mirror of
https://github.com/danbee/invaders
synced 2025-03-04 08:39:08 +00:00
Split out main functions into their own files.
This commit is contained in:
parent
4ac849e532
commit
abdce78606
@ -23,6 +23,9 @@
|
||||
|
||||
<footer>Made by <a href="http://danbarber.me">Dan Barber</a> with <a href="http://phaser.io">Phaser</a></footer>
|
||||
|
||||
<script src="javascripts/preload.js" type="text/javascript"></script>
|
||||
<script src="javascripts/create.js" type="text/javascript"></script>
|
||||
<script src="javascripts/update.js" type="text/javascript"></script>
|
||||
<script src="javascripts/game.js" type="text/javascript"></script>
|
||||
|
||||
<script>
|
||||
|
||||
66
javascripts/create.js
Normal file
66
javascripts/create.js
Normal file
@ -0,0 +1,66 @@
|
||||
function create () {
|
||||
game.physics.startSystem(Phaser.Physics.ARCADE);
|
||||
|
||||
// Initialize player
|
||||
player = game.add.sprite(initialPlayerPosition, 540, 'ship');
|
||||
player.anchor.setTo(0.5, 0.5);
|
||||
game.physics.enable(player, Phaser.Physics.ARCADE);
|
||||
|
||||
player.body.bounce.x = 0.5;
|
||||
player.body.collideWorldBounds = true;
|
||||
|
||||
// Initialize bullets
|
||||
bullets = game.add.group();
|
||||
bullets.enableBody = true;
|
||||
bullets.physicsBodyType = Phaser.Physics.ARCADE;
|
||||
bullets.createMultiple(5, 'bullet');
|
||||
bullets.setAll('anchor.x', 0.5);
|
||||
bullets.setAll('anchor.y', 1);
|
||||
bullets.setAll('checkWorldBounds', true);
|
||||
bullets.setAll('outOfBoundsKill', true);
|
||||
|
||||
// Initialize aliens
|
||||
createAliens();
|
||||
animateAliens();
|
||||
|
||||
// Initialize bombs
|
||||
bombs = game.add.group();
|
||||
bombs.enableBody = true;
|
||||
bombs.physicsBodyType = Phaser.Physics.ARCADE;
|
||||
bombs.createMultiple(10, 'bomb');
|
||||
bombs.setAll('anchor.x', 0.5);
|
||||
bombs.setAll('anchor.y', 0.5);
|
||||
bombs.setAll('checkWorldBounds', true);
|
||||
bombs.setAll('outOfBoundsKill', true);
|
||||
|
||||
// Initialize explosions
|
||||
explosions = game.add.group();
|
||||
explosions.createMultiple(10, 'explosion');
|
||||
explosions.setAll('anchor.x', 0.5);
|
||||
explosions.setAll('anchor.y', 0.5);
|
||||
explosions.forEach(setupExplosion, this);
|
||||
|
||||
// Text bits
|
||||
livesText = game.add.text(game.world.bounds.width - 16, 16, "LIVES: " + lives, style);
|
||||
livesText.anchor.set(1, 0);
|
||||
|
||||
scoreText = game.add.text(game.world.centerX, 16, '', style);
|
||||
scoreText.anchor.set(0.5, 0);
|
||||
|
||||
highScoreText = game.add.text(16, 16, '', style);
|
||||
highScoreText.anchor.set(0, 0);
|
||||
|
||||
getHighScore();
|
||||
|
||||
updateScore();
|
||||
|
||||
// Initialize sounds
|
||||
shootSound = game.add.audio('shoot', 1, false);
|
||||
explodeSound = game.add.audio('explode', 1, false);
|
||||
bombSound = game.add.audio('bomb', 1, false);
|
||||
|
||||
// Setup controls
|
||||
cursors = game.input.keyboard.createCursorKeys();
|
||||
fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
|
||||
restartButton = game.input.keyboard.addKey(Phaser.Keyboard.S);
|
||||
}
|
||||
@ -1,17 +1,5 @@
|
||||
var game = new Phaser.Game(1024, 576, Phaser.AUTO, 'game', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload () {
|
||||
game.load.image('ship', 'images/ship.png');
|
||||
game.load.image('bullet', 'images/bullet.png');
|
||||
game.load.image('alien', 'images/alien.png');
|
||||
game.load.image('bomb', 'images/bomb.png');
|
||||
game.load.spritesheet('explosion', 'images/explosion.png', 80, 80);
|
||||
|
||||
game.load.audio('shoot', 'sounds/shoot.wav');
|
||||
game.load.audio('explode', 'sounds/explode.wav');
|
||||
game.load.audio('bomb', 'sounds/bomb.wav');
|
||||
}
|
||||
|
||||
var bulletTime = 0,
|
||||
initialPlayerPosition = 512;
|
||||
lives = 3,
|
||||
@ -21,97 +9,10 @@ var bulletTime = 0,
|
||||
var style = { font: "32px silkscreen", fill: "#666666", align: "center" },
|
||||
boldStyle = { font: "bold 32px silkscreen", fill: "#ffffff", align: "center" };
|
||||
|
||||
function create () {
|
||||
game.physics.startSystem(Phaser.Physics.ARCADE);
|
||||
|
||||
// Initialize player
|
||||
player = game.add.sprite(initialPlayerPosition, 540, 'ship');
|
||||
player.anchor.setTo(0.5, 0.5);
|
||||
game.physics.enable(player, Phaser.Physics.ARCADE);
|
||||
|
||||
player.body.bounce.x = 0.5;
|
||||
player.body.collideWorldBounds = true;
|
||||
|
||||
// Initialize bullets
|
||||
bullets = game.add.group();
|
||||
bullets.enableBody = true;
|
||||
bullets.physicsBodyType = Phaser.Physics.ARCADE;
|
||||
bullets.createMultiple(5, 'bullet');
|
||||
bullets.setAll('anchor.x', 0.5);
|
||||
bullets.setAll('anchor.y', 1);
|
||||
bullets.setAll('checkWorldBounds', true);
|
||||
bullets.setAll('outOfBoundsKill', true);
|
||||
|
||||
// Initialize aliens
|
||||
createAliens();
|
||||
animateAliens();
|
||||
|
||||
// Initialize bombs
|
||||
bombs = game.add.group();
|
||||
bombs.enableBody = true;
|
||||
bombs.physicsBodyType = Phaser.Physics.ARCADE;
|
||||
bombs.createMultiple(10, 'bomb');
|
||||
bombs.setAll('anchor.x', 0.5);
|
||||
bombs.setAll('anchor.y', 0.5);
|
||||
bombs.setAll('checkWorldBounds', true);
|
||||
bombs.setAll('outOfBoundsKill', true);
|
||||
|
||||
// Initialize explosions
|
||||
explosions = game.add.group();
|
||||
explosions.createMultiple(10, 'explosion');
|
||||
explosions.setAll('anchor.x', 0.5);
|
||||
explosions.setAll('anchor.y', 0.5);
|
||||
explosions.forEach(setupExplosion, this);
|
||||
|
||||
// Text bits
|
||||
livesText = game.add.text(game.world.bounds.width - 16, 16, "LIVES: " + lives, style);
|
||||
livesText.anchor.set(1, 0);
|
||||
|
||||
scoreText = game.add.text(game.world.centerX, 16, '', style);
|
||||
scoreText.anchor.set(0.5, 0);
|
||||
|
||||
highScoreText = game.add.text(16, 16, '', style);
|
||||
highScoreText.anchor.set(0, 0);
|
||||
|
||||
getHighScore();
|
||||
|
||||
updateScore();
|
||||
|
||||
// Initialize sounds
|
||||
shootSound = game.add.audio('shoot', 1, false);
|
||||
explodeSound = game.add.audio('explode', 1, false);
|
||||
bombSound = game.add.audio('bomb', 1, false);
|
||||
|
||||
// Setup controls
|
||||
cursors = game.input.keyboard.createCursorKeys();
|
||||
fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
|
||||
restartButton = game.input.keyboard.addKey(Phaser.Keyboard.S);
|
||||
}
|
||||
|
||||
function setupExplosion (explosion) {
|
||||
explosion.animations.add('explode');
|
||||
}
|
||||
|
||||
function update () {
|
||||
playerMovement();
|
||||
|
||||
// Firing?
|
||||
if (fireButton.isDown && player.alive) {
|
||||
fireBullet();
|
||||
}
|
||||
|
||||
// Restart?
|
||||
if (restartButton.isDown && lives == 0) {
|
||||
restartGame();
|
||||
}
|
||||
|
||||
// Handle aliens dropping bombs
|
||||
handleBombs();
|
||||
|
||||
game.physics.arcade.overlap(bullets, aliens, bulletHitsAlien, null, this);
|
||||
game.physics.arcade.overlap(bombs, player, bombHitsPlayer, null, this);
|
||||
}
|
||||
|
||||
function playerMovement () {
|
||||
var maxVelocity = 500;
|
||||
|
||||
|
||||
11
javascripts/preload.js
Normal file
11
javascripts/preload.js
Normal file
@ -0,0 +1,11 @@
|
||||
function preload () {
|
||||
game.load.image('ship', 'images/ship.png');
|
||||
game.load.image('bullet', 'images/bullet.png');
|
||||
game.load.image('alien', 'images/alien.png');
|
||||
game.load.image('bomb', 'images/bomb.png');
|
||||
game.load.spritesheet('explosion', 'images/explosion.png', 80, 80);
|
||||
|
||||
game.load.audio('shoot', 'sounds/shoot.wav');
|
||||
game.load.audio('explode', 'sounds/explode.wav');
|
||||
game.load.audio('bomb', 'sounds/bomb.wav');
|
||||
}
|
||||
19
javascripts/update.js
Normal file
19
javascripts/update.js
Normal file
@ -0,0 +1,19 @@
|
||||
function update () {
|
||||
playerMovement();
|
||||
|
||||
// Firing?
|
||||
if (fireButton.isDown && player.alive) {
|
||||
fireBullet();
|
||||
}
|
||||
|
||||
// Restart?
|
||||
if (restartButton.isDown && lives == 0) {
|
||||
restartGame();
|
||||
}
|
||||
|
||||
// Handle aliens dropping bombs
|
||||
handleBombs();
|
||||
|
||||
game.physics.arcade.overlap(bullets, aliens, bulletHitsAlien, null, this);
|
||||
game.physics.arcade.overlap(bombs, player, bombHitsPlayer, null, this);
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user