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lesson16.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>Gamedev Phaser Workshop - lesson 16: Randomizing gameplay</title>
<style>* { padding: 0; margin: 0; }</style>
<script src="js/phaser.2.4.2.min.js"></script>
</head>
<body>
<script>
var game = new Phaser.Game(480, 320, Phaser.AUTO, null, {preload: preload, create: create, update: update});
var ball;
var paddle;
var bricks;
var newBrick;
var brickInfo;
var scoreText;
var score = 0;
var lives = 3;
var livesText;
var lifeLostText;
var playing = false;
var startButton;
function preload() {
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
game.scale.pageAlignHorizontally = true;
game.scale.pageAlignVertically = true;
game.stage.backgroundColor = '#eee';
game.load.image('paddle', 'img/paddle.png');
game.load.image('brick', 'img/brick.png');
game.load.spritesheet('ball', 'img/wobble.png', 20, 20);
game.load.spritesheet('button', 'img/button.png', 120, 40);
}
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.physics.arcade.checkCollision.down = false;
ball = game.add.sprite(game.world.width*0.5, game.world.height-25, 'ball');
ball.animations.add('wobble', [0,1,0,2,0,1,0,2,0], 24);
ball.anchor.set(0.5);
game.physics.enable(ball, Phaser.Physics.ARCADE);
ball.body.collideWorldBounds = true;
ball.body.bounce.set(1);
ball.checkWorldBounds = true;
ball.events.onOutOfBounds.add(ballLeaveScreen, this);
paddle = game.add.sprite(game.world.width*0.5, game.world.height-5, 'paddle');
paddle.anchor.set(0.5,1);
game.physics.enable(paddle, Phaser.Physics.ARCADE);
paddle.body.immovable = true;
initBricks();
textStyle = { font: '18px Arial', fill: '#0095DD' };
scoreText = game.add.text(5, 5, 'Points: 0', textStyle);
livesText = game.add.text(game.world.width-5, 5, 'Lives: '+lives, textStyle);
livesText.anchor.set(1,0);
lifeLostText = game.add.text(game.world.width*0.5, game.world.height*0.5, 'Life lost, tap to continue', textStyle);
lifeLostText.anchor.set(0.5);
lifeLostText.visible = false;
startButton = game.add.button(game.world.width*0.5, game.world.height*0.5, 'button', startGame, this, 1, 0, 2);
startButton.anchor.set(0.5);
}
function update() {
game.physics.arcade.collide(ball, paddle, ballHitPaddle);
game.physics.arcade.collide(ball, bricks, ballHitBrick);
if(playing) {
paddle.x = game.input.x || game.world.width*0.5;
}
}
function initBricks() {
brickInfo = {
width: 50,
height: 20,
count: {
row: 7,
col: 3
},
offset: {
top: 50,
left: 60
},
padding: 10
}
bricks = game.add.group();
for(c=0; c<brickInfo.count.col; c++) {
for(r=0; r<brickInfo.count.row; r++) {
var brickX = (r*(brickInfo.width+brickInfo.padding))+brickInfo.offset.left;
var brickY = (c*(brickInfo.height+brickInfo.padding))+brickInfo.offset.top;
newBrick = game.add.sprite(brickX, brickY, 'brick');
game.physics.enable(newBrick, Phaser.Physics.ARCADE);
newBrick.body.immovable = true;
newBrick.anchor.set(0.5);
bricks.add(newBrick);
}
}
}
function ballHitBrick(ball, brick) {
var killTween = game.add.tween(brick.scale);
killTween.to({x:0,y:0}, 200, Phaser.Easing.Linear.None);
killTween.onComplete.addOnce(function(){
brick.kill();
}, this);
killTween.start();
score += 10;
scoreText.setText('Points: '+score);
if(score === brickInfo.count.row*brickInfo.count.col*10) {
alert('You won the game, congratulations!');
location.reload();
}
}
function ballLeaveScreen() {
lives--;
if(lives) {
livesText.setText('Lives: '+lives);
lifeLostText.visible = true;
ball.reset(game.world.width*0.5, game.world.height-25);
paddle.reset(game.world.width*0.5, game.world.height-5);
game.input.onDown.addOnce(function(){
lifeLostText.visible = false;
ball.body.velocity.set(150, -150);
}, this);
}
else {
alert('You lost, game over!');
location.reload();
}
}
function ballHitPaddle(ball, paddle) {
ball.animations.play('wobble');
ball.body.velocity.x = -1*5*(paddle.x-ball.x);
}
function startGame() {
startButton.destroy();
ball.body.velocity.set(150, -150);
playing = true;
}
</script>
</body>
</html>