-
Notifications
You must be signed in to change notification settings - Fork 75
/
game-logic.js
354 lines (271 loc) · 9.3 KB
/
game-logic.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
// this generates the canvas tag on index.html with width/height attributes
var game = new Phaser.Game(900, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
// load all sprites
game.load.image('bullet', 'img/bullet.png');
game.load.image('enemyBullet', 'img/enemy-bullet.png');
game.load.spritesheet('invader', 'img/invader32x32x4.png', 32, 32);
game.load.spritesheet('ship', 'img/ship64x64x5.png', 64, 64, 5);
game.load.spritesheet('kaboom', 'img/explode.png', 128, 128);
game.load.image('starfield', 'img/starfield.png');
// load all sfx and music
game.load.audio('music1', 'audio/gradius.mp3');
game.load.audio('sfx_enemy_die', 'audio/enemy-die.wav');
game.load.audio('sfx_fire', 'audio/fire.wav');
game.load.audio('sfx_player_hit', 'audio/player-hit.wav');
}
var player;
var aliens;
var bullets;
var bulletTime = 0;
var cursors;
var fireButton;
var explosions;
var starfield;
var score = 0;
var scoreString = '';
var scoreText;
var lives;
var enemyBullet;
var firingTimer = 0;
var stateText;
var livingEnemies = [];
var music;
var sfx_fire;
var sfx_enemy_die;
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
music = game.add.audio('music1');
music.volume = 0.4;
music.play();
// Here we set-up our audio sprites
sfx_fire = game.add.audio('sfx_fire');
sfx_fire.allowMultiple = false;
sfx_player_hit = game.add.audio('sfx_player_hit');
sfx_player_hit.allowMultiple = true;
sfx_enemy_die = game.add.audio('sfx_enemy_die');
sfx_enemy_die.allowMultiple = true;
// The scrolling starfield background
starfield = game.add.tileSprite(0, 0, 900, 600, 'starfield');
// The starship
player = game.add.sprite(100, 200, 'ship');
player.anchor.setTo(0.5, 0.5);
game.physics.enable(player, Phaser.Physics.ARCADE);
// Our two animations, moving up and down.
player.animations.add('up', [3, 4], 2, false);
player.animations.add('down', [0, 1], 2, false);
// Our bullet group
bullets = game.add.group();
bullets.enableBody = true;
bullets.physicsBodyType = Phaser.Physics.ARCADE;
bullets.createMultiple(30, 'bullet');
bullets.setAll('anchor.x', 0.5);
bullets.setAll('anchor.y', 1);
bullets.setAll('outOfBoundsKill', true);
bullets.setAll('checkWorldBounds', true);
// The enemy's bullets
enemyBullets = game.add.group();
enemyBullets.enableBody = true;
enemyBullets.physicsBodyType = Phaser.Physics.ARCADE;
enemyBullets.createMultiple(30, 'enemyBullet');
enemyBullets.setAll('anchor.x', 0.5);
enemyBullets.setAll('anchor.y', 1);
enemyBullets.setAll('outOfBoundsKill', true);
enemyBullets.setAll('checkWorldBounds', true);
// The bad guys
aliens = game.add.group();
aliens.enableBody = true;
aliens.physicsBodyType = Phaser.Physics.ARCADE;
createAliens();
// The score
scoreString = 'Score: ';
scoreText = game.add.text(10, 10, scoreString + score, { font: '124px Arial', fill: '#fff' });
// Lives
lives = game.add.group();
game.add.text(game.world.width - 100, 10, 'Health: ', { font: '24px Arial', fill: '#fff' });
// Text
stateText = game.add.text(game.world.centerX,game.world.centerY,' ', { font: '32px Arial', fill: '#fff' });
stateText.anchor.setTo(0.5, 0.5);
stateText.visible = false;
for (var i = 0; i < 3; i++) {
var ship = lives.create(game.world.width - 150 + (60 * i), 60, 'ship');
ship.anchor.setTo(0.5, 0.5);
ship.angle = 0;
ship.alpha = 0.4;
}
// An explosion pool
explosions = game.add.group();
explosions.createMultiple(30, 'kaboom');
explosions.forEach(setupInvader, this);
// And some controls to play the game with
cursors = game.input.keyboard.createCursorKeys();
fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
}
function update() {
// Scroll the background
starfield.tilePosition.x -= 3;
if (player.alive) {
// Reset the player, then check for movement keys
player.body.velocity.setTo(0, 0);
if (cursors.left.isDown) {
player.body.velocity.x = -200;
}
else if (cursors.right.isDown) {
player.body.velocity.x = 200;
}
// keyboard up/down
if (cursors.up.isDown) {
player.body.velocity.y = -200;
player.animations.play('up');
}
else if (cursors.down.isDown) {
player.body.velocity.y = 200;
player.animations.play('down');
}
else { // stand still
player.animations.stop();
player.frame = 2;
}
// Firing?
if (fireButton.isDown) {
fireBullet();
}
if (game.time.now > firingTimer) {
enemyFires();
}
// Run collision
game.physics.arcade.overlap(bullets, aliens, collisionHandler, null, this);
game.physics.arcade.overlap(enemyBullets, player, enemyHitsPlayer, null, this);
}
}
function createAliens() {
for (var y = 0; y < 3; y++) {
for (var x = 0; x < 5; x++) {
var alien = aliens.create(x * 48, y * 50, 'invader');
alien.anchor.setTo(0.5, 0.5);
alien.animations.add('fly', [ 0, 1, 2, 3 ], 20, true);
alien.play('fly');
alien.body.moves = false;
}
}
aliens.x = 600;
aliens.y = 250;
// 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: 400 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
// When the tween loops it calls descend
tween.onLoop.add(descend, this);
}
function setupInvader (invader) {
invader.anchor.x = 0.5;
invader.anchor.y = 0.5;
invader.animations.add('kaboom');
}
function descend() {
aliens.x -= 10;
}
function render() {
}
function fireBullet() {
game.add.audio('sfx_fire');
sfx_fire.volume = 0.2;
sfx_fire.play();
// To avoid them being allowed to fire too fast we set a time limit
if (game.time.now > bulletTime) {
// Grab the first bullet we can from the pool
bullet = bullets.getFirstExists(false);
if (bullet) {
// And fire it
bullet.reset(player.x+8, player.y);
bullet.body.velocity.x = 400;
bulletTime = game.time.now + 200;
}
}
}
function collisionHandler (bullet, alien) {
// When a bullet hits an alien we kill them both
bullet.kill();
alien.kill();
game.add.audio('sfx_enemy_die');
sfx_enemy_die.volume = 0.6;
sfx_enemy_die.play();
// Increase the score
score += 20;
scoreText.text = scoreString + score;
// And create an explosion :)
var explosion = explosions.getFirstExists(false);
explosion.reset(alien.body.x, alien.body.y);
explosion.play('kaboom', 30, false, true);
if (aliens.countLiving() == 0) {
score += 1000;
scoreText.text = scoreString + score;
enemyBullets.callAll('kill',this);
stateText.text = " You Won!, \n Click to restart...";
stateText.visible = true;
music.stop();
// the "click to restart" handler
game.input.onTap.addOnce(restart,this);
}
}
function enemyHitsPlayer (player,bullet) {
game.add.audio('sfx_player_hit');
sfx_player_hit.volume = 0.6;
sfx_player_hit.play();
bullet.kill();
live = lives.getFirstAlive();
if (live) {
live.kill();
}
// And create an explosion :)
var explosion = explosions.getFirstExists(false);
explosion.reset(player.body.x, player.body.y);
explosion.play('kaboom', 30, false, true);
// PLAYER DIES
// When the player dies
if (lives.countLiving() < 1) {
player.kill();
enemyBullets.callAll('kill');
stateText.text=" Game Over! \n Click to restart...";
stateText.visible = true;
music.stop();
//the "click to restart" handler
game.input.onTap.addOnce(restart,this);
}
}
function enemyFires() {
// Grab the first bullet we can from the pool
enemyBullet = enemyBullets.getFirstExists(false);
livingEnemies.length = 0;
aliens.forEachAlive(function(alien) {
// put every living enemy in an array
livingEnemies.push(alien);
});
if (enemyBullet && livingEnemies.length > 0) {
var random=game.rnd.integerInRange(0,livingEnemies.length-1);
// randomly select one of them
var shooter=livingEnemies[random];
// And fire the bullet from this enemy
enemyBullet.reset(shooter.body.x, shooter.body.y);
game.physics.arcade.moveToObject(enemyBullet,player,120);
firingTimer = game.time.now + 2000;
}
}
function resetBullet (bullet) {
// Called if the bullet goes out of the screen
bullet.kill();
}
function restart() {
// A new level starts
music.stop();
music.play();
score = 0;
scoreText.text = scoreString + score;
//resets the life count
lives.callAll('revive');
// And brings the aliens back from the dead :)
aliens.removeAll();
createAliens();
//revives the player
player.revive();
//hides the text
stateText.visible = false;
}