Created
September 21, 2014 16:31
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Flappy Clone
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var game = new Phaser.Game(400, 490, Phaser.AUTO, 'game'); | |
var mainState = { | |
preload: function() { | |
game.stage.backgroundColor = '#71c5cf'; | |
bird = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADIAAAAyAQMAAAAk8RryAAAABlBMVEXSvicAAABogyUZAAAAGUlEQVR4AWP4DwYHMOgHDEDASCN6lMYV7gChf3AJ/eB/pQAAAABJRU5ErkJggg=="; | |
pipe = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADIAAAAyAQMAAAAk8RryAAAABlBMVEV0vy4AAADnrrHQAAAAGUlEQVR4AWP4DwYHMOgHDEDASCN6lMYV7gChf3AJ/eB/pQAAAABJRU5ErkJggg=="; | |
game.load.image('bird', bird); | |
game.load.image('pipe', pipe); | |
}, | |
create: function() { | |
game.physics.startSystem(Phaser.Physics.ARCADE); | |
this.pipes = game.add.group(); | |
this.pipes.enableBody = true; | |
this.pipes.createMultiple(20, 'pipe'); | |
this.timer = this.game.time.events.loop(1500, this.addRowOfPipes, this); | |
this.bird = this.game.add.sprite(100, 245, 'bird'); | |
game.physics.arcade.enable(this.bird); | |
this.bird.body.gravity.y = 1000; | |
// New anchor position | |
this.bird.anchor.setTo(-0.2, 0.5); | |
var spaceKey = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); | |
spaceKey.onDown.add(this.jump, this); | |
this.score = 0; | |
this.labelScore = this.game.add.text(20, 20, "0", { font: "30px Arial", fill: "#ffffff" }); | |
// Add the jump sound | |
this.jumpSound = this.game.add.audio('jump'); | |
}, | |
update: function() { | |
if (this.bird.inWorld == false) | |
this.restartGame(); | |
game.physics.arcade.overlap(this.bird, this.pipes, this.hitPipe, null, this); | |
// Rotate the bird | |
}, | |
jump: function() { | |
// If the bird is dead, he can't jump | |
if (this.bird.alive == false) | |
return; | |
this.bird.body.velocity.y = -350; | |
// Jump animation | |
}, | |
hitPipe: function() { | |
// If the bird has already hit a pipe, we have nothing to do | |
if (this.bird.alive == false) | |
return; | |
// Set the alive property of the bird to false | |
this.bird.alive = false; | |
// Prevent new pipes from appearing | |
this.game.time.events.remove(this.timer); | |
// Go through all the pipes, and stop their movement | |
this.pipes.forEachAlive(function(p){ | |
p.body.velocity.x = 0; | |
}, this); | |
}, | |
restartGame: function() { | |
game.state.start('main'); | |
}, | |
addOnePipe: function(x, y) { | |
var pipe = this.pipes.getFirstDead(); | |
pipe.reset(x, y); | |
pipe.body.velocity.x = -200; | |
pipe.checkWorldBounds = true; | |
pipe.outOfBoundsKill = true; | |
}, | |
addRowOfPipes: function() { | |
var hole = Math.floor(Math.random()*5)+1; | |
for (var i = 0; i < 8; i++) | |
if (i != hole && i != hole +1) | |
this.addOnePipe(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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