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@thaisingle
Created April 14, 2015 14:27
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How to create Flappy Bird (Part 11) – Adding the ground
var game = new Phaser.Game(288, 505, Phaser.AUTO, 'flappyDiv');
var mainState = {
preload: function() {
game.load.image('background', 'assets/background.png');
game.load.image('ground', 'assets/ground.png');
game.load.spritesheet('bird', 'assets/bird.png', 34, 24, 3);
game.load.image('pipe', 'assets/pipe.png');
game.load.audio('jump', 'assets/flap.wav');
},
create: function() {
this.background = this.game.add.sprite(0, 0, 'background');
this.ground = this.game.add.tileSprite(0, 400, 288, 112, 'ground');
this.ground.autoScroll(-200, 0);
this.bird = this.game.add.sprite(100, 245, 'bird');
this.bird.animations.add('bird', [0, 1, 2], 12, true);
this.bird.animations.play('bird');
game.physics.startSystem(Phaser.Physics.ARCADE);
game.physics.arcade.enable(this.bird);
this.bird.body.gravity.y = 1000;
var spaceKey = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
spaceKey.onDown.add(this.jump, this);
this.pipes = game.add.group();
this.pipes.enableBody = true;
this.pipes.createMultiple(20, 'pipe');
this.timer = game.time.events.loop(1600, this.addLongPipes, this);
this.score = 0;
this.labelScore = game.add.text(20, 20, "0", { font: "30px Arial", fill: "#ffffff" });
this.bird.anchor.setTo(0.5, 0.5);
this.jumpSound = game.add.audio('jump');
},
update: function() {
game.physics.arcade.overlap(this.bird, this.pipes, this.overlapPipe, null, this);
if (this.bird.inWorld == false){
this.restartGame();
}
if (this.bird.angle < 20) {
this.bird.angle += 1;
}
},
overlapPipe: function() {
game.time.events.remove(this.timer);
this.pipes.forEachAlive(function(p){
p.body.velocity.x = 0;
}, this);
this.bird.alive = false;
},
jump: function() {
if (this.bird.alive == false) {
return;
}
this.bird.body.velocity.y = -350;
var animation = game.add.tween(this.bird);
animation.to({angle: -20}, 100);
animation.start();
this.jumpSound.play();
},
restartGame: function() {
game.state.start('main');
},
addShotPipe: function(x, y) {
var pipe = this.pipes.getFirstDead();
pipe.reset(x, y);
pipe.body.velocity.x = -200;
pipe.checkWorldBounds = true;
pipe.outOfBoundsKill = true;
},
addLongPipes: function() {
var blank = Math.floor(Math.random() * 5) + 1;
for (var i = 0; i < 8; i++){
if (i != blank && i != blank + 1){
this.addShotPipe(400, (i * 60) + 10);
}
}
this.score += 1;
this.labelScore.text = this.score;
},
};
game.state.add('main', mainState);
game.state.start('main');
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