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main.js
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117 lines (86 loc) · 3.41 KB
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var game = new Phaser.Game(400, 490, Phaser.AUTO, "gameDiv");
var mainState = {
preload: function () {
if (!game.device.desktop) {
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
// game.scale.setMinMax(game.width / 2, game.height / 2, game.width, game.height);
}
game.scale.pageAlignHorizontally = true;
game.scale.pageAlignVertically = true;
game.stage.backgroundColor = '#71c5cf';
game.load.image('bird', 'assets/man.png');
game.load.image('pipe', 'assets/ball.png');
// Load the jump sound
game.load.audio('jump', 'assets/jump.wav');
},
create: function () {
game.physics.startSystem(Phaser.Physics.ARCADE);
this.pipes = game.add.group();
this.timer = game.time.events.loop(1500, this.addRowOfPipes, this);
this.bird = game.add.sprite(100, 245, 'bird');
game.physics.arcade.enable(this.bird);
this.bird.body.gravity.y = 1000;
// New anchor position
this.bird.anchor.setTo(-0.2, 0.5);
var spaceKey = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
spaceKey.onDown.add(this.jump, this);
game.input.onDown.add(this.jump, this);
this.score = 0;
this.labelScore = game.add.text(20, 20, "0", { font: "30px Arial", fill: "#ffffff" });
// Add the jump sound
this.jumpSound = game.add.audio('jump');
this.jumpSound.volume = 0.2;
},
update: function () {
if (this.bird.y < 0 || this.bird.y > game.world.height)
this.restartGame();
game.physics.arcade.overlap(this.bird, this.pipes, this.hitPipe, null, this);
// Slowly rotate the bird downward, up to a certain point.
if (this.bird.angle < 20)
this.bird.angle += 1;
},
jump: function () {
// If the bird is dead, he can't jump
if (this.bird.alive == false)
return;
this.bird.body.velocity.y = -350;
// Jump animation
game.add.tween(this.bird).to({ angle: -20 }, 100).start();
// Play sound
this.jumpSound.play();
},
hitPipe: function () {
// If the bird has already hit a pipe, we have nothing to do
if (this.bird.alive == false)
return;
// Set the alive property of the bird to false
this.bird.alive = false;
// Prevent new pipes from appearing
game.time.events.remove(this.timer);
// Go through all the pipes, and stop their movement
this.pipes.forEach(function (p) {
p.body.velocity.x = 0;
}, this);
},
restartGame: function () {
game.state.start('main');
},
addOnePipe: function (x, y) {
var pipe = game.add.sprite(x, y, 'pipe');
this.pipes.add(pipe);
game.physics.arcade.enable(pipe);
pipe.body.velocity.x = -200;
pipe.checkWorldBounds = true;
pipe.outOfBoundsKill = true;
},
addRowOfPipes: function () {
var hole = Math.floor(Math.random() * 5) + 1;
for (var i = 0; i < 8; i++)
if (i != hole && i != hole + 1)
this.addOnePipe(400, i * 60 + 10);
this.score += 1;
this.labelScore.text = this.score;
},
};
game.state.add('main', mainState);
game.state.start('main');