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<!doctype html> 
<html lang="en"> 
<head> 
    <meta charset="UTF-8" />
    <title>Game Test</title>
    <script src="//cdn.jsdelivr.net/npm/phaser@3.11.0/dist/phaser.js"></script>
    <style type="text/css">
        body {
            margin: 0;
        }
    </style>
</head>
<body>

<script type="text/javascript">
var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    physics: {
        default: 'arcade',
        arcade: {
            gravity: { y: 300 },
            debug: false
        }
    },
    scene: {
        preload: preload,
        create: create,
        update: update
    }
};
var player;
var stars;
var bombs;
var platforms;
var cursors;
var score = 0;
var gameOver = false;
var scoreText;
var game = new Phaser.Game(config);
const queryString = window.location.search;
const urlParams = new URLSearchParams(queryString);
const sky_img = urlParams.get("sky");
const platform_img = urlParams.get("platform");
const star_img = urlParams.get("star");
const bomb_img = urlParams.get("bomb");
const dude_img = urlParams.get("dude");
  
console.log(sky_img);
console.log(platform_img);
console.log(star_img);
console.log(bomb_img);
console.log(dude_img);
  
function preload ()
{
    this.load.image('sky', sky_img);
    this.load.image('ground', platform_img);
    this.load.image('star', star_img);
    this.load.image('bomb', bomb_img);
    this.load.spritesheet('dude', dude_img, { frameWidth: 32, frameHeight: 48 });
}
function create ()
{
    this.add.image(0, 0, 'sky').setOrigin(0,0);
    platforms = this.physics.add.staticGroup();
    platforms.create(400, 568, 'ground').setScale(2).refreshBody();
    platforms.create(600, 400, 'ground');
    platforms.create(50, 250, 'ground');
    platforms.create(750, 220, 'ground');
    player = this.physics.add.sprite(100, 450, 'dude');
    player.setBounce(0.2);
    player.setCollideWorldBounds(true);
    this.anims.create({
        key: 'left',
        frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
        frameRate: 10,
        repeat: -1
    });
    this.anims.create({
        key: 'turn',
        frames: [ { key: 'dude', frame: 4 } ],
        frameRate: 20
    });
    this.anims.create({
        key: 'right',
        frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
        frameRate: 10,
        repeat: -1
    });
    cursors = this.input.keyboard.createCursorKeys();
    stars = this.physics.add.group({
        key: 'star',
        repeat: 11,
        setXY: { x: 12, y: 0, stepX: 70 }
    });
    stars.children.iterate(function (child) {
        child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
    });
    bombs = this.physics.add.group();
    scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
    this.physics.add.collider(player, platforms);
    this.physics.add.collider(stars, platforms);
    this.physics.add.collider(bombs, platforms);
    this.physics.add.overlap(player, stars, collectStar, null, this);
    this.physics.add.collider(player, bombs, hitBomb, null, this);
}
function update ()
{
    if (gameOver)
    {
        return;
    }
    if (cursors.left.isDown)
    {
        player.setVelocityX(-160);
        player.anims.play('left', true);
    }
    else if (cursors.right.isDown)
    {
        player.setVelocityX(160);
        player.anims.play('right', true);
    }
    else
    {
        player.setVelocityX(0);
        player.anims.play('turn');
    }
    if (cursors.up.isDown && player.body.touching.down)
    {
        player.setVelocityY(-330);
    }
}
function collectStar (player, star)
{
    star.disableBody(true, true);
    //  Add and update the score
    score += 10;
    scoreText.setText('Score: ' + score);
    document.getElementById('my_score').innerHTML = score;
    if (stars.countActive(true) === 0)
    {
        //  A new batch of stars to collect
        stars.children.iterate(function (child) {
            child.enableBody(true, child.x, 0, true, true);
        });
        var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
        var bomb = bombs.create(x, 16, 'bomb');
        bomb.setBounce(1);
        bomb.setCollideWorldBounds(true);
        bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
        bomb.allowGravity = false;
    }
}
function hitBomb (player, bomb)
{
    this.physics.pause();
    player.setTint(0xff0000);
    player.anims.play('turn');
    gameOver = true;
}
</script>
<div>
<p hidden id="my_score"></p>
</div>
</body>
</html>