Created
March 4, 2016 23:25
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Phaser Boilerplate Tutorial Files
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import RainbowText from 'objects/RainbowText'; | |
import Star from 'objects/Star'; | |
import Player from 'objects/Player'; | |
import Level1 from 'objects/Level1'; | |
class GameState extends Phaser.State { | |
preload() { | |
this.game.load.image('sky', 'assets/sky.png'); | |
this.game.load.image('ground', 'assets/platform.png'); | |
this.game.load.image('star', 'assets/star.png'); | |
this.game.load.spritesheet('dude', 'assets/dude.png', 32, 48); | |
} | |
create() { | |
this.score = 0; | |
// We're going to be using physics, so enable the Arcade Physics system | |
this.game.physics.startSystem(Phaser.Physics.ARCADE); | |
// A simple background for our game | |
this.game.add.sprite(0, 0, 'sky'); | |
// The platforms group contains the ground and the 2 ledges we can jump on | |
this.platforms = new Level1(this.game); | |
// The player and its settings | |
this.player = new Player(this.game, 32, this.game.world.height - 150); | |
// Finally some stars to collect | |
this.stars = this.game.add.group(); | |
// Here we'll create 12 of them evenly spaced apart | |
for (let i = 0; i < 12; i++) { | |
// Create a star inside of the 'stars' group | |
let star = new Star(this.game, i * 70, 0); | |
this.stars.add(star); | |
} | |
// The score | |
this.scoreText = new RainbowText(this.game, 16, 16, 'Score: 0'); | |
} | |
update() { | |
// Collide the player and the stars with the platforms | |
this.game.physics.arcade.collide(this.player, this.platforms); | |
this.game.physics.arcade.collide(this.stars, this.platforms); | |
// Checks to see if the player overlaps with any of the stars, if he does call the collectStar function | |
this.game.physics.arcade.overlap(this.player, this.stars, this.collectStar, null, this); | |
} | |
collectStar(player, star) { | |
// Removes the star from the screen | |
star.kill(); | |
// Add and update the score | |
this.score += 10; | |
this.scoreText.text = 'Score: ' + this.score; | |
} | |
} | |
export default GameState; |
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export default class Level1 extends Phaser.Group { | |
constructor(game) { | |
super(game); | |
// We will enable physics for any object that is created in this group | |
this.enableBody = true; | |
this.buildLevel(); | |
game.add(this); | |
} | |
buildLevel() { | |
// Here we create the ground. | |
this.ground = this.create(0, this.game.world.height - 64, 'ground'); | |
// Scale it to fit the width of the game (the original sprite is 400x32 in size) | |
this.ground.scale.setTo(2, 2); | |
// This stops it from falling away when you jump on it | |
this.ground.body.immovable = true; | |
// Now let's create two ledges | |
this.ledge1 = this.create(400, 400, 'ground'); | |
this.ledge1.body.immovable = true; | |
this.ledge2 = this.create(-150, 250, 'ground'); | |
this.ledge2.body.immovable = true; | |
} | |
} |
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export default class Player extends Phaser.Sprite { | |
constructor(game, x = 0, y = 0) { | |
super(game, x, y, 'dude'); | |
// We need to enable physics on the player | |
this.game.physics.arcade.enable(this); | |
// Player physics properties. Give the little guy a slight bounce. | |
this.body.bounce.y = 0.2; | |
this.body.gravity.y = 300; | |
this.body.collideWorldBounds = true; | |
// Our two animations, walking left and right. | |
this.animations.add('left', [0, 1, 2, 3], 10, true); | |
this.animations.add('right', [5, 6, 7, 8], 10, true); | |
// Our controls. | |
this.cursors = this.game.input.keyboard.createCursorKeys(); | |
} | |
update() { | |
// Reset the players velocity (movement) | |
this.body.velocity.x = 0; | |
if (this.cursors.left.isDown) { | |
// Move to the left | |
this.body.velocity.x = -150; | |
this.animations.play('left'); | |
} else if (this.cursors.right.isDown) { | |
// Move to the right | |
this.body.velocity.x = 150; | |
this.animations.play('right'); | |
} else { | |
// Stand still | |
this.animations.stop(); | |
this.frame = 4; | |
} | |
// Allow the player to jump if they are touching the ground. | |
if (this.cursors.up.isDown && this.body.touching.down) { | |
this.body.velocity.y = -350; | |
} | |
} | |
} |
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export default class Star extends Phaser.Sprite { | |
constructor(game, x = 0, y = 0) { | |
super(game, x, y, 'star'); | |
game.physics.arcade.enable(this); | |
// Let gravity do its thing | |
this.body.gravity.y = 300; | |
// This just gives each star a slightly random bounce value | |
this.body.bounce.y = 0.7 + Math.random() * 0.2; | |
} | |
} |
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