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flappy.js
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// Preload function
function preload() {
game.load.baseURL = 'http://examples.phaser.io/assets/';
game.load.crossOrigin = 'anonymous';
game.load.image('phaser', 'sprites/phaser-dude.png');
game.load.image('orb','sprites/orb-blue.png');
var frame0 = [
'................',
'00..0.00...000..',
'0.0...0.0..0..0.',
'0.0.0.0.0..0...0',
'00..0.00...0...0',
'0.0.0.0.0..0...0',
'0.0.0.0..0.0..0.',
'000.0.0..0.000..'
];
game.create.texture('gd', frame0, 4, 4, 0);
var wall = ['FFFF','FFFF','FFFF','FFFF','FFFF','FFFF','FFFF','FFFF'];
game.create.texture('wall', wall, 48, 48, 0);
var frame1 = [
'5533',
'5533',
'3355',
'3355'
];
game.create.texture('Fond', frame1, 48, 48, 0);
game.load.image('buton',' sprites/orb-blue.png');
}
// Create function
var sprite;
var buton;
var wallSize = 96;
var triggers;
var jump = -400;
var scoreTxt;
var score = 0;
var upKey;
var downKey;
var leftKey;
var rightKey;
var walls;
var lostTxt;
var orb;
function create() {
game.physics.startSystem(Phaser.Physics.Arcade);
game.physics.arcade.gravity.y = 1000;
game.stage.backgroundColor = "#000";
game.add.tileSprite(0, 0, 800, 600, 'Fond');
scoreTxt = game.add.text(20, 100, "score : " + score, {fill : "#FFFFFF", font : "16px trebuchet ms", align:"center" });
lostTxt = game.add.text(100, 275, "", {fill : "#FFFFFF", font : "50px trebuchet ms", align : "center" });
sprite = game.add.sprite(300, 300, 'gd');
game.physics.arcade.enable(sprite);
sprite.body.collideWorldBounds = true;
sprite.anchor.setTo(0.5, 0.5);
sprite.isCrossing = false;
sprite.hasCrossed = false;
// In this example we'll create 4 specific keys (up, down, left, right) and monitor them in our update function
upKey = game.input.keyboard.addKey(Phaser.Keyboard.UP);
downKey = game.input.keyboard.addKey(Phaser.Keyboard.DOWN);
leftKey = game.input.keyboard.addKey(Phaser.Keyboard.LEFT);
rightKey = game.input.keyboard.addKey(Phaser.Keyboard.RIGHT);
orb = game.add.sprite(300, 75, 'orb');
game.physics.arcade.enable(orb);
orb.body.allowGravity = false;
orb.anchor.setTo(0.5, 0.5)
walls = game.add.group();
walls.add(game.add.tileSprite(1050, 0, wallSize, 300, 'wall'));
walls.add(game.add.tileSprite(1050, 500, wallSize, 600, 'wall'));
walls.add(game.add.tileSprite(1400, 0, wallSize, 100, 'wall'));
walls.add(game.add.tileSprite(1400, 300, wallSize, 600, 'wall'));
walls.add(game.add.tileSprite(1750, 0, wallSize, 100, 'wall'));
walls.add(game.add.tileSprite(1750, 400, wallSize, 600, 'wall'));
game.physics.arcade.enable(walls);
walls.setAll('body.allowGravity', false);
walls.setAll('body.collideWorldBounds', false);
triggers = game.add.group();
triggers.add(game.add.sprite(1050, 300, null));
triggers.add(game.add.sprite(1400, 100, null));
triggers.add(game.add.sprite(1750, 200, null));
game.physics.arcade.enable(triggers);
triggers.setAll('body.allowGravity', false);
triggers.setAll('body.collideWorldBounds', false);
triggers.forEach(giveSize);
}
function giveSize(item)
{
item.body.setSize(100, 200);
}
// Update function
var gameover = false;
function update() {
if(!gameover)
{
checkKeys();
game.physics.arcade.overlap(sprite, orb, eat, null, this);
sprite.hasCrossed = true;
game.physics.arcade.collide(sprite, walls, pafLePiaf);
game.physics.arcade.overlap(sprite, triggers, reset);
if(sprite.isCrossing && sprite.hasCrossed)
{
score = score+1;
scoreTxt.text = "score:" + score;
sprite.isCrossing = false;
sprite.hasCrossed = false;
}
walls.forEach(moveWalls);
triggers.forEach(moveWalls);
}
}
function eat(spriteA, spriteB)
{
var newX = game.rnd.integerInRange(50, 750);
var newY = game.rnd.integerInRange(50, 500);
spriteB.reset(newX,newY)
score = score + 1;
scoreTxt.text = "score :" + score;
}
function checkKeys()
{
sprite.body.velocity.x = 0;
if (upKey.isDown)
{
sprite.body.velocity.y = jump;
}
if (leftKey.isDown)
{
sprite.body.velocity.x = -100;
}
else if (rightKey.isDown)
{
sprite.body.velocity.x = 100;
}
}
function moveWalls(item)
{
item.body.velocity.x = -100;
if(item.x <= -100)
{
item.x = 1050;
}
}
function pafLePiaf(sprite,wall)
{
gameover = true;
game.physics.arcade.disable(sprite);
}
function reset(player, trigger)
{
sprite.hasCrossed = false;
sprite.isCrossing = true;
}
function retry(){
score = 0;
scoreTxt.text = "score:" + score;
lostTxt.text = "";
gameover = false;
}