1
0
mirror of https://github.com/danbee/invaders synced 2025-03-04 08:39:08 +00:00
invaders/javascripts/game.js
2014-05-11 17:18:35 +01:00

309 lines
7.6 KiB
JavaScript

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,
score = 0,
highScore = 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;
if (cursors.left.isDown && player.body.velocity.x > -maxVelocity) {
// Move to the left
player.body.velocity.x -= 20;
}
else if (cursors.right.isDown && player.body.velocity.x < maxVelocity) {
// Move to the right
player.body.velocity.x += 20;
}
else {
// Slow down
if (player.body.velocity.x > 0) {
player.body.velocity.x -= 4;
}
else if (player.body.velocity.x < 0) {
player.body.velocity.x += 4;
}
}
}
function fireBullet () {
if (game.time.now > bulletTime) {
bullet = bullets.getFirstExists(false);
if (bullet) {
// And fire it
shootSound.play();
bullet.reset(player.x, player.y - 16);
bullet.body.velocity.y = -400;
bullet.body.velocity.x = player.body.velocity.x / 4
bulletTime = game.time.now + 400;
}
}
}
function bulletHitsAlien (bullet, alien) {
bullet.kill();
explode(alien);
score += 10;
updateScore();
if (aliens.countLiving() == 0) {
newWave();
}
}
function bombHitsPlayer (bomb, player) {
bomb.kill();
explode(player);
lives -= 1;
updateLivesText();
if (lives > 0) {
respawnPlayer();
}
else {
gameOver();
}
}
function explode (entity) {
entity.kill();
// And create an explosion :)
explodeSound.play();
var explosion = explosions.getFirstExists(false);
explosion.reset(entity.body.x + (entity.width / 2), entity.body.y + (entity.height / 2));
explosion.play('explode', 30, false, true);
}
function updateLivesText () {
livesText.text = "LIVES: " + lives;
}
function getHighScore () {
savedHighScore = Cookies.get('highScore');
if (savedHighScore != undefined) {
highScore = savedHighScore;
}
}
function updateScore () {
if (score > highScore) {
highScore = score;
}
scoreText.text = pad(score, 6);
highScoreText.text = "HIGH: " + pad(highScore, 6);
}
function respawnPlayer () {
player.body.x = initialPlayerPosition;
setTimeout(function () {
player.revive();
}, 1000);
}
function newWave () {
setTimeout(function () {
aliens.removeAll();
createAliens();
animateAliens();
}, 1000);
}
function restartGame () {
gameOverText.destroy();
restartText.destroy();
lives = 3
score = 0
updateScore();
updateLivesText();
respawnPlayer();
newWave();
}
function gameOver () {
setTimeout(function() {
gameOverText = game.add.text(game.world.centerX, game.world.centerY, "GAME OVER", boldStyle);
gameOverText.anchor.set(0.5, 0.5);
restartText = game.add.text(game.world.centerX, game.world.height - 16, "PRESS 'S' TO RESTART", style);
restartText.anchor.set(0.5, 1);
Cookies.set('highScore', highScore, { expires: '2078-12-31' });
}, 1000);
}
function createAliens () {
aliens = game.add.group();
aliens.enableBody = true;
aliens.physicsBodyType = Phaser.Physics.ARCADE;
for (var y = 0; y < 4; y++) {
for (var x = 0; x < 10; x++) {
var alien = aliens.create(x * 72, y * 48, 'alien');
alien.anchor.setTo(0.5, 0.5);
alien.body.moves = false;
}
}
aliens.x = 64;
aliens.y = 96;
aliens.forEach(function (alien, i) {
game.add.tween(alien).to( { y: alien.body.y + 5 }, 500, Phaser.Easing.Sinusoidal.InOut, true, game.rnd.integerInRange(0, 500), 1000, true);
})
}
function animateAliens () {
// All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly.
var tween = game.add.tween(aliens).to( { x: 308 }, 2500, Phaser.Easing.Sinusoidal.InOut, true, 0, 1000, true);
// When the tween loops it calls descend
tween.onLoop.add(descend, this);
}
function handleBombs () {
aliens.forEachAlive(function (alien) {
chanceOfDroppingBomb = game.rnd.integerInRange(0, 20 * aliens.countLiving());
if (chanceOfDroppingBomb == 0) {
dropBomb(alien);
}
}, this)
}
function dropBomb (alien) {
bomb = bombs.getFirstExists(false);
if (bomb && player.alive) {
bombSound.play();
// And drop it
bomb.reset(alien.x + aliens.x, alien.y + aliens.y + 16);
bomb.body.velocity.y = +100;
bomb.body.gravity.y = 250
}
}
function descend () {
if (player.alive) {
//aliens.y += 8;
game.add.tween(aliens).to( { y: aliens.y + 8 }, 2500, Phaser.Easing.Linear.None, true, 0, 0, false);
}
}
function pad(number, length) {
var str = '' + number;
while (str.length < length) {
str = '0' + str;
}
return str;
}