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index.html
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1 |
+
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<title>Game Test</title>
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<script src="//cdn.jsdelivr.net/npm/phaser@3.11.0/dist/phaser.js"></script>
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<style type="text/css">
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body {
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margin: 0;
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}
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</style>
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</head>
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<body>
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<script type="text/javascript">
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var config = {
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type: Phaser.AUTO,
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width: 800,
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height: 600,
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physics: {
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default: 'arcade',
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arcade: {
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gravity: { y: 300 },
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debug: false
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}
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},
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scene: {
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preload: preload,
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create: create,
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update: update
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}
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};
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var player;
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var stars;
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var bombs;
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var platforms;
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var cursors;
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var score = 0;
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var gameOver = false;
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var scoreText;
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var game = new Phaser.Game(config);
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const queryString = window.location.search;
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const urlParams = new URLSearchParams(queryString);
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const sky_img = urlParams.get("sky");
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const platform_img = urlParams.get("platform");
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const star_img = urlParams.get("star");
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const bomb_img = urlParams.get("bomb");
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const dude_img = urlParams.get("dude");
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console.log(sky_img);
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console.log(platform_img);
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console.log(star_img);
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console.log(bomb_img);
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console.log(dude_img);
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function preload ()
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{
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this.load.image('sky', sky_img);
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this.load.image('ground', platform_img);
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this.load.image('star', star_img);
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this.load.image('bomb', bomb_img);
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this.load.spritesheet('dude', dude_img, { frameWidth: 32, frameHeight: 48 });
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}
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function create ()
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{
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this.add.image(0, 0, 'sky').setOrigin(0,0);
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platforms = this.physics.add.staticGroup();
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platforms.create(400, 568, 'ground').setScale(2).refreshBody();
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platforms.create(600, 400, 'ground');
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platforms.create(50, 250, 'ground');
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platforms.create(750, 220, 'ground');
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player = this.physics.add.sprite(100, 450, 'dude');
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player.setBounce(0.2);
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player.setCollideWorldBounds(true);
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this.anims.create({
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key: 'left',
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frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
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frameRate: 10,
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repeat: -1
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});
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this.anims.create({
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key: 'turn',
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frames: [ { key: 'dude', frame: 4 } ],
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frameRate: 20
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});
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this.anims.create({
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key: 'right',
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frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
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frameRate: 10,
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repeat: -1
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});
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cursors = this.input.keyboard.createCursorKeys();
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stars = this.physics.add.group({
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key: 'star',
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repeat: 11,
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setXY: { x: 12, y: 0, stepX: 70 }
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});
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stars.children.iterate(function (child) {
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child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
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});
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bombs = this.physics.add.group();
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scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
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this.physics.add.collider(player, platforms);
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this.physics.add.collider(stars, platforms);
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this.physics.add.collider(bombs, platforms);
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this.physics.add.overlap(player, stars, collectStar, null, this);
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this.physics.add.collider(player, bombs, hitBomb, null, this);
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}
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function update ()
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{
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if (gameOver)
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{
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return;
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}
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if (cursors.left.isDown)
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{
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player.setVelocityX(-160);
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player.anims.play('left', true);
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}
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else if (cursors.right.isDown)
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{
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player.setVelocityX(160);
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player.anims.play('right', true);
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}
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else
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{
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player.setVelocityX(0);
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player.anims.play('turn');
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}
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if (cursors.up.isDown && player.body.touching.down)
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{
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player.setVelocityY(-330);
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}
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}
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function collectStar (player, star)
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{
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star.disableBody(true, true);
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// Add and update the score
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score += 10;
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scoreText.setText('Score: ' + score);
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document.getElementById('my_score').innerHTML = score;
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if (stars.countActive(true) === 0)
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{
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// A new batch of stars to collect
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stars.children.iterate(function (child) {
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child.enableBody(true, child.x, 0, true, true);
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});
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var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
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var bomb = bombs.create(x, 16, 'bomb');
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bomb.setBounce(1);
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bomb.setCollideWorldBounds(true);
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bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
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bomb.allowGravity = false;
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}
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}
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+
function hitBomb (player, bomb)
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+
{
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this.physics.pause();
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player.setTint(0xff0000);
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player.anims.play('turn');
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gameOver = true;
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}
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</script>
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<div>
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<p id="my_score"></p>
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</div>
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</body>
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</html>
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