first commit
This commit is contained in:
commit
13abba7061
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@ -0,0 +1,8 @@
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---
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name: Phaser 3.90 Framework
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---
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- Follow best practices for Phaser 3.90
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- Follow best ES6 practices
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- Write class imports using full .js paths, NPM package manager or any other web packager is not installed
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- Break things out into classes when it makes sense
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@ -0,0 +1,317 @@
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1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,11,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</chunk>
|
||||
<chunk x="16" y="32" width="16" height="16">
|
||||
11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,
|
||||
11,11,11,1,11,11,11,11,11,11,11,11,11,11,1,1,
|
||||
11,11,1,1,1,1,1,11,11,11,11,11,11,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,11,11,11,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</chunk>
|
||||
<chunk x="32" y="32" width="16" height="16">
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</chunk>
|
||||
<chunk x="48" y="32" width="16" height="16">
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</chunk>
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
Binary file not shown.
|
|
@ -0,0 +1,29 @@
|
|||
import { Game } from './scenes/Game.js';
|
||||
|
||||
const config = {
|
||||
type: Phaser.AUTO,
|
||||
scale: {
|
||||
mode: Phaser.Scale.RESIZE,
|
||||
width: 1280,
|
||||
height: 720,
|
||||
},
|
||||
physics: {
|
||||
default: 'arcade',
|
||||
arcade: {
|
||||
gravity: { y: 0 },
|
||||
debug: false
|
||||
}
|
||||
|
||||
},
|
||||
backgroundColor: '#000000',
|
||||
scene: [
|
||||
// MenuScene,
|
||||
// Intro,
|
||||
// Tutorial,
|
||||
Game
|
||||
]
|
||||
};
|
||||
|
||||
const game = new Phaser.Game(config);
|
||||
|
||||
//game.globalState = new GlobalState();
|
||||
File diff suppressed because one or more lines are too long
|
|
@ -0,0 +1,151 @@
|
|||
export class Player extends Phaser.GameObjects.Sprite {
|
||||
constructor(scene, x, y) {
|
||||
super(scene, x, y, 'player');
|
||||
|
||||
// Add to scene
|
||||
scene.add.existing(this);
|
||||
scene.physics.world.enable(this);
|
||||
this.body.setCollideWorldBounds(true);
|
||||
|
||||
// Set player properties
|
||||
this.speed = 200;
|
||||
this.isMoving = false;
|
||||
this.targetX = x;
|
||||
this.targetY = y;
|
||||
|
||||
// Add input listener for mouse clicks
|
||||
scene.input.on('pointerdown', (pointer) => {
|
||||
console.log(pointer);
|
||||
this.moveToPoint(pointer.worldX, pointer.worldY);
|
||||
});
|
||||
|
||||
// Create animations
|
||||
this.anims.create({
|
||||
key: 'player-up',
|
||||
frames: this.anims.generateFrameNumbers('player', { start: 10, end: 15 }),
|
||||
frameRate: 10,
|
||||
repeat: -1
|
||||
});
|
||||
|
||||
this.anims.create({
|
||||
key: 'player-side',
|
||||
frames: this.anims.generateFrameNumbers('player', { start: 0, end: 5 }),
|
||||
frameRate: 10,
|
||||
repeat: -1
|
||||
});
|
||||
|
||||
this.anims.create({
|
||||
key: 'player-down',
|
||||
frames: this.anims.generateFrameNumbers('player', { start: 20, end: 25 }),
|
||||
frameRate: 10,
|
||||
repeat: -1
|
||||
});
|
||||
|
||||
this.anims.create({
|
||||
key: 'player-idle',
|
||||
frames: [
|
||||
{ key: 'player', frame: 30 }
|
||||
],
|
||||
frameRate: 5,
|
||||
repeat: -1
|
||||
});
|
||||
|
||||
// Set initial animation
|
||||
this.anims.play('player-idle');
|
||||
}
|
||||
|
||||
moveToPoint(x, y) {
|
||||
// Set target position
|
||||
this.targetX = x;
|
||||
this.targetY = y;
|
||||
|
||||
// Calculate direction to target
|
||||
const dx = x - this.x;
|
||||
const dy = y - this.y;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (distance > 100) { // Only move if target is far enough
|
||||
this.isMoving = true;
|
||||
|
||||
// Set velocity towards target
|
||||
const speedRatio = this.speed / distance;
|
||||
this.body.setVelocityX(dx * speedRatio);
|
||||
this.body.setVelocityY(dy * speedRatio);
|
||||
}
|
||||
}
|
||||
|
||||
update() {
|
||||
// Check if player has reached target
|
||||
if (this.isMoving) {
|
||||
const dx = this.targetX - this.x;
|
||||
const dy = this.targetY - this.y;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
// Stop when close enough to target
|
||||
if (distance < 10) {
|
||||
this.body.setVelocity(0, 0);
|
||||
this.isMoving = false;
|
||||
|
||||
// Play idle animation when stopping
|
||||
this.anims.play('player-idle');
|
||||
} else {
|
||||
// Update animation based on movement direction
|
||||
this.updateAnimation();
|
||||
}
|
||||
} else {
|
||||
// If not moving and velocity is zero, play idle
|
||||
if (this.body && this.body.velocity.x === 0 && this.body.velocity.y === 0) {
|
||||
this.anims.play('player-idle');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
updateAnimation() {
|
||||
// Get current velocity
|
||||
const velX = this.body.velocity.x;
|
||||
const velY = this.body.velocity.y;
|
||||
|
||||
// Calculate magnitude of velocity
|
||||
const speed = Math.sqrt(velX * velX + velY * velY);
|
||||
|
||||
if (speed < 5) { // If moving very slowly, play idle
|
||||
this.anims.play('player-idle');
|
||||
return;
|
||||
}
|
||||
|
||||
// Determine dominant direction based on velocity components
|
||||
const absVelX = Math.abs(velX);
|
||||
const absVelY = Math.abs(velY);
|
||||
|
||||
if (absVelY > absVelX) {
|
||||
// Moving mostly vertically
|
||||
if (velY < 0) {
|
||||
// Moving up
|
||||
this.anims.play('player-up', true);
|
||||
} else {
|
||||
// Moving down
|
||||
this.anims.play('player-down', true);
|
||||
}
|
||||
} else {
|
||||
// Moving mostly horizontally
|
||||
if (velX < 0) {
|
||||
// Moving left - use side animation with flipX = true
|
||||
this.anims.play('player-side', true);
|
||||
this.setFlipX(false);
|
||||
} else {
|
||||
// Moving right - use side animation with flipX = false
|
||||
this.anims.play('player-side', true);
|
||||
this.setFlipX(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Method to stop player movement
|
||||
stop() {
|
||||
this.setVelocity(0, 0);
|
||||
this.isMoving = false;
|
||||
|
||||
// Play idle animation when stopping
|
||||
this.anims.play('player-idle');
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,54 @@
|
|||
import { Player } from '../player.js';
|
||||
|
||||
export class Game extends Phaser.Scene {
|
||||
constructor() {
|
||||
super({ key: 'Game' });
|
||||
}
|
||||
|
||||
preload() {
|
||||
// Load player sprite
|
||||
this.load.spritesheet('player', 'assets/images/player.png', {
|
||||
frameWidth: 100,
|
||||
frameHeight: 100
|
||||
});
|
||||
|
||||
// Load tilemap
|
||||
this.load.tilemapTiledJSON('game-map', 'assets/game-map.json');
|
||||
// Load tileset image
|
||||
this.load.image('terrain-tileset', 'assets/images/terrain.png');
|
||||
}
|
||||
|
||||
create() {
|
||||
// Create tilemap
|
||||
const map = this.make.tilemap({ key: 'game-map' });
|
||||
|
||||
// Add tileset to map
|
||||
const terrainTileset = map.addTilesetImage('terrain', 'terrain-tileset');
|
||||
|
||||
// Create layer named "main"
|
||||
const mainLayer = map.createLayer('main', terrainTileset, 0, 0)
|
||||
.setCollisionByProperty({ collides: true });
|
||||
|
||||
// Set world bounds based on tilemap dimensions
|
||||
const worldWidth = map.widthInPixels;
|
||||
const worldHeight = map.heightInPixels;
|
||||
this.physics.world.setBounds(0, 0, worldWidth, worldHeight);
|
||||
|
||||
// Create player at center of screen
|
||||
this.player = new Player(this, 1600, 3100);
|
||||
|
||||
// Physics Collisions
|
||||
this.physics.add.collider(this.player, mainLayer);
|
||||
|
||||
// Make camera follow the player
|
||||
this.cameras.main.startFollow(this.player);
|
||||
this.cameras.main.setBounds(0, 0, worldWidth, worldHeight);
|
||||
}
|
||||
|
||||
update() {
|
||||
// Update player
|
||||
if (this.player) {
|
||||
this.player.update();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1 @@
|
|||
python -m http.server 8000
|
||||
Loading…
Reference in New Issue