diff src/first-scene.ts @ 0:6d2e2a8ac6f0 default tip

start from https://github.com/supertorpe/vite-ts-phaser-starter
author drewp@bigasterisk.com
date Sun, 13 Nov 2022 13:24:40 -0800
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/first-scene.ts	Sun Nov 13 13:24:40 2022 -0800
@@ -0,0 +1,171 @@
+import Phaser from 'phaser';
+
+/**
+ * FirstGameScene is an example Phaser Scene
+ * @class
+ * @constructor
+ * @public
+ */
+export class FirstGameScene extends Phaser.Scene {
+
+    private gameOver!: boolean;
+    private score!: number;
+    private platforms!: Phaser.Physics.Arcade.StaticGroup;
+    private player!: Phaser.Physics.Arcade.Sprite;
+    private cursors!: Phaser.Types.Input.Keyboard.CursorKeys;
+    private stars!: Phaser.Physics.Arcade.Group;
+    private bombs!: Phaser.Physics.Arcade.Group;
+    private scoreText!: Phaser.GameObjects.Text;
+
+    constructor() {
+        super('FirstGameScene');
+        console.log('FirstGameScene.constructor()');
+    }
+
+    preload() {
+        console.log('FirstGameScene.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 });
+    }
+
+    create() {
+        console.log('FirstGameScene.create');
+        // initialize variables
+        this.gameOver = false;
+        this.score = 0;
+
+        //  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
+        this.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)
+        this.platforms.create(400, 568, 'ground').setScale(2).refreshBody();
+
+        //  Now let's create some ledges
+        this.platforms.create(600, 400, 'ground');
+        this.platforms.create(50, 250, 'ground');
+        this.platforms.create(750, 220, 'ground');
+
+        // The player and its settings
+        this.player = this.physics.add.sprite(100, 450, 'dude');
+
+        //  Player physics properties. Give the little guy a slight bounce.
+        this.player.setBounce(0.2);
+        this.player.setCollideWorldBounds(true);
+
+        //  Our player animations, turning, walking left and walking right.
+        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
+        });
+
+        //  Input Events
+        this.cursors = this.input.keyboard.createCursorKeys();
+
+        //  Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
+        this.stars = this.physics.add.group({
+            key: 'star',
+            repeat: 11,
+            setXY: { x: 12, y: 0, stepX: 70 }
+        });
+
+        this.stars.children.iterate((child: Phaser.GameObjects.GameObject) => {
+            //  Give each star a slightly different bounce
+            (child as Phaser.Physics.Arcade.Sprite).setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
+        });
+
+        this.bombs = this.physics.add.group();
+
+        //  The score
+        this.scoreText = this.add.text(16, 16, 'score: 0');
+        this.scoreText.style.fontSize = '32px';
+        this.scoreText.style.setFill('#000');
+
+        //  Collide the player and the stars with the platforms
+        this.physics.add.collider(this.player, this.platforms);
+        this.physics.add.collider(this.stars, this.platforms);
+        this.physics.add.collider(this.bombs, this.platforms);
+
+        //  Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
+        this.physics.add.overlap(this.player, this.stars, this.collectStar, undefined, this);
+
+        this.physics.add.collider(this.player, this.bombs, this.hitBomb, undefined, this);
+    }
+
+    update() {
+        if (this.gameOver) {
+            return;
+        }
+
+        if (this.cursors.left.isDown) {
+            this.player.setVelocityX(-160);
+
+            this.player.anims.play('left', true);
+        }
+        else if (this.cursors.right.isDown) {
+            this.player.setVelocityX(160);
+
+            this.player.anims.play('right', true);
+        }
+        else {
+            this.player.setVelocityX(0);
+
+            this.player.anims.play('turn');
+        }
+
+        if (this.cursors.up.isDown && this.player.body.touching.down) {
+            this.player.setVelocityY(-330);
+        }
+    }
+
+    collectStar(playerGO: Phaser.GameObjects.GameObject, starGO: Phaser.GameObjects.GameObject) {
+        const player = playerGO as Phaser.Physics.Arcade.Sprite;
+        const star = starGO as Phaser.Physics.Arcade.Sprite;
+        star.disableBody(true, true);
+        //  Add and update the score
+        this.score += 10;
+        this.scoreText.setText('Score: ' + this.score);
+        if (this.stars.countActive(true) === 0) {
+            //  A new batch of stars to collect
+            this.stars.children.iterate((childGO: Phaser.GameObjects.GameObject) => {
+                const child = childGO as Phaser.Physics.Arcade.Sprite;
+                child.enableBody(true, child.x, 0, true, true);
+            });
+            const x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
+            const bomb = this.bombs.create(x, 16, 'bomb');
+            bomb.setBounce(1);
+            bomb.setCollideWorldBounds(true);
+            bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
+            bomb.allowGravity = false;
+        }
+    }
+
+    hitBomb(playerGO: Phaser.GameObjects.GameObject) {
+        const player = playerGO as Phaser.Physics.Arcade.Sprite;
+        this.physics.pause();
+        player.setTint(0xff0000);
+        player.anims.play('turn');
+        this.gameOver = true;
+    }
+}