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@Valindo
Created July 14, 2018 10:33
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Space Invaders Examples from Phaser.io
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('bullet', 'assets/games/invaders/bullet.png');
game.load.image('enemyBullet', 'assets/games/invaders/enemy-bullet.png');
game.load.spritesheet('invader', 'assets/games/invaders/invader32x32x4.png', 32, 32);
game.load.image('ship', 'assets/games/invaders/player.png');
game.load.spritesheet('kaboom', 'assets/games/invaders/explode.png', 128, 128);
game.load.image('starfield', 'assets/games/invaders/starfield.png');
game.load.image('background', 'assets/games/starstruck/background2.png');
}
var player;
var aliens;
var bullets;
var bulletTime = 0;
var cursors;
var fireButton;
var explosions;
var starfield;
var score = 0;
var scoreString = '';
var scoreText;
var lives;
var enemyBullet;
var firingTimer = 0;
var stateText;
var livingEnemies = [];
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
// The scrolling starfield background
starfield = game.add.tileSprite(0, 0, 800, 600, 'starfield');
// Our bullet group
bullets = game.add.group();
bullets.enableBody = true;
bullets.physicsBodyType = Phaser.Physics.ARCADE;
bullets.createMultiple(30, 'bullet');
bullets.setAll('anchor.x', 0.5);
bullets.setAll('anchor.y', 1);
bullets.setAll('outOfBoundsKill', true);
bullets.setAll('checkWorldBounds', true);
// The enemy's bullets
enemyBullets = game.add.group();
enemyBullets.enableBody = true;
enemyBullets.physicsBodyType = Phaser.Physics.ARCADE;
enemyBullets.createMultiple(30, 'enemyBullet');
enemyBullets.setAll('anchor.x', 0.5);
enemyBullets.setAll('anchor.y', 1);
enemyBullets.setAll('outOfBoundsKill', true);
enemyBullets.setAll('checkWorldBounds', true);
// The hero!
player = game.add.sprite(400, 500, 'ship');
player.anchor.setTo(0.5, 0.5);
game.physics.enable(player, Phaser.Physics.ARCADE);
// The baddies!
aliens = game.add.group();
aliens.enableBody = true;
aliens.physicsBodyType = Phaser.Physics.ARCADE;
createAliens();
// The score
scoreString = 'Score : ';
scoreText = game.add.text(10, 10, scoreString + score, { font: '34px Arial', fill: '#fff' });
// Lives
lives = game.add.group();
game.add.text(game.world.width - 100, 10, 'Lives : ', { font: '34px Arial', fill: '#fff' });
// Text
stateText = game.add.text(game.world.centerX,game.world.centerY,' ', { font: '84px Arial', fill: '#fff' });
stateText.anchor.setTo(0.5, 0.5);
stateText.visible = false;
for (var i = 0; i < 3; i++)
{
var ship = lives.create(game.world.width - 100 + (30 * i), 60, 'ship');
ship.anchor.setTo(0.5, 0.5);
ship.angle = 90;
ship.alpha = 0.4;
}
// An explosion pool
explosions = game.add.group();
explosions.createMultiple(30, 'kaboom');
explosions.forEach(setupInvader, this);
// And some controls to play the game with
cursors = game.input.keyboard.createCursorKeys();
fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
}
function createAliens () {
for (var y = 0; y < 4; y++)
{
for (var x = 0; x < 10; x++)
{
var alien = aliens.create(x * 48, y * 50, 'invader');
alien.anchor.setTo(0.5, 0.5);
alien.animations.add('fly', [ 0, 1, 2, 3 ], 20, true);
alien.play('fly');
alien.body.moves = false;
}
}
aliens.x = 100;
aliens.y = 50;
// All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly.
var tween = game.add.tween(aliens).to( { x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
// When the tween loops it calls descend
tween.onLoop.add(descend, this);
}
function setupInvader (invader) {
invader.anchor.x = 0.5;
invader.anchor.y = 0.5;
invader.animations.add('kaboom');
}
function descend() {
aliens.y += 10;
}
function update() {
// Scroll the background
starfield.tilePosition.y += 2;
if (player.alive)
{
// Reset the player, then check for movement keys
player.body.velocity.setTo(0, 0);
if (cursors.left.isDown)
{
player.body.velocity.x = -200;
}
else if (cursors.right.isDown)
{
player.body.velocity.x = 200;
}
// Firing?
if (fireButton.isDown)
{
fireBullet();
}
if (game.time.now > firingTimer)
{
enemyFires();
}
// Run collision
game.physics.arcade.overlap(bullets, aliens, collisionHandler, null, this);
game.physics.arcade.overlap(enemyBullets, player, enemyHitsPlayer, null, this);
}
}
function render() {
// for (var i = 0; i < aliens.length; i++)
// {
// game.debug.body(aliens.children[i]);
// }
}
function collisionHandler (bullet, alien) {
// When a bullet hits an alien we kill them both
bullet.kill();
alien.kill();
// Increase the score
score += 20;
scoreText.text = scoreString + score;
// And create an explosion :)
var explosion = explosions.getFirstExists(false);
explosion.reset(alien.body.x, alien.body.y);
explosion.play('kaboom', 30, false, true);
if (aliens.countLiving() == 0)
{
score += 1000;
scoreText.text = scoreString + score;
enemyBullets.callAll('kill',this);
stateText.text = " You Won, \n Click to restart";
stateText.visible = true;
//the "click to restart" handler
game.input.onTap.addOnce(restart,this);
}
}
function enemyHitsPlayer (player,bullet) {
bullet.kill();
live = lives.getFirstAlive();
if (live)
{
live.kill();
}
// And create an explosion :)
var explosion = explosions.getFirstExists(false);
explosion.reset(player.body.x, player.body.y);
explosion.play('kaboom', 30, false, true);
// When the player dies
if (lives.countLiving() < 1)
{
player.kill();
enemyBullets.callAll('kill');
stateText.text=" GAME OVER \n Click to restart";
stateText.visible = true;
//the "click to restart" handler
game.input.onTap.addOnce(restart,this);
}
}
function enemyFires () {
// Grab the first bullet we can from the pool
enemyBullet = enemyBullets.getFirstExists(false);
livingEnemies.length=0;
aliens.forEachAlive(function(alien){
// put every living enemy in an array
livingEnemies.push(alien);
});
if (enemyBullet && livingEnemies.length > 0)
{
var random=game.rnd.integerInRange(0,livingEnemies.length-1);
// randomly select one of them
var shooter=livingEnemies[random];
// And fire the bullet from this enemy
enemyBullet.reset(shooter.body.x, shooter.body.y);
game.physics.arcade.moveToObject(enemyBullet,player,120);
firingTimer = game.time.now + 2000;
}
}
function fireBullet () {
// To avoid them being allowed to fire too fast we set a time limit
if (game.time.now > bulletTime)
{
// Grab the first bullet we can from the pool
bullet = bullets.getFirstExists(false);
if (bullet)
{
// And fire it
bullet.reset(player.x, player.y + 8);
bullet.body.velocity.y = -400;
bulletTime = game.time.now + 200;
}
}
}
function resetBullet (bullet) {
// Called if the bullet goes out of the screen
bullet.kill();
}
function restart () {
// A new level starts
//resets the life count
lives.callAll('revive');
// And brings the aliens back from the dead :)
aliens.removeAll();
createAliens();
//revives the player
player.revive();
//hides the text
stateText.visible = false;
}
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