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  • Phaser3让超级玛丽实现轻跳、高跳及加上对应的跳跃声音

     
    mario jumper
    mario jumper

    在线测试地址:http://www.ifiero.com/uploads/phaserjs3/jumper/

    空格键:轻按:跳低 ,长按:跳高
    键盘:--> 向右 , <-- 向左

    请确保已打开电脑的音乐开关

    var config = {
        type: Phaser.AUTO,
         650,
        height: 450,
        parent: "ifierocom",
        physics: {
            default: 'arcade',
            arcade: {
                gravity: {
                    y: 350
                },
                debug: false
            }
        },
        scene: {
            preload: preload,
            create: create,
            update: update
        }
    };
    
    var player;
    var stars;
    var bombs;
    var platforms;
    var cursors;
    var score = 0;
    var gameOver = false;
    var scoreText;
    // var jumpTimer = 0;
    var game = new Phaser.Game(config);
    var isSmall = true;  // small jump  music
    var isSuper = true;  // super jump  music
    
    function init() {
        this.jumpTimer = 0;
        this.isCanJump = false;
        this.isCanLeft = false;
        this.isCanRight = false;
        this.isCanStand = true;
        this.velocityL = 0;
        this.velocityR = 0;
    }
    
    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
        // });
        this.load.spritesheet('mario', 'assets/mario_mario.png', {
            frameWidth: 16,
            frameHeight: 16,
            margin: 1,
            spacing: 1
    
        });
        //music: small
        this.load.audio('jumpSmall', 'assets/audio/JumpSmall.mp3');
        //music: super
        this.load.audio('jumpSuper', 'assets/audio/JumpSuper.mp3');
        //music: super
        this.load.audio('coin', 'assets/audio/Coin.mp3');
    }
    
    function create() {
        this.spaceBar = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);
        //  A simple background for our game
        this.add.image(400, 300, 'sky');
    
        //  The platforms group contains the ground and the 2 ledges we can jump on
        platforms = this.physics.add.staticGroup();
    
        //  Here we create the ground.
        //  Scale it to fit the width of the game (the original sprite is 400x32 in size)
        platforms.create(400, 568, 'ground').setScale(2).refreshBody();
    
        //  Now let's create some ledges
        platforms.create(600, 400, 'ground');
        platforms.create(50, 250, 'ground');
        platforms.create(750, 220, 'ground');
    
        // The player and its settings
        //  player = this.physics.add.sprite(100, 450, 'dude');
        player = this.physics.add.sprite(100, 450, 'mario', 0);
        player.setScale(2.5);
    
        //  Player physics properties. Give the little guy a slight bounce.
        player.setBounce(0.2);
        player.setCollideWorldBounds(true);
    
        //  Our player animations, turning, walking left and walking right.
        this.anims.create({
            key: 'run',
            frames: this.anims.generateFrameNumbers('mario', {
                start: 1,
                end: 3
            }),
            frameRate: 10,
            repeat: -1
        });
    
        this.anims.create({
            key: 'shift',
            frames: [{
                key: 'mario',
                frame: 4
            }],
            frameRate: 20
        });
    
    
        this.anims.create({
            key: 'stand',
            frames: [{
                key: 'mario',
                frame: 0
            }],
            frameRate: 20
        });
    
        this.anims.create({
            key: 'jump',
            frames: [{
                key: 'mario',
                frame: 5
            }],
            frameRate: 20
        });
    
        //  Input Events
        cursors = this.input.keyboard.createCursorKeys();
    
        //  Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
        stars = this.physics.add.group({
            key: 'star',
            repeat: 11,
            setXY: {
                x: 12,
                y: 0,
                stepX: 70
            }
        });
    
        stars.children.iterate(function (child) {
    
            //  Give each star a slightly different bounce
            child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
    
        });
    
        bombs = this.physics.add.group();
    
        //  The score
        scoreText = this.add.text(16, 16, 'score: 0', {
            fontSize: '32px',
            fill: '#000'
        });
        scoreText.setScrollFactor(0);
        //  Collide the player and the stars with the platforms
        this.physics.add.collider(player, platforms, function () {
            // console.log('hit ground');
            // console.groupEnd();
            this.isCanJump = false;
        }, null, this);
        this.physics.add.collider(stars, platforms);
        this.physics.add.collider(bombs, platforms);
    
        //  Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
        this.physics.add.overlap(player, stars, collectStar, null, this);
    
        this.physics.add.collider(player, bombs, hitBomb, null, this);
    
        this.cameras.main.setBounds(0, 0, 800, 600);
        this.physics.world.setBounds(0, 0, 800, 600);
        this.cameras.main.startFollow(player, true, 0.08, 0.08);
    
        this.jumpSmallMusic = this.sound.add('jumpSmall');
        this.jumpSuperMusic = this.sound.add('jumpSuper');
        this.coinMusic = this.sound.add('coin');
    
        // 
        this.input.on('pointerdown', function () {});
    }
    
    
    
    function update() {
        if (gameOver) {
            return;
        }
    
    
        if (this.spaceBar.isDown) {
            this.isCanJump = true;
        }
        if (this.isCanJump) {
            //1. on the air
            player.anims.play('jump');
    
            if (player.body.velocity.x > 0) {
                if (cursors.left.isDown && player.body.velocity.x > -50) {
                    player.body.velocity.x -= 10;
                }
            } else {
                if (cursors.right.isDown && player.body.velocity.x < 50) {
                    player.body.velocity.x += 10;
                }
            }
            //  console.log("air player.velocity.x",player.body.velocity.x);
    
        } else {
            //2. on the ground 
            /* */
            if (cursors.left.isDown) {
                this.isCanLeft = true;
                this.isCanRight = false;
                player.setVelocityX(-160);
                player.setFlipX(true);
                player.anims.play('run', true);
            } else if (cursors.right.isDown) {
                this.isCanRight = true;
                this.isCanLeft = false;
                player.setVelocityX(160);
                player.setFlipX(false);
                player.anims.play('run', true);
    
            } else if (player.body.velocity.x === 0) {
                player.anims.play('stand', true);
            }
    
            //  player.setVelocityX(0);
            // dont left player stop immediately while relase arrow left/right
            if (this.isCanRight) {
                if (player.body.velocity.x > 0) {
                    player.body.velocity.x -= 4;
                    player.anims.play('run', true);
                    this.velocityR = 1;
                }
                if (player.body.velocity.x < 0) {
                    player.anims.play('stand', true);
                    this.isCanRight = false;
                    player.setVelocityX(0);
                    player.body.velocity.x = 0;
                    this.velocityR = 0;
                }
                console.log("ground RIGHT player.velocity.x", player.body.velocity.x);
            } else if (this.isCanLeft) {
    
                if (player.body.velocity.x < 0) {
                    player.body.velocity.x += 4;
                    player.anims.play('run', true);
                }
                if (player.body.velocity.x > 0) {
                    player.anims.play('stand');
                    this.isCanLeft = false;
                    player.setVelocityX(0);
                    player.body.velocity.x = 0
    
                }
                console.log("ground left player.velocity.x", player.body.velocity.x);
            }
    
            /* */
    
    
        }
    
        //MARK: -  Y position + music 
        if (this.spaceBar.isDown && player.body.touching.down && this.jumpTimer === 0) {
            this.jumpTimer = 1;
            // this.jumpSmallMusic.play({volume: 0.1});
            player.setVelocityY(-135);
        } else if (this.spaceBar.isDown && this.jumpTimer > 0 && this.jumpTimer <= 30) {
    
            this.jumpTimer++;
            player.setVelocityY(-135 - this.jumpTimer * 3);
    
            this.time.delayedCall(200, function () {
                // if jumpTimer > 12 ,play super music and set isSmall = false;
                if (this.jumpTimer > 12) {
                    if (isSuper) {
                        isSuper = false;
                        isSmall = false;
                        this.jumpSuperMusic.play({
                            volume: 0.1
                        });
                    }
                }
                if (isSmall) {
                    this.jumpSmallMusic.play({
                        volume: 0.1
                    });
                    isSmall = false;
                }
    
            }, [], this);
    
    
    
        } else {
            this.jumpTimer = 0;
        }
        // 重新设置跳跃的声音
        if (player.body.touching.down) {
            isSmall = true;
            isSuper = true;
        }
    }
    //MARK:- collect star
    function collectStar(player, star) {
        this.coinMusic.play({
            volume: 0.1
        });
        star.disableBody(true, true);
    
        //  Add and update the score
        score += 10;
        scoreText.setText('Score: ' + score);
    
        if (stars.countActive(true) === 0) {
            //  A new batch of stars to collect
            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);
            bomb.allowGravity = false;
    
        }
    }
    // MARK:- hit bomb
    function hitBomb(player, bomb) {
        this.physics.pause();
    
        player.setTint(0xff0000);
    
        player.anims.play('stand');
    
        gameOver = true;
    }
    

    以上案例是基于Phaser官方教程进行改善的:
    http://phaser.io/tutorials/making-your-first-phaser-3-game
    更多游戏教学:http://www.iFIERO.com

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  • 原文地址:https://www.cnblogs.com/apiapia/p/10057239.html
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