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10-game-end.html
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10-game-end.html
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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title> Building your first Phaser 3 Game</title>
<script src="//cdn.jsdelivr.net/npm/phaser@3.11.0/dist/phaser.js"></script>
<style type="text/css">
body { margin: 0; }
canvas { display: block; margin: auto; }
</style>
</head>
<body>
<script type="text/javascript">
var config = {
type: Phaser.AUTO,
width: 800,
height: 576,
backgroundColor: '#2d2d2d',
pixelArt: true,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 }
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var game = new Phaser.Game(config);
var sprite;
var player;
var map;
var groundLayer;
var coinLayer;
var cursors;
var text;
var coinsCollected = 0;
var timer = 0;
/***** New *****/
var gameOver = false;
/***************/
function preload ()
{
this.load.image('staticPlayer', 'assets/sprites/dude.png');
this.load.spritesheet('animatedPlayer', 'assets/sprites/animated-dude.png', { frameWidth: 32, frameHeight: 48 });
this.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
this.load.spritesheet('coin', 'assets/sprites/coin.png', { frameWidth: 32, frameHeight: 32 });
this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tile-collision-test.json');
}
function create ()
{
sprite = this.physics.add.sprite(100, 450, 'staticPlayer');
player = this.physics.add.sprite(200, 450, 'animatedPlayer');
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('animatedPlayer', { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'idle',
frames: [ { key: 'animatedPlayer', frame: 4 } ],
frameRate: 20
});
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('animatedPlayer', { start: 5, end: 8 }),
frameRate: 10,
repeat: -1
});
player.anims.play('right', true);
map = this.make.tilemap({ key: 'map' });
var groundTiles = map.addTilesetImage('ground_1x1');
var coinTiles = map.addTilesetImage('coin');
map.createDynamicLayer('Background Layer', groundTiles, 0, 0);
groundLayer = map.createDynamicLayer('Ground Layer', groundTiles, 0, 0);
coinLayer = map.createDynamicLayer('Coin Layer', coinTiles, 0, 0);
cursors = this.input.keyboard.createCursorKeys();
this.cameras.main.setBounds(0, 0, map.widthInPixels, map.heightInPixels);
this.cameras.main.startFollow(player);
groundLayer.setCollisionBetween(1, 25);
this.physics.add.collider(player, groundLayer);
this.physics.add.overlap(player, coinLayer);
this.physics.add.collider(sprite, groundLayer);
this.physics.add.overlap(sprite, coinLayer);
text = this.add.text(16, 16, '', {
fontSize: '20px',
fill: '#ffffff'
});
updateText();
text.setScrollFactor(0);
coinLayer.setTileIndexCallback(26, hitCoin, this);
}
function update (time, delta)
{
player.body.setVelocityX(0);
/***** New *****/
if (gameOver) {
text.setText('Time to Complete:\n' + (timer / 1000).toFixed(2) + '\nRefresh to play again');
}
else {
/***************/
if (cursors.left.isDown)
{
player.body.setVelocityX(-200);
player.anims.play('left', true);
}
else if (cursors.right.isDown)
{
player.body.setVelocityX(200);
player.anims.play('right', true);
}
else {
player.anims.play('idle', true);
}
if ((cursors.space.isDown || cursors.up.isDown) && player.body.onFloor())
{
player.body.setVelocityY(-300);
}
timer += delta;
updateText();
/***** New *****/
}
/***************/
}
function updateText ()
{
text.setText(
'Arrow keys to move. Space to jump'
+ '\nCoins collected: ' + coinsCollected + '/28'
+ '\nTime: ' + (timer / 1000).toFixed(2)
);
}
function hitCoin (sprite, tile)
{
coinLayer.removeTileAt(tile.x, tile.y);
coinsCollected += 1;
updateText();
/***** New *****/
if (coinsCollected === 28) {
gameOver = true;
}
/***************/
return false;
}
</script>
</body>
</html>