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index.html
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<!doctype html>
<html>
<head>
<title>P2物理弹球</title>
<meta charset="utf-8">
<script src="../phaser.min.js"></script>
<style type="text/css">
body {margin: 0;padding: 0; }
canvas {margin: 0 auto;position: relative;left:0;top:0;}
</style>
</head>
<body>
<script type="text/javascript">
var GameState = function(game){
var _over = false;
var _holding = false;
var _going = false;
var _pointID = -1;
var _ballNum = 3;
var _ballKill = 0;
var _xrow;
var _score;
var _level;
var balls,shapes,line,tweenText;
var ballMaterial,worldMaterial;
this.init = function(){
game.stage.backgroundColor = "#112233";
_over = false;
_holding = false;
_going = false;
_pointID = -1;
_ballNum = 3;
_ballKill = 0;
_xrow = 0;
_score = 0;
_level = 0;
};
this.preload = function(){
if(!game.device.desktop){
this.scale.scaleMode = Phaser.ScaleManager.EXACT_FIT;
}else{
this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
}
this.load.image("ground", "img/ground.png");
this.load.spritesheet("ball", "img/balls.png",32,32);
this.load.spritesheet("ball2", "img/balls2.png",48,48);
this.load.spritesheet("button", "img/buttons.png",80,40);
this.load.image("dot", "img/dot.png");
};
this.create = function(){
game.physics.startSystem(Phaser.Physics.P2JS);
game.physics.p2.gravity.y = 1000;
ballMaterial = game.physics.p2.createMaterial('ballMaterial');
worldMaterial = game.physics.p2.createMaterial('worldMaterial');
game.physics.p2.createContactMaterial(ballMaterial, worldMaterial, { restitution:0.98, friction:0 });
game.physics.p2.createContactMaterial(ballMaterial, ballMaterial,{ restitution:0, friction:0, stiffness:0.00001 });
game.physics.p2.setWorldMaterial(worldMaterial);
game.add.tileSprite(0, 0, game.width, 60, "ground").alpha=0.5;
var home = game.add.sprite(game.world.centerX, 30, "ball", 3);
home.anchor.setTo(0.5);
home.scale.setTo(1.2);
home.update = function(){this.alpha = (!_over && !_going) ? 1 : 0.5;};
var scoreText = game.add.text(10, 30, _score + "", {fontSize:"20px", fill:"#fff"});
scoreText.anchor.setTo(0, 0.5);
scoreText.update = function(){this.text = _score;};
var levelText = game.add.text(game.width-10, 30, _ballNum + "", {fontSize:"20px", fill:"#fff"});
levelText.anchor.setTo(1, 0.5);
levelText.update = function(){this.text = _ballNum;};
shapes = game.add.physicsGroup(Phaser.Physics.P2JS);
balls = game.add.physicsGroup(Phaser.Physics.P2JS);
// Ground
var ground = game.add.tileSprite(game.world.centerX, game.height-30, game.width, 60, "ground");
game.physics.p2.enable(ground);
ground.body.static = true;
ground.body.onBeginContact.add(function(b1,b2){
if(b1 && b1.sprite.key == "ball"){
b1.sprite.kill();
_ballKill++;
if(_ballKill==_ballNum){
this._shapesUp();
}
}
},this);
tweenText = game.add.text(0,0,"",{fontSize:"36px", fill:"#fff"});
tweenText.anchor.setTo(0.5);
tweenText.alpha = 0;
line = game.add.tileSprite(game.world.centerX, 30, game.world.centerX, 16, "dot");
line.anchor.setTo(0,0.5);
line.visible = false;
// Create shapes
for (var i=2; i<5; i++){
this._createShapes(i);
}
game.input.onDown.add(function(p){
if(!_over && !_going && !_holding){
_holding = true;
_pointID = p.id;
line.rotation = Math.atan2(p.y - 20, p.x - 225);
line.visible = true;
}
},this);
game.input.onUp.add(function(p){
if(_holding && p.id == _pointID){
_holding = false;
_pointID = -1;
_going = true;
line.visible = false;
// Create Balls
var vPoint = this._velocityFromRotation(line.rotation,800);
for(var i=0; i<_ballNum; i++){
game.time.events.add(200*i,function(id,p){
if(id<balls.children.length){
var ball = balls.getChildAt(id);
ball.reset(game.world.centerX, 30);
}else{
var ball = balls.create(game.world.centerX, 30, "ball", 0);
ball.anchor.set(0.5);
ball.scale.set(0.7);
ball.body.setCircle(12);
ball.body.setMaterial(ballMaterial);
ball.body.onBeginContact.add(function(b1,b2){
if(this.body.data.gravityScale == 0){
if(b1 && b1.sprite.key == "ball"){
return;
}
this.body.data.gravityScale = 1;
}
},ball);
}
ball.body.data.gravityScale = 0;
ball.body.velocity.x = p.x;
ball.body.velocity.y = p.y;
},this,i,vPoint);
}
_ballKill = 0;
}
},this);
};
this.update = function(){
if(!_going && _holding){
var p = _pointID==0 ? game.input.mousePointer : game.input.pointers[_pointID-1];
line.rotation = Math.atan2(p.y - 20, p.x - 225);
}
};
this._shapesUp = function(){
this._createShapes(5);
shapes.forEachAlive(function(shape){
var topY = shape.body.y - 90;
if(topY<60 && !_over){
_over = true;
this._overMenu();
}
game.add.tween(shape.body).to({y:topY},200,"Linear",true);
},this);
_going = false;
};
this._createShapes = function(i){
if(_xrow==0){
this._levelUp();
}
var col = 5 - (_xrow % 2);
for (var j=0; j<col; j++){
var shapeID = game.rnd.between(1,3);
var angle = game.rnd.between(0,11)*30;
var shape = shapes.getFirstDead(true, 65 + j * 90 + 45 * (_xrow % 2), 300 + i * 90, "ball2", shapeID);
shape.anchor.set(0.5);
if(shapeID==1){
shape.body.setRectangle(44,44,0,0);
}else if(shapeID==3){
shape.body.addPolygon(null,[23,0,0,39,1,40,46,40,47,39,24,0]);
}else{
shape.body.setCircle(22);
}
shape.body.static = true;
shape.body.setMaterial(worldMaterial);
shape.health = game.rnd.between(_ballNum, _ballNum * 4); // 生命值为球数量的1~4倍
if(!shape.txt){
shape.txt = shape.addChild(game.make.text(0,0,shape.health+"",{fontSize:"20px", fill:"#f00"}));
shape.txt.anchor.set(0.5);
shape.update = function(){this.txt.text = this.health;};
shape.body.onEndContact.add(function(b1,b2){
this.damage(1);
_score++;
},shape);
}
shape.body.angle = angle;
shape.txt.angle = -angle;
}
_xrow = (_xrow+1) % 10; // 每10行过关
};
this._velocityFromRotation = function (rotation, speed) {
return new Phaser.Point((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));
};
this._levelUp = function(){
_level ++;
_ballNum = _level + 2; // 球数量为关数+2(第一关为3球,每过一关+1球)
tweenText.x = this.world.centerX;
tweenText.y = this.world.centerY;
tweenText.alpha = 0;
tweenText.setText("LEVEL - " + _level);
game.add.tween(tweenText)
.to({y:tweenText.y-100,alpha:0.8},300,"Linear",false)
.to({y:tweenText.y-150},500,"Linear",false)
.to({y:tweenText.y-250,alpha:0},300,"Linear",true);
};
this._overMenu = function(){
var box = game.add.sprite(game.world.centerX, game.world.centerY, "button", 3);
box.anchor.set(0.5);
box.alpha = 0.8;
box.scale.set(game.width/80,5);
game.add.text(game.world.centerX, game.world.centerY-40, "Game Over", {fontSize:"36px", fill:"#fff"}).anchor.set(0.5);
var btn1 = game.add.sprite(game.world.centerX, game.world.centerY+40, "button", 1);
btn1.anchor.set(0.5);
btn1.inputEnabled = true;
btn1.events.onInputDown.add(function(){
game.state.start("main");
},this);
};
};
window.onload = function(){
var game = new Phaser.Game(500, 860, Phaser.CANVAS, '');
game.state.add("main",GameState,true);
};
</script>
</body>
</html>