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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 main_url = "https://huggingface.co/datasets/Omnibus/game-data-1/raw/main/images/"
const my_game = urlParams.get("game")
const sky_img = (main_url+"background/"+my_game+"-background_img.png");
const platform_img = "/assets/platform.png";
const star_img = (main_url+"star/"+my_game+"-star_img.png");
const bomb_img = (main_url+"enemy/"+my_game+"-enemy_img.png");
const dude_img = "/assets/dude.png";
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> |