lesson7 var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.i
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.image('star', 'assets/star.png'); game.load.spritesheet('dude', 'assets/dude.png', 32, 48); } var player; var platforms; var cursors; var stars; var score = 0; var scoreText; function create() { // We're going to be using physics, so enable the Arcade Physics system game.physics.startSystem(Phaser.Physics.ARCADE); game.add.sprite(0, 0, 'sky'); var ground = game.add.sprite(0,game.world.height - 64,'ground'); ground.scale.setTo(2); game.physics.arcade.enable(ground); ground.body.immovable = true; var ledge1 = game.add.sprite(400,400,'ground'); game.physics.arcade.enable(ledge1); ledge1.body.immovable = true; var ledge2 = game.add.sprite(-150,250,'ground'); game.physics.arcade.enable(ledge2); ledge2.body.immovable = true; //platforms = game.add.group(); // We will enable physics for any object that is created in this group //platforms.enableBody = true; // Here we create the ground. //var ground = platforms.create(0, game.world.height - 64, 'ground'); // Scale it to fit the width of the game (the original sprite is 400x32 in size) //ground.scale.setTo(2); // This stops it from falling away when you jump on it //ground.body.immovable = true; // Now let's create two ledges /*var ledge = platforms.create(400, 400, 'ground'); ledge.body.immovable = true; ledge = platforms.create(-150, 250, 'ground'); ledge.body.immovable = true;*/ // The player and its settings player = game.add.sprite(32, game.world.height - 150, 'dude'); // We need to enable physics on the player game.physics.arcade.enable(player); // Player physics properties. Give the little guy a slight bounce. player.body.bounce.y = 0.2; player.body.gravity.y = 300; // Our two animations, walking left and right. player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true); // Finally some stars to collect stars = game.add.group(); // We will enable physics for any star that is created in this group stars.enableBody = true; // Here we'll create 12 of them evenly spaced apart for (var i = 0; i < 12; i++) { // Create a star inside of the 'stars' group var star = stars.create(i * 70, 0, 'star'); // Let gravity do its thing star.body.gravity.y = 300; // This just gives each star a slightly random bounce value star.body.bounce.y = 0.7 + Math.random() * 0.2; } // The score scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' }); } function update() { }