game-platform-playground/game.js

164 lines
4.8 KiB
JavaScript

const config = {
type: Phaser.AUTO,
width: 1280,
height: 800,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
const game = new Phaser.Game(config);
function preload() {
this.load.image('background', 'assets/background.png');
this.load.image('ground', 'assets/platforms.png');
this.load.image('player', 'assets/player.png');
this.load.image('player2', 'assets/player2.png');
this.load.image('player_jump', 'assets/player_jump.png');
this.load.image('bricks', 'assets/bricks.png');
this.load.image('pee', 'assets/pee_test.png');
this.load.image('clay', 'assets/platform_clay.png');
this.load.image('drink', 'assets/drink.png');
// //Create an animation for walking left
// this.anims.create({
// key: 'walkLeft',
// frames: [
// { key: 'player'},
// { key: 'player2' }
// ]
// });
}
let player, cursors, ground, platforms, drinks=0, score = 0, scoreText;
function create() {
// Add background image
const background = this.add.image(0, 0, 'background').setOrigin(0, 0);
background.scaleX = this.scale.width / background.width;
background.scaleY = this.scale.height / background.height;
background.setScrollFactor(0);
// Create ground
platforms = this.physics.add.staticGroup();
platforms.create(650, 750, 'ground')
.setOffset(0, 50);
// Add Bricks
platforms.create(600, 600, 'bricks').setScale(.5).refreshBody();
platforms.create(1100, 400, 'bricks').setScale(.5).refreshBody();
platforms.create(900, 250, 'bricks').setScale(.5).refreshBody();
// Add Elevators
//let elevators = this.physics.add.staticGroup();
let elevators = this.physics.add.image(400, 200, 'clay')
.setScale(.3);
// Add Platforms
platforms.create(1200, 500, 'ground')
.setScale(.5)
.refreshBody()
.setSize(1296/2, 50)
.setOffset(0, 25);
platforms.create(350, 300, 'ground')
.setScale(.5)
.refreshBody()
.setSize(1296/2, 50)
.setOffset(0, 25);
// pee
peeTest = this.physics.add.image(100, 200, 'pee')
.setScale(.10)
.refreshBody();
// Create player
player = this.physics.add.sprite(645, 450, 'player');
player.setBounce(0.2);
player.setSize(100, 140);
player.setOffset(30, 4);
// Add controls
cursors = this.input.keyboard.createCursorKeys();
// Add collision and sound
this.physics.add.collider(player, platforms);
this.physics.add.collider(player, elevators);
//this.sound.add('jump', { volume: 0.5 });
stars = this.physics.add.group({
key: 'drink',
repeat: 13,
setXY: { x: 200, y: 0, stepX: 70 }
});
stars.children.iterate(function (child) {
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
});
this.physics.add.collider(stars, platforms);
this.physics.add.collider(peeTest, platforms);
this.physics.add.overlap(player, stars, collectDrink, null, this);
this.physics.add.overlap(player, peeTest, collectPee, null, this);
function collectDrink (player, star) {
star.disableBody(true, true);
drinks += 1;
scoreText.setText('Drinks: ' + drinks + ' Score: ' + score);
}
function collectPee (player, peeTest) {
score += drinks * 10;
drinks = 0;
scoreText.setText('Drinks: ' + drinks + ' Score: ' + score);
}
scoreText = this.add.text(16, 16, 'Drinks: 0 Score: 0', { fontSize: '32px', fill: '#000' });
// Enable camera follow
this.cameras.main.startFollow(player, true, 0, 0.1);
this.tweens.add({
targets: elevators,
y: -150,
duration: 4000,
repeat: -1, // Repeat infinitely
yoyo: true, // Go back to the original position after reaching the target
ease: 'Linear' // You can change this to other easing functions like 'Sine', 'Cubic', etc.
});
}
function update() {
if (cursors.left.isDown && player.body.x > 0) {
player.setVelocityX(-160);
player.setFlipX(false);
//player.anims.play('walkLeft', true); // Play walking animation
} else if (cursors.right.isDown && player.body.x < 1280 - 100) {
player.setVelocityX(160);
player.setFlipX(true);
} else {
player.setVelocityX(0);
}
if (cursors.up.isDown && player.body.touching.down) {
player.setVelocityY(-330);
}
if (player.body.velocity.y > -1) {
player.setTexture('player'); // Change texture back to normal when touching the ground
} else {
player.setTexture('player_jump'); // Change texture to jump
}
}