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September 2, 2019 09:30
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,182 @@ <template> <div id="phaserCanvas"></div> </template> <script> export default { data() { return { game: () => {} }; }, mounted() { if (process.client) { import("phaser") .then(this.bootStrapPhaser) .catch(console.error); } }, methods: { bootStrapPhaser(Phaser) { window.Phaser = Phaser; const phaserConfig = { parent: "phaserCanvas", transparent:true, type: Phaser.AUTO, width: window.innerWidth, height: window.innerHeight, physics: { default: "arcade", arcade: { gravity: { y: 300 }, debug: true } }, scene: { preload, create, update } }; this.game = window.game = new Phaser.Game(phaserConfig); function preload() { //this.load.setBaseURL("http://labs.phaser.io"); this.load.image("sky", "/sky.png"); this.load.image("ground", "/platform.png"); this.load.image("star", "/star.png"); this.load.image("bomb", "bomb.png"); this.load.spritesheet("dude", "dude.png", { frameWidth: 32, frameHeight: 48 }); } let platforms, player, cursors, stars, score = 0, scoreText, bombs; function create() { this.add.image(400, 300, "sky"); platforms = this.physics.add.staticGroup(); platforms .create(400, 568, "ground") .setScale(2) .refreshBody(); platforms.create(600, 400, "ground"); platforms.create(50, 250, "ground"); platforms.create(750, 220, "ground"); player = this.physics.add.sprite(100, 450, "dude"); player.setBounce(0.2); player.setCollideWorldBounds(true); this.anims.create({ key: "left", frames: this.anims.generateFrameNumbers("dude", { start: 0, end: 3 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: "turn", frames: [{ key: "dude", frame: 4 }], frameRate: 20 }); this.anims.create({ key: "right", frames: this.anims.generateFrameNumbers("dude", { start: 5, end: 8 }), frameRate: 10, repeat: -1 }); this.physics.add.collider(player, platforms); cursors = this.input.keyboard.createCursorKeys(); scoreText = this.add.text(16, 500, "score: 0", { fontSize: "32px", fill: "#000" }); stars = this.physics.add.group({ key: "star", repeat: 11, setXY: { x: 12, y: 0, stepX: 70 } }); stars.children.iterate(function(child) { child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8)); }); this.physics.add.collider(stars, platforms); this.physics.add.overlap(player, stars, collectStar, null, this); function collectStar(player, star) { star.disableBody(true, true); score += 10; scoreText.setText("Score: " + score); if (stars.countActive(true) === 0) { 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, 200, "bomb"); bomb.setBounce(1); bomb.setCollideWorldBounds(true); bomb.setVelocity(Phaser.Math.Between(-200, 200), 20); } } bombs = this.physics.add.group(); this.physics.add.collider(bombs, platforms); this.physics.add.collider(player, bombs, hitBomb, null, this); function hitBomb(player, bomb) { this.physics.pause(); player.setTint(0xff0000); player.anims.play("turn"); gameOver = true; } } function update() { if (cursors.left.isDown) { player.setVelocityX(-160); player.anims.play("left", true); } else if (cursors.right.isDown) { player.setVelocityX(160); player.anims.play("right", true); } else { player.setVelocityX(0); player.anims.play("turn"); } if (cursors.up.isDown && player.body.touching.down) { player.setVelocityY(-330); } } } } }; </script> <style scoped> * { margin: 0%; padding: 0%; } #phaserCanvas{ position: absolute; top:52px; } </style>