<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>Document</title> <script src="js/phaser.min.js"></script> <style> body{ margin : 0 } </style> </head> <body> <script> // 生成配置 const config = { // 类型 type : Phaser.AUTO, width : 800, height : 600, //物理引擎 physics : { default : 'arcade', arcade : { // 重力设置 gravity : {y : 300}, debug : false } }, // 场景 scene : { // 预加载 preload, // 记载主要场景 create, // 时时刷新场景 update } } // 生成游戏主体 let game = new Phaser.Game(config) // 生成玩家 let player // 生成平台 let platforms // 生成指针 let cursors // 计分器 let score = 0 // 计分文本 let scoreText //创造炸弹 let bombs //创造gameover条件 let gameover = false function preload(){ // 加载背景图片 this.load.image("sky","image/sky.png") this.load.image("bomb","image/bomb.png") this.load.image("ground","image/platform.png") this.load.image("star","image/star.png") this.load.spritesheet("dude","image/dude.png",{frameWidth:32,frameHeight:48}) } function create(){ // 绘制天空背景 this.add.image(400,300,'sky') // 初始化游戏平台 platforms = this.physics.add.staticGroup() // 平台导入图片,并且放大,加载当中阻止穿透 platforms.create(400, 568,'ground').setScale(2).refreshBody() // create(x,y,imagename) // 其中x,y设为0的时候,以图片中心作为原点,显示在左上方 platforms.create(600, 400, 'ground') platforms.create(50, 250, 'ground') platforms.create(750, 220, 'ground'); //生成玩家 player = this.physics.add.sprite(100,450,'dude') // 玩家增加反弹 player.setBounce(0.2) // 玩家增加触碰检测 player.setCollideWorldBounds(true) //初始化键位绑定(光这样还不能用,在update中检测并更新!) 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 }) //这里是初始化cursors:热键 cursors = this.input.keyboard.createCursorKeys() //早苗教你画星星 stars = this.physics.add.group({ key : "star", repeat : 11, setXY : {x: 12, y: 0, stepX:70} }) stars.children.iterate(function (child){ //为每一颗星星加上碰撞函数 child.setBounceY(Phaser.Math.FloatBetween(0.4,0.8)) }) bombs = this.physics.add.group() //初始化计分器 scoreText = this.add.text(16,16,"score 0",{fontSize : '32px',fill : "#000"}) //这里是把该物体绑定到游戏平台上去 this.physics.add.collider(player,platforms) this.physics.add.collider(stars,platforms) this.physics.add.collider(bombs,platforms) //内置了碰撞函数 //星星与游戏人物的碰撞效果 //1:物体1,2:物体2,3:接触回调函数,4:过程回调函数,5,对象 this.physics.add.overlap(player, stars, collectStar, null, this) //炸弹和游戏任务的碰撞效果 this.physics.add.collider(player,bombs,hitBomb,null,this) } function update (){ if(gameover){ return; } // 按了左键就左移,右键右移。不然就保持不动 if (cursors.left.isDown){ 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'); } // 按了上且不是在下降状态就可以跳 if (cursors.up.isDown && player.body.touching.down){ player.setVelocityY(-330); } } function collectStar(player,star){ //这里删除star实体 star.disableBody(true,true) score += 1000 scoreText.setText('Score : '+score) // 如果没有了星星 if(stars.countActive(true) === 0){ stars.children.iterate(function(child){ //这里激活每一个小星星的实体 child.enableBody(true,child.x,0,true,true) }) //判断玩家在哪边,记录另外一边的一个位置 var x = (player.x < 400) ? Phaser.Math.Between(400,800) : Phaser.Math.Between(0,400) // 绘制炸弹 var bomb = bombs.create(x,16,'bomb') // 炸弹加上弹性和触碰检测 bomb.setBounce(1) bomb.setCollideWorldBounds(true) bomb.setVelocity(Phaser.Math.Between(-200,200),20) bomb.allowGravity = false } } function hitBomb(){ // 游戏暂停 this.physics.pause() // 人物变为绿色 player.setTint(0x00ff00) // 人物静止不动 player.anims.play("turn") // 游戏结束 gameover = true } </script> </body> </html>