.html")} */
{location.replace("img.html")}
}
function collectStar (player, star)
{
star.disableBody(true, true);
score += 10;
scoreText.setText('Score: ' + score);
if (stars.countActive(true) === 0)
{
/* right now the end */
star.disableBody(true, true);
this.physics.pause();
player.anims.play('turn');
gameend = this.add.text(300, 200, 'Toll, geschafft!\n\nYour score: ' + score + '\n\nTap to share', { fontSize: '32px', fill: '#000' });
share = 1;
gameOver = true;
/* var test = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
stars.children.iterate(function (child) {
child.enableBody(true, (Phaser.Math.Between(150, 800)), 50, 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 collectGround (platforms, star)
{
star.disableBody(true, true);
this.physics.pause();
player.anims.play('turn');
/* if the game ends do this
later as function */
gameend = this.add.text(300, 200, 'Schade, nicht geschafft.\n\nYour score: ' + score + '\n\nTap to restart', { fontSize: '32px', fill: '#000' });
endgame = 1;
/* if (cursors.up.isDown)
{
location.replace("game.html")
} */
/* alert("Verloren");
gameOver = true; */
}
/* function collectGround (platforms, star)
{
star.disableBody(true, true);
score += 10;
scoreText.setText('Score: ' + score);
} */
function hitBomb (player, bomb)
{
this.physics.pause();
player.setTint(0xff0000);
player.anims.play('turn');
gameOver = true;
}
</script>
</body>
</html>