phaser製作跑酷遊戲
首先在index.html裡面引入phaser.js 和自己建立的game.js
設定canvas的css樣式
canvas{ margin:0 auto;}
接下來用一個類方法封裝整個遊戲
(function() {}());
在function裡面定義遊戲
(function(){
var SantaGame = {
init: function() {
this.game = new Phaser.Game(width, height, Phaser.CANVAS, 'game');
this.game.state.add('boot' , this.boot);
this.game.state.add('load', this.load);
this.game.state.add('play', this.play);
this.game.state.add('title', this.title);
this.game.state.add('gameOver', this.gameOver);
this.game.state.start('load');
},
boot:function (){
},
load:function(){
},
title:function(){
},
play:function(){
},
gameOver:function(){
}
};
SantaGame.init();
}())
boot介面預載入loading介面。跟上個遊戲一樣 下面直接說loading介面吧
load: {
preload: function() {
var preloadSprite = this.game.add.sprite(this.game.world.width / 2 ,this.game.world.height / 2 ,'loading'); //建立顯示loading進度的sprite
this.game.load.setPreloadSprite(preloadSprite);
this.game.load.audio('drivin-home', 'assets/world.wav');
this.game.load.audio('ho-ho-ho', 'assets/bonbon.wav');
this.game.load.audio('hop', 'assets/bomb.wav');
this.game.load.image('platform', 'assets/1.png');
this.game.load.spritesheet('santa-running', 'assets/runman.png', 493/5, 174,5);
this.game.load.image('snow-bg', 'assets/beijing1.png');
this.game.load.image('snow-bg-2', 'assets/yuanjing1.png');
this.game.load.image('snowflake', 'assets/xiaoshixiaoguo.png');
this.game.load.image('logo', 'assets/name.png');
this.game.load.image('startbtn', 'assets/bangzhujiantou.png');
},
create: function() {
this.game.state.start('title');
}
},
並且在載入好的時候執行title介面
title介面。。實際上就是menu介面
title: {
create: function() {
this.bg_heaven = this.game.add.tileSprite(0, 0, width, height, 'snow-bg-2').autoScroll(-50,0);
this.bg = this.game.add.tileSprite(0, 0, width, height, 'snow-bg').autoScroll(-100,0);
this.logo = this.game.add.sprite(this.game.world.width / 2 - 158, 20, 'logo');
this.logo.alpha = 0;
this.game.add.tween(this.logo).to({
alpha: 1
}, 1000, Phaser.Easing.Linear.None, true, 0);
this.startBtn = this.game.add.button(this.game.world.width / 2 - 89, this.game.world.height - 120, 'startbtn', this.startClicked);
this.startBtn.alpha = 0;
this.game.add.tween(this.startBtn).to({
alpha: 1
}, 1000, Phaser.Easing.Linear.None, true, 1000);
},
startClicked: function() {
this.game.state.start('play');
}
},
官方文件說alpha是The opacity of the object.就是透明度唄。
tween動畫把logo的透明度從0到1。
this.game.add.tween(this.logo).to({
alpha: 1
}, 1000, Phaser.Easing.Linear.None, true, 0);
新增按鈕和按鈕事件
this.startBtn = this.game.add.button(this.game.world.width / 2 - 89, this.game.world.height - 120, 'startbtn', this.startClicked);
this.startBtn.alpha = 0;
this.game.add.tween(this.startBtn).to({
alpha: 1
}, 1000, Phaser.Easing.Linear.None, true, 1000);
為按鈕新增點選事件是this.startClicked
下面是this.clicked函式:
startClicked: function() {
this.game.state.start('play');
}
閉著眼都知道是進入下個場景了。
下面是最重要的play介面嘍 噹噹噹當~
play: {
create: function() {
gameScore = 0;
this.currentFrame = 0;
this.gameSpeed = 580;
this.isGameOver = false;
this.game.physics.startSystem(Phaser.Physics.ARCADE);
this.music = this.game.add.audio('drivin-home');
this.music.loop = true;
this.music.play();
this.bg_heaven = this.game.add.tileSprite(0, 0, width, height, 'snow-bg-2').autoScroll(-50,0);
this.bg = this.game.add.tileSprite(0, 0, width, height, 'snow-bg');
this.bg.fixedToCamera = true;
this.bg.autoScroll(-this.gameSpeed / 6, 0);
this.emitter = this.game.add.emitter(this.game.world.centerX, -32, 50);
this.platforms = this.game.add.group();
this.platforms.enableBody = true;
this.platforms.createMultiple(5, 'platform', 0, false);
this.platforms.setAll('anchor.x', 0.5);
this.platforms.setAll('anchor.y', 0.5);
var plat;
for (var i = 0; i < 5; i++) {
plat = this.platforms.getFirstExists(false);
plat.reset(i * 192, this.game.world.height - 44);
plat.width = 300*0.6;
plat.height = 88*0.6;
this.game.physics.arcade.enable(plat);
plat.body.immovable = true;
plat.body.bounce.set(0);
}
this.lastPlatform = plat;
this.santa = this.game.add.sprite(100, this.game.world.height - 200, 'santa-running');
this.santa.animations.add('run');
this.santa.animations.play('run', 15, true);
this.santa.width = (493/5)*0.5;
this.santa.height = 174*0.5;
this.game.physics.arcade.enable(this.santa);
this.santa.body.gravity.y = 1500;
this.santa.body.collideWorldBounds = true;
this.game.camera.follow(this.santa);
this.cursors = this.game.input.keyboard.createCursorKeys();
this.spacebar = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
this.score = this.game.add.text(20, 20, '', {
font: '24px Arial',
fill: 'white'
});
},
分解來看。先初始化各項資料。
然後來氣物理系統。開啟音效限定是無限迴圈。
this.game.physics.startSystem(Phaser.Physics.ARCADE);
this.music = this.game.add.audio('drivin-home');
this.music.loop = true;
this.music.play();
接下來是對背景的處理
this.bg_heaven = this.game.add.tileSprite(0, 0, width, height, 'snow-bg-2').autoScroll(-50,0);
this.bg = this.game.add.tileSprite(0, 0, width, height, 'snow-bg');
this.bg.fixedToCamera = true;
this.bg.autoScroll(-this.gameSpeed / 6, 0);
新增兩個背景圖片並且設定轉動。
官方API關於fixedtocamera就是隨著背景移動,鏡頭也移動。
this.platforms = this.game.add.group();
this.platforms.enableBody = true;
this.platforms.createMultiple(5, 'platform', 0, false);
this.platforms.setAll('anchor.x', 0.5);
this.platforms.setAll('anchor.y', 0.5);
var plat;
for (var i = 0; i < 5; i++) {
plat = this.platforms.getFirstExists(false);
plat.reset(i * 192, this.game.world.height - 44);
plat.width = 300*0.6;
plat.height = 88*0.6;
this.game.physics.arcade.enable(plat);
plat.body.immovable = true;
plat.body.bounce.set(0);
}
this.lastPlatform = plat;
新增一個組是臺階組。前面flappy bird裡面管子組也是如此的。
enablebody是什麼意思?反正是要加的。。在研究吧嘿嘿。
然後每一個都設定錨點是中點。因為最初設定的是00點哦,這個跟別的引擎不一樣。
immovable 固定的不可移動的。。寫了跟沒寫有區別麼。。。
bounce.set(0)可以彈跳的。呼呼
然後記錄了最後一個platform一下。
然後把主人公給加進來了如下
this.santa = this.game.add.sprite(100, this.game.world.height - 200, 'santa-running');
this.santa.animations.add('run');
this.santa.animations.play('run', 15, true);
this.santa.width = (493/5)*0.5;
this.santa.height = 174*0.5;
this.game.physics.arcade.enable(this.santa);
this.santa.body.gravity.y = 1500;
this.santa.body.collideWorldBounds = true;
this.game.camera.follow(this.santa);
然後添加了鍵盤空格響應事件和分數。。分數太模糊了
this.cursors = this.game.input.keyboard.createCursorKeys();
this.spacebar = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
this.score = this.game.add.text(20, 20, '', {
font: '24px Arial',
fill: 'white'
});
下面當然是update函式啦
update: function() {
var that = this;
if (!this.isGameOver) {
gameScore += 0.5;
this.gameSpeed += 0.03;
this.score.text = 'Score: ' + Math.floor(gameScore);
this.currentFrame++;
var moveAmount = this.gameSpeed / 100;
this.game.physics.arcade.collide(this.santa, this.platforms);
if (this.santa.body.bottom >= this.game.world.bounds.bottom) {
this.isGameOver = true;
this.endGame();
}
if (this.cursors.up.isDown && this.santa.body.touching.down || this.spacebar.isDown && this.santa.body.touching.down || this.game.input.mousePointer.isDown && this.santa.body.touching.down || this.game.input.pointer1.isDown && this.santa.body.touching.down) {
this.jumpSound = this.game.add.audio('hop');
this.jumpSound.play();
this.santa.body.velocity.y = -500;
}
this.platforms.children.forEach(function(platform) {
platform.body.position.x -= moveAmount;
if (platform.body.right <= 0) {
platform.kill();
var plat = that.platforms.getFirstExists(false);
plat.reset(that.lastPlatform.body.right + 192, that.game.world.height - Math.floor(Math.random() * 50) - 24);
plat.body.immovable = true;
that.lastPlatform = plat;
}
});
}
},
首先判斷如果說遊戲結束標誌還是false而且小人撞到了地面。遊戲結束呼叫 this.endGame();
按鍵或鍵盤小人給個垂直向上的速度。
後面就不斷更新所有物體的位置x,就是加上規定的速度唄。
最後reset已經離開螢幕的物體。重定義它。
還有一個this.endGame();函式。如下
endGame: function() {
this.music.stop();
this.music = this.game.add.audio('ho-ho-ho');
this.music.play();
this.game.state.start('gameOver');
}
聲音停止一下,加一個hoho,再開啟一下。進入下個場景。
gameOver: {
create: function() {
this.bg_heaven = this.game.add.tileSprite(0, 0, width, height, 'snow-bg-2').autoScroll(-50,0);
this.bg = this.game.add.tileSprite(0, 0, width, height, 'snow-bg');
this.bg.autoScroll(-this.gameSpeed / 6, 0);
this.score = this.game.add.text(this.game.world.width / 2 - 100, 200, 'Score: ' + Math.floor(gameScore), {
font: '42px Arial',
fill: 'white'
});
this.score.alpha = 0;
this.game.add.tween(this.score).to({
alpha: 1
}, 600, Phaser.Easing.Linear.None, true, 600);
this.restartBtn = this.game.add.button(this.game.world.width / 2 - 103.5, 280, 'startbtn', this.restartClicked);
this.restartBtn.alpha = 0;
this.game.add.tween(this.restartBtn).to({
alpha: 1
}, 600, Phaser.Easing.Linear.None, true, 1000);
},
restartClicked: function() {
this.game.state.start('play');
}
}
還是加倆背景,加個得分,加個按鈕給個事件。完了。