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  • phaser3 入门实例——收集星星游戏

    phaser3 简介

    Phaser 是一个快速,免费且有趣的开源 HTML5 游戏框架,可在台式机和移动 Web 浏览器上提供 WebGL 和 Canvas 渲染。可以使用第三方工具将游戏编译为 iOS,Android 和本机应用程序。可以使用 JavaScript 或 TypeScript 进行开发。

    游戏展示

    官方实例资源下载

    代码展示

    查看 html 页面前我先通过 npm 安装了 http-server,建议阅读完 Getting Started with Phaser 3 后再进行操作。

    最新 phaser3 下载地址 Phaser 3.24.1 下载

    我直接下载了 phaser.min.js 文件来进行使用。

    index.html

    <!doctype html>
    <html lang="en">
    
    <head>
        <meta charset="UTF-8" />
        <title>Making your first Phaser 3 Game - Part 1</title>
        <script src="js/phaser.min.js"></script>
        <style type="text/css">
            body {
                margin: 0;
            }
        </style>
    </head>
    
    <body>
    
        <script type="text/javascript">
    
            var config = {
                type: Phaser.AUTO,
                 800,
                height: 600,
    
                // 添加 Arcade (游乐场)物理系统(Physics system)到游戏配置中
                physics: {
                    default: 'arcade',
                    arcade: {
                        gravity: { y: 300 },
                        debug: false
                    }
                },
                scene: {
                    preload: preload,
                    create: create,
                    update: update
                }
            };
    
            var game = new Phaser.Game(config);
    
            function preload() {
                this.load.image('sky', 'assets/sky.png');
                this.load.image('platform', '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 });
            }
    
            // 搭建场景
            var platforms;
            var player;
            var score = 0;
            var scoreText;
    
            function create() {
                this.add.image(400, 300, 'sky'); // 图片的中心坐标
    
                // 如果你先放 star 图像,它将被 sky 图像盖住
                // this.add.image(400, 300, 'star');
    
                platforms = this.physics.add.staticGroup();
    
                // 用函数setScale(2)把它按 x2 缩放。现在它的尺寸是800 x 64 了。要调用refreshBody(),这是因为我们缩放的是一个静态物体,所以必须把所作变动告诉物理世界(physics world)
                platforms.create(400, 568, 'platform').setScale(2).refreshBody();
                platforms.create(600, 400, 'platform');
                platforms.create(50, 250, 'platform');
                platforms.create(750, 220, 'platform');
    
                // 人物
                player = this.physics.add.sprite(100, 450, 'dude');
    
                player.setBounce(0.2); // 跳起后着地时始终会弹起那么一点点
                player.setCollideWorldBounds(true); // (通过player.setCollideWorldBounds(true))把游戏(的世界边界)设置为800 x 600后,玩家就不能不跑出这个区域了
    
                this.anims.create({
                    // 'left'动画使用0, 1, 2, 3帧,跑动时每秒10帧。'repeat -1'告诉动画要循环播放
                    key: 'left',
                    frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
                    frameRate: 10,   // 跑动时每秒10帧
                    repeat: -1       // 告诉动画要循环播放
                });
    
                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
                });
    
                cursors = this.input.keyboard.createCursorKeys();
    
                stars = this.physics.add.group({
                    key: 'star',
                    repeat: 11,
                    setXY: { x: 12, y: 0, stepX: 70 }
                });
    
                stars.children.iterate(function (child) {
    
                    child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
    
                });
    
                this.physics.add.collider(stars, platforms);
                this.physics.add.collider(player, platforms); // 它接收两个对象,检测二者之间的碰撞,并使二者分开
    
                this.physics.add.overlap(player, stars, collectStar, null, this);
    
                scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
    
                bombs = this.physics.add.group();
                this.physics.add.collider(bombs, platforms);
                this.physics.add.collider(player, bombs, hitBomb, null, this);
    
            }
    
            function update() {
                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');
                }
    
                if (cursors.up.isDown && player.body.touching.down) {
                    player.setVelocityY(-330);
                }
    
            }
            function collectStar(player, star) {
                star.disableBody(true, true);
    
                score += 10;
                scoreText.setText('Score: ' + score);
    
                if (stars.countActive(true) === 0) {
                    stars.children.iterate(function (child) {
    
                        child.enableBody(true, child.x, 0, 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 hitBomb(player, bomb) {
                this.physics.pause();
    
                player.setTint(0xff0000);
    
                player.anims.play('turn');
    
                gameOver = true;
            }
    
        </script>
    
    </body>
    
    </html>
    

    相关链接

    1. Getting Started with Phaser 3

    2. Phaser 3 入门实例教程

    3. Phaser 3.24.1 下载

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  • 原文地址:https://www.cnblogs.com/Ohmy/p/13551211.html
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