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@videlais
Created May 31, 2014 03:54
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PicketMan subclass of Phaser.Sprite for #LOWREZJAM 2014
GameState.prototype.create = function() {
...
this.picketGroup = this.game.add.group();
this.picketGroup.add(new PicketMan(this.game, 116, 9, 'picketMan'));
this.picketGroup.add(new PicketMan(this.game, 128, 7, 'picketMan'));
this.picketGroup.add(new PicketMan(this.game, 139, 7, 'picketMan'));
...
};
GameState.prototype.update = function() {
...
this.game.physics.arcade.collide(this.player, this.picketGroup,
function(player) {
player.damage(1);
player.blink();
});
this.picketGroup.forEach(function(enemy) {
if (this.game.physics.arcade.collide(enemy.bulletGroup, this.player,
function(player, bullet) {
bullet.kill();
player.damage(1);
player.blink();
})) {
}
if (enemy.triggerBox.contains(this.player.x, this.player.y)) {
enemy.frame = 0;
enemy.shoot();
} else {
enemy.frame = 1;
}
}, this);
...
};
function PicketMan(game, x, y, cacheKey) {
// Call the Phaser.Sprite constructor
Phaser.Sprite.call(this, game, x, y, cacheKey);
// Enable physics
this.game.physics.enable(this);
// Set the (physics) body to be immovable
this.body.immovable = true;
// Center the anchor
this.anchor.setTo(0.5, 0.5);
// Create a group for the bullets
this.bulletGroup = this.game.add.group();
// Enable all create items to have (physics) bodies
this.bulletGroup.enableBody = true;
// Set the type of physics bodies to be ARCADE
this.bulletGroup.physicsBodyType = Phaser.Physics.ARCADE;
// Create 5 bullets using the 'pickaxe' cache key
this.bulletGroup.createMultiple(5, 'pickaxe');
// Check if bullets collide with world bounds
this.bulletGroup.setAll('checkWorldBounds', true);
// If they do collide with world bounds, they are killed
this.bulletGroup.setAll('outOfBoundsKill', true);
// Bullets only 'live' for 1600ms
this.bulletGroup.setAll('lifespan', 1600);
// Set the firing rate (how long between shooting)
this.fireRate = 4200;
// The time of the next shot
this.nextFire = 0;
// The velocity of each created or revived bullet
this.bulletSpeed = 550;
// The initial firing angle
this.firingAngle = 245;
// The 'triggerBox'
// If another sprite is within this rectangle, shoot at them
this.triggerBox = new Phaser.Rectangle(
x - (this.width * 2),
y - (this.height),
this.width * 2.5,
this.height * 1.5);
// The 'explosionGroup' for spawning explosions
this.explosionGroup = new ExplosionGroup(this.game);
// Set that this sprite is 'alive'
this.alive = true;
}
PicketMan.prototype = Object.create(Phaser.Sprite.prototype);
PicketMan.prototype.constructor = PicketMan;
PicketMan.prototype.shoot = function() {
// Is this sprite alive?
if (this.alive) {
// It is alive, so check if enough time has past since the last
// shot and that there are at least 1 bullets 'dead'
if (this.game.time.now > this.nextFire && this.bulletGroup.countDead() > 1)
{
// Update the timer
this.nextFire = this.game.time.now + this.fireRate;
// Get the first 'dead' sprite
var bullet = this.bulletGroup.getFirstDead();
// Reset its position to the same as this sprite's position
// making some adjustments for where the bullets should
// come from for this sprite.
bullet.reset(this.body.x + (this.width / 2), this.body.y + (this.height / 2) - 18);
// Set the 'anchor' to center (0.5 * width, 0.5 * height)
bullet.anchor.setTo(0.5, 0.5);
// Set the firing angle
bullet.angle = this.firingAngle;
// Set the firing trajectory as based on
// the angle and set velocity (linear diagonal motion)
this.game.physics.arcade.velocityFromAngle(bullet.angle,
this.bulletSpeed,
bullet.body.velocity);
//Unlike other projectiles, this trajectory
// needs to be curved. To do that, apply
// a high gravity to pull it down as it moves.
bullet.body.gravity.y = 895;
// Reset the lifespan so that it is kill()'ed after a
// certain amount of time
bullet.lifespan = 1600;
}
}
};
PicketMan.prototype.update = function() {
// Since the hammers need to spin,
// iterate through the bulletGroup each update
// and add to each sprite's angle
this.bulletGroup.forEach(function(pickaxe) {
pickaxe.angle += 15;
});
};
PicketMan.prototype.kill = function() {
// Create an explosion at this position
this.explosionGroup.explode(this.x, this.y);
// kill() this sprite by calling Phaser.Sprite's
// own kill function and passing 'this'
Phaser.Sprite.prototype.kill.call(this);
};
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