Phaser3让超级玛丽实现轻跳、高跳及加上对应的跳跃声音

Phaser3让超级玛丽实现轻跳、高跳及加上对应的跳跃声音_第1张图片

在线测试地址:http://www.ifiero.com/uploads/phaserjs3/jumper/

空格键:轻按:跳低 ,长按:跳高
键盘:–> 向右 , <-- 向左

请确保已打开电脑的音乐开关

var config = {
    type: Phaser.AUTO,
    width: 650,
    height: 450,
    parent: "ifierocom",
    physics: {
        default: 'arcade',
        arcade: {
            gravity: {
                y: 350
            },
            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 jumpTimer = 0;
var game = new Phaser.Game(config);
var isSmall = true;  // small jump  music
var isSuper = true;  // super jump  music

function init() {
    this.jumpTimer = 0;
    this.isCanJump = false;
    this.isCanLeft = false;
    this.isCanRight = false;
    this.isCanStand = true;
    this.velocityL = 0;
    this.velocityR = 0;
}

function preload() {
    this.load.image('sky', 'assets/sky.png');
    this.load.image('ground', 'assets/platform.png');
    this.load.image('star', 'assets/star.png');
    this.load.image('bomb', 'assets/bomb.png');
    // this.load.spritesheet('dude', 'assets/dude.png', {
    //     frameWidth: 32,
    //     frameHeight: 48
    // });
    this.load.spritesheet('mario', 'assets/mario_mario.png', {
        frameWidth: 16,
        frameHeight: 16,
        margin: 1,
        spacing: 1

    });
    //music: small
    this.load.audio('jumpSmall', 'assets/audio/JumpSmall.mp3');
    //music: super
    this.load.audio('jumpSuper', 'assets/audio/JumpSuper.mp3');
    //music: super
    this.load.audio('coin', 'assets/audio/Coin.mp3');
}

function create() {
    this.spaceBar = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);
    //  A simple background for our game
    this.add.image(400, 300, 'sky');

    //  The platforms group contains the ground and the 2 ledges we can jump on
    platforms = this.physics.add.staticGroup();

    //  Here we create the ground.
    //  Scale it to fit the width of the game (the original sprite is 400x32 in size)
    platforms.create(400, 568, 'ground').setScale(2).refreshBody();

    //  Now let's create some ledges
    platforms.create(600, 400, 'ground');
    platforms.create(50, 250, 'ground');
    platforms.create(750, 220, 'ground');

    // The player and its settings
    //  player = this.physics.add.sprite(100, 450, 'dude');
    player = this.physics.add.sprite(100, 450, 'mario', 0);
    player.setScale(2.5);

    //  Player physics properties. Give the little guy a slight bounce.
    player.setBounce(0.2);
    player.setCollideWorldBounds(true);

    //  Our player animations, turning, walking left and walking right.
    this.anims.create({
        key: 'run',
        frames: this.anims.generateFrameNumbers('mario', {
            start: 1,
            end: 3
        }),
        frameRate: 10,
        repeat: -1
    });

    this.anims.create({
        key: 'shift',
        frames: [{
            key: 'mario',
            frame: 4
        }],
        frameRate: 20
    });


    this.anims.create({
        key: 'stand',
        frames: [{
            key: 'mario',
            frame: 0
        }],
        frameRate: 20
    });

    this.anims.create({
        key: 'jump',
        frames: [{
            key: 'mario',
            frame: 5
        }],
        frameRate: 20
    });

    //  Input Events
    cursors = this.input.keyboard.createCursorKeys();

    //  Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
    stars = this.physics.add.group({
        key: 'star',
        repeat: 11,
        setXY: {
            x: 12,
            y: 0,
            stepX: 70
        }
    });

    stars.children.iterate(function (child) {

        //  Give each star a slightly different bounce
        child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));

    });

    bombs = this.physics.add.group();

    //  The score
    scoreText = this.add.text(16, 16, 'score: 0', {
        fontSize: '32px',
        fill: '#000'
    });
    scoreText.setScrollFactor(0);
    //  Collide the player and the stars with the platforms
    this.physics.add.collider(player, platforms, function () {
        // console.log('hit ground');
        // console.groupEnd();
        this.isCanJump = false;
    }, null, this);
    this.physics.add.collider(stars, platforms);
    this.physics.add.collider(bombs, platforms);

    //  Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
    this.physics.add.overlap(player, stars, collectStar, null, this);

    this.physics.add.collider(player, bombs, hitBomb, null, this);

    this.cameras.main.setBounds(0, 0, 800, 600);
    this.physics.world.setBounds(0, 0, 800, 600);
    this.cameras.main.startFollow(player, true, 0.08, 0.08);

    this.jumpSmallMusic = this.sound.add('jumpSmall');
    this.jumpSuperMusic = this.sound.add('jumpSuper');
    this.coinMusic = this.sound.add('coin');

    // 
    this.input.on('pointerdown', function () {});
}



function update() {
    if (gameOver) {
        return;
    }


    if (this.spaceBar.isDown) {
        this.isCanJump = true;
    }
    if (this.isCanJump) {
        //1. on the air
        player.anims.play('jump');

        if (player.body.velocity.x > 0) {
            if (cursors.left.isDown && player.body.velocity.x > -50) {
                player.body.velocity.x -= 10;
            }
        } else {
            if (cursors.right.isDown && player.body.velocity.x < 50) {
                player.body.velocity.x += 10;
            }
        }
        //  console.log("air player.velocity.x",player.body.velocity.x);

    } else {
        //2. on the ground 
        /* */
        if (cursors.left.isDown) {
            this.isCanLeft = true;
            this.isCanRight = false;
            player.setVelocityX(-160);
            player.setFlipX(true);
            player.anims.play('run', true);
        } else if (cursors.right.isDown) {
            this.isCanRight = true;
            this.isCanLeft = false;
            player.setVelocityX(160);
            player.setFlipX(false);
            player.anims.play('run', true);

        } else if (player.body.velocity.x === 0) {
            player.anims.play('stand', true);
        }

        //  player.setVelocityX(0);
        // dont left player stop immediately while relase arrow left/right
        if (this.isCanRight) {
            if (player.body.velocity.x > 0) {
                player.body.velocity.x -= 4;
                player.anims.play('run', true);
                this.velocityR = 1;
            }
            if (player.body.velocity.x < 0) {
                player.anims.play('stand', true);
                this.isCanRight = false;
                player.setVelocityX(0);
                player.body.velocity.x = 0;
                this.velocityR = 0;
            }
            console.log("ground RIGHT player.velocity.x", player.body.velocity.x);
        } else if (this.isCanLeft) {

            if (player.body.velocity.x < 0) {
                player.body.velocity.x += 4;
                player.anims.play('run', true);
            }
            if (player.body.velocity.x > 0) {
                player.anims.play('stand');
                this.isCanLeft = false;
                player.setVelocityX(0);
                player.body.velocity.x = 0

            }
            console.log("ground left player.velocity.x", player.body.velocity.x);
        }

        /* */


    }

    //MARK: -  Y position + music 
    if (this.spaceBar.isDown && player.body.touching.down && this.jumpTimer === 0) {
        this.jumpTimer = 1;
        // this.jumpSmallMusic.play({volume: 0.1});
        player.setVelocityY(-135);
    } else if (this.spaceBar.isDown && this.jumpTimer > 0 && this.jumpTimer <= 30) {

        this.jumpTimer++;
        player.setVelocityY(-135 - this.jumpTimer * 3);

        this.time.delayedCall(200, function () {
            // if jumpTimer > 12 ,play super music and set isSmall = false;
            if (this.jumpTimer > 12) {
                if (isSuper) {
                    isSuper = false;
                    isSmall = false;
                    this.jumpSuperMusic.play({
                        volume: 0.1
                    });
                }
            }
            if (isSmall) {
                this.jumpSmallMusic.play({
                    volume: 0.1
                });
                isSmall = false;
            }

        }, [], this);



    } else {
        this.jumpTimer = 0;
    }
    // 重新设置跳跃的声音
    if (player.body.touching.down) {
        isSmall = true;
        isSuper = true;
    }
}
//MARK:- collect star
function collectStar(player, star) {
    this.coinMusic.play({
        volume: 0.1
    });
    star.disableBody(true, true);

    //  Add and update the score
    score += 10;
    scoreText.setText('Score: ' + 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;

    }
}
// MARK:- hit bomb
function hitBomb(player, bomb) {
    this.physics.pause();

    player.setTint(0xff0000);

    player.anims.play('stand');

    gameOver = true;
}

以上案例是基于Phaser官方教程进行改善的:
http://phaser.io/tutorials/making-your-first-phaser-3-game
更多游戏教学:http://www.iFIERO.com

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