mirror of
https://github.com/danbee/invaders
synced 2025-03-04 08:39:08 +00:00
74 lines
1.9 KiB
JavaScript
74 lines
1.9 KiB
JavaScript
var game = new Phaser.Game(1280, 720, 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');
|
|
}
|
|
|
|
var bulletTime = 0;
|
|
|
|
function create () {
|
|
game.physics.startSystem(Phaser.Physics.ARCADE);
|
|
|
|
player = game.add.sprite(640, 675, '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;
|
|
|
|
bullets = game.add.group();
|
|
bullets.enableBody = true;
|
|
bullets.physicsBodyType = Phaser.Physics.ARCADE;
|
|
|
|
// Setup controls
|
|
cursors = game.input.keyboard.createCursorKeys();
|
|
fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
|
|
}
|
|
|
|
function update () {
|
|
playerMovement();
|
|
|
|
// Firing?
|
|
if (fireButton.isDown) {
|
|
fireBullet();
|
|
}
|
|
|
|
}
|
|
|
|
function playerMovement () {
|
|
var maxVelocity = 600;
|
|
|
|
if (cursors.left.isDown && player.body.velocity.x > -maxVelocity) {
|
|
// Move to the left
|
|
player.body.velocity.x -= 25;
|
|
}
|
|
else if (cursors.right.isDown && player.body.velocity.x < maxVelocity) {
|
|
// Move to the right
|
|
player.body.velocity.x += 25;
|
|
}
|
|
else {
|
|
// Slow down
|
|
if (player.body.velocity.x > 0) {
|
|
player.body.velocity.x -= 5;
|
|
}
|
|
else if (player.body.velocity.x < 0) {
|
|
player.body.velocity.x += 5;
|
|
}
|
|
}
|
|
}
|
|
|
|
function fireBullet () {
|
|
if (game.time.now > bulletTime) {
|
|
var bullet = bullets.create(player.body.x + (player.body.width / 2) - 2, 645, 'bullet');
|
|
bullet.body.velocity.y = -500;
|
|
bullet.body.velocity.x = player.body.velocity.x / 4;
|
|
bullet.checkWorldBounds = true;
|
|
bullet.outOfBoundsKill = true;
|
|
// Destroy the bullet when it is killed.
|
|
bullet.events.onKilled.add(function() { this.destroy(); }, bullet)
|
|
bulletTime = game.time.now + 200;
|
|
}
|
|
|
|
}
|