menu
This commit is contained in:
parent
4ca6854316
commit
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511
game.js
511
game.js
@ -9,249 +9,360 @@ const config = {
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debug: false
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}
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},
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scene: {
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preload: preload,
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create: create,
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update: update
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}
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scene: [] // Scenes will be added dynamically
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};
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const game = new Phaser.Game(config);
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let player;
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let ground;
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let obstacles;
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let score = 0;
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let scoreText;
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let highScore = 0;
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let highScoreText;
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// --- Base Scene for common functionality ---
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class BaseScene extends Phaser.Scene {
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constructor(key) {
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super(key);
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}
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let bg1;
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let bg2;
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let bg3;
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createBackButton() {
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const backButton = this.add.text(this.cameras.main.width - 20, 20, 'Back to Menu', {
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fontSize: '24px',
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fill: '#fff',
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backgroundColor: '#333',
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padding: { x: 10, y: 5 }
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}).setOrigin(1, 0);
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let jumpParticles;
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let landParticles;
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let wasOnGround = false;
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let gameState = 'playing'; // Can be 'playing' or 'gameOver'
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let gameOverText;
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let restartText;
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let obstacleTimer;
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let scoreTimer;
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function preload () {
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backButton.setInteractive();
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backButton.on('pointerdown', () => {
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this.scene.start('MainMenuScene');
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});
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backButton.on('pointerover', () => backButton.setStyle({ fill: '#ff0' }));
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backButton.on('pointerout', () => backButton.setStyle({ fill: '#fff' }));
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}
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}
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function create () {
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gameState = 'playing';
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// --- Get High Score ---
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highScore = localStorage.getItem('highScore') || 0;
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// --- Create Starfield ---
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const starfieldGraphics = this.add.graphics();
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starfieldGraphics.fillStyle(0xffffff);
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for (let i = 0; i < 100; i++) {
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starfieldGraphics.fillPoint(
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Phaser.Math.Between(0, 800),
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Phaser.Math.Between(0, 600),
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Phaser.Math.Between(1, 2)
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);
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// --- Main Menu Scene ---
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class MainMenuScene extends Phaser.Scene {
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constructor() {
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super('MainMenuScene');
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}
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starfieldGraphics.generateTexture('starfield', 800, 600);
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starfieldGraphics.destroy();
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bg1 = this.add.tileSprite(400, 300, 800, 600, 'starfield').setAlpha(0.3);
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bg2 = this.add.tileSprite(400, 300, 800, 600, 'starfield').setAlpha(0.6);
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bg3 = this.add.tileSprite(400, 300, 800, 600, 'starfield');
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create() {
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this.add.text(400, 100, 'Cosmic Runner', { fontSize: '64px', fill: '#fff' }).setOrigin(0.5);
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const startButton = this.add.text(400, 250, 'Start Game', { fontSize: '32px', fill: '#0f0', backgroundColor: '#333', padding: { x: 10, y: 5 } }).setOrigin(0.5);
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const rulesButton = this.add.text(400, 320, 'Rules & Bonuses', { fontSize: '32px', fill: '#ff0', backgroundColor: '#333', padding: { x: 10, y: 5 } }).setOrigin(0.5);
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const scoresButton = this.add.text(400, 390, 'High Scores', { fontSize: '32px', fill: '#f0f', backgroundColor: '#333', padding: { x: 10, y: 5 } }).setOrigin(0.5);
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// Create the ground
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ground = this.add.rectangle(400, 580, 800, 40, 0x333333).setOrigin(0.5);
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this.physics.add.existing(ground, true);
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// Interactivity
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[startButton, rulesButton, scoresButton].forEach(button => {
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button.setInteractive();
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button.on('pointerover', () => button.setAlpha(0.8));
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button.on('pointerout', () => button.setAlpha(1));
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});
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// Create the player
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player = this.add.container(100, 450);
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const body = this.add.rectangle(0, 0, 40, 40, 0xff8800);
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const cockpit = this.add.rectangle(10, -5, 20, 20, 0x88ccff);
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const wing = this.add.triangle(0, 0, -20, -15, -20, 15, 0, 0, 0xffffff);
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player.add([body, cockpit, wing]);
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this.physics.add.existing(player);
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startButton.on('pointerdown', () => this.scene.start('GameScene'));
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rulesButton.on('pointerdown', () => this.scene.start('RulesScene'));
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scoresButton.on('pointerdown', () => this.scene.start('HighScoresScene'));
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}
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}
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player.body.setBounce(0);
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player.body.setCollideWorldBounds(true);
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player.body.setSize(40, 40);
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// --- Rules Scene ---
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class RulesScene extends BaseScene {
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constructor() {
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super('RulesScene');
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}
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// --- Particle Effects ---
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const jumpParticleGraphics = this.add.graphics();
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jumpParticleGraphics.fillStyle(0xffffff, 1);
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jumpParticleGraphics.fillGradientStyle(0xffff00, 0xffff00, 0xffffff, 0xffffff, 1);
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jumpParticleGraphics.fillRect(0, 0, 16, 16);
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jumpParticleGraphics.generateTexture('jump_particle', 16, 16);
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jumpParticleGraphics.destroy();
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create() {
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this.add.text(400, 50, 'Rules & Bonuses', { fontSize: '48px', fill: '#fff' }).setOrigin(0.5);
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const landParticleGraphics = this.add.graphics();
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landParticleGraphics.fillStyle(0xffffff, 0.5);
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landParticleGraphics.fillCircle(8, 8, 8);
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landParticleGraphics.generateTexture('land_particle', 16, 16);
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landParticleGraphics.destroy();
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const rulesText = [
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'1. Click or press SPACE to jump.',
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'2. Avoid the green and blue obstacles.',
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'3. Collect yellow coins for extra points (+100).',
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'',
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'Bonuses:',
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'- Blue Shield: Grants 10 seconds of invincibility.',
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' (You will destroy obstacles on contact!)'
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];
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jumpParticles = this.add.particles('jump_particle');
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jumpParticles.createEmitter({
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speed: { min: -100, max: 100 },
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angle: { min: 250, max: 290 },
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scale: { start: 0.8, end: 0 },
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blendMode: 'ADD',
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lifespan: 400,
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tint: { start: 0xffff00, end: 0xffffff },
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quantity: 15,
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on: false
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});
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this.add.text(400, 300, rulesText, { fontSize: '24px', fill: '#fff', align: 'center' }).setOrigin(0.5);
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landParticles = this.add.particles('land_particle');
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landParticles.createEmitter({
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speed: { min: 50, max: 100 },
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angle: { min: 260, max: 280 },
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scale: { start: 1, end: 0 },
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alpha: { start: 0.6, end: 0 },
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lifespan: 500,
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quantity: 20,
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on: false
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});
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this.createBackButton();
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}
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}
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this.physics.add.collider(player, ground);
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// --- High Scores Scene ---
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class HighScoresScene extends BaseScene {
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constructor() {
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super('HighScoresScene');
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}
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// --- ACTION HANDLER ---
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const handleAction = () => {
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if (gameState === 'playing' && player.body.touching.down) {
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player.body.setVelocityY(-500);
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jumpParticles.emitParticleAt(player.x, player.y + 25);
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} else if (gameState === 'gameOver') {
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create() {
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this.add.text(400, 50, 'High Scores', { fontSize: '48px', fill: '#fff' }).setOrigin(0.5);
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const highScore = localStorage.getItem('highScore') || 0;
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this.add.text(400, 200, `Best Score: ${highScore}`, { fontSize: '38px', fill: '#fff' }).setOrigin(0.5);
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const clearButton = this.add.text(400, 400, 'Clear Scores', { fontSize: '24px', fill: '#f00', backgroundColor: '#333', padding: { x: 10, y: 5 } }).setOrigin(0.5);
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clearButton.setInteractive();
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clearButton.on('pointerdown', () => {
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localStorage.setItem('highScore', '0');
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this.scene.restart();
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});
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clearButton.on('pointerover', () => clearButton.setAlpha(0.8));
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clearButton.on('pointerout', () => clearButton.setAlpha(1));
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this.createBackButton();
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}
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}
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// --- Game Scene ---
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class GameScene extends Phaser.Scene {
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constructor() {
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super('GameScene');
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this.player = null;
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this.ground = null;
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this.obstacles = null;
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this.coins = null;
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this.shields = null;
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this.score = 0;
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this.scoreText = null;
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this.highScore = 0;
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this.highScoreText = null;
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this.bg1 = null;
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this.bg2 = null;
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this.bg3 = null;
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this.jumpParticles = null;
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this.landParticles = null;
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this.wasOnGround = false;
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this.gameState = 'playing';
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this.gameOverText = null;
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this.restartText = null;
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this.obstacleTimer = null;
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this.scoreTimer = null;
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this.coinTimer = null;
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this.shieldTimer = null;
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}
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preload() {
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// Preload assets if any - currently all generated dynamically
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}
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create() {
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this.gameState = 'playing';
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this.score = 0;
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this.highScore = localStorage.getItem('highScore') || 0;
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// --- Create Starfield ---
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const starfieldGraphics = this.add.graphics();
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starfieldGraphics.fillStyle(0xffffff);
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for (let i = 0; i < 100; i++) {
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starfieldGraphics.fillPoint(
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Phaser.Math.Between(0, 800),
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Phaser.Math.Between(0, 600),
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Phaser.Math.Between(1, 2)
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);
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}
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};
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starfieldGraphics.generateTexture('starfield', 800, 600);
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starfieldGraphics.destroy();
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// Input for jumping and restarting
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this.input.on('pointerdown', handleAction);
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this.input.keyboard.on('keydown-SPACE', handleAction);
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this.bg1 = this.add.tileSprite(400, 300, 800, 600, 'starfield').setAlpha(0.3);
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this.bg2 = this.add.tileSprite(400, 300, 800, 600, 'starfield').setAlpha(0.6);
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this.bg3 = this.add.tileSprite(400, 300, 800, 600, 'starfield');
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obstacles = this.physics.add.group();
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this.physics.add.collider(player, obstacles, hitObstacle, null, this);
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this.ground = this.add.rectangle(400, 580, 800, 40, 0x333333).setOrigin(0.5);
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this.physics.add.existing(this.ground, true);
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// Timer to add new obstacles
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obstacleTimer = this.time.addEvent({
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delay: 1500,
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callback: addObstacle,
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callbackScope: this,
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loop: true
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});
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this.player = this.add.container(100, 450);
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const body = this.add.rectangle(0, 0, 40, 40, 0xff8800);
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const cockpit = this.add.rectangle(10, -5, 20, 20, 0x88ccff);
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const wing = this.add.triangle(0, 0, -20, -15, -20, 15, 0, 0, 0xffffff);
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this.player.add([body, cockpit, wing]);
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this.physics.add.existing(this.player);
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score = 0;
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scoreText = this.add.text(16, 16, 'Score: 0', { fontSize: '32px', fill: '#fff' });
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highScoreText = this.add.text(16, 50, `Best: ${highScore}`, { fontSize: '24px', fill: '#fff', alpha: 0.7 });
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this.player.body.setBounce(0);
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this.player.body.setCollideWorldBounds(true);
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this.player.body.setSize(40, 40);
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this.player.isInvincible = false;
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const jumpParticleGraphics = this.add.graphics();
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jumpParticleGraphics.fillStyle(0xffffff, 1);
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jumpParticleGraphics.fillGradientStyle(0xffff00, 0xffff00, 0xffffff, 0xffffff, 1);
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jumpParticleGraphics.fillRect(0, 0, 16, 16);
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jumpParticleGraphics.generateTexture('jump_particle', 16, 16);
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jumpParticleGraphics.destroy();
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// Timer to increment score
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scoreTimer = this.time.addEvent({
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delay: 100,
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callback: () => {
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if (gameState === 'playing') {
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score++;
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scoreText.setText('Score: ' + score);
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const landParticleGraphics = this.add.graphics();
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landParticleGraphics.fillStyle(0xffffff, 0.5);
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landParticleGraphics.fillCircle(8, 8, 8);
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landParticleGraphics.generateTexture('land_particle', 16, 16);
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landParticleGraphics.destroy();
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this.jumpParticles = this.add.particles('jump_particle');
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this.jumpParticles.createEmitter({
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speed: { min: -100, max: 100 },
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angle: { min: 250, max: 290 },
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scale: { start: 0.8, end: 0 },
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blendMode: 'ADD',
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lifespan: 400,
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tint: { start: 0xffff00, end: 0xffffff },
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quantity: 15,
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on: false
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});
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this.landParticles = this.add.particles('land_particle');
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this.landParticles.createEmitter({
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speed: { min: 50, max: 100 },
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angle: { min: 260, max: 280 },
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scale: { start: 1, end: 0 },
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alpha: { start: 0.6, end: 0 },
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lifespan: 500,
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quantity: 20,
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on: false
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});
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this.physics.add.collider(this.player, this.ground);
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const handleAction = () => {
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if (this.gameState === 'playing' && this.player.body.touching.down) {
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this.player.body.setVelocityY(-500);
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this.jumpParticles.emitParticleAt(this.player.x, this.player.y + 25);
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} else if (this.gameState === 'gameOver') {
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this.scene.start('MainMenuScene'); // Go back to menu
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}
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},
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callbackScope: this,
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loop: true
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});
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};
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// Game Over text (initially invisible)
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gameOverText = this.add.text(400, 250, 'Game Over', { fontSize: '64px', fill: '#ff0000', align: 'center' }).setOrigin(0.5);
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restartText = this.add.text(400, 380, 'Click or Press Space to Restart', { fontSize: '32px', fill: '#fff' }).setOrigin(0.5);
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gameOverText.setVisible(false);
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restartText.setVisible(false);
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}
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this.input.on('pointerdown', handleAction);
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this.input.keyboard.on('keydown-SPACE', handleAction);
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function update () {
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// Always scroll the starfield, even on game over screen
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bg1.tilePositionX += 0.2;
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bg2.tilePositionX += 0.4;
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bg3.tilePositionX += 0.8;
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this.obstacles = this.physics.add.group();
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this.physics.add.collider(this.player, this.obstacles, this.hitObstacle, null, this);
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// Stop all game logic updates if the game is over
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if (gameState !== 'playing') {
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return;
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this.coins = this.physics.add.group({ allowGravity: false });
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this.physics.add.overlap(this.player, this.coins, this.collectCoin, null, this);
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this.shields = this.physics.add.group({ allowGravity: false });
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this.physics.add.overlap(this.player, this.shields, this.collectShield, null, this);
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this.obstacleTimer = this.time.addEvent({ delay: 1500, callback: this.addObstacle, callbackScope: this, loop: true });
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this.coinTimer = this.time.addEvent({ delay: 2000, callback: this.addCoin, callbackScope: this, loop: true });
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this.shieldTimer = this.time.addEvent({ delay: 10000, callback: this.addShield, callbackScope: this, loop: true });
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this.scoreText = this.add.text(16, 16, 'Score: 0', { fontSize: '32px', fill: '#fff' });
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this.highScoreText = this.add.text(16, 50, `Best: ${this.highScore}`, { fontSize: '24px', fill: '#fff', alpha: 0.7 });
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this.scoreTimer = this.time.addEvent({
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delay: 100,
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callback: () => {
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if (this.gameState === 'playing') {
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this.score++;
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this.scoreText.setText('Score: ' + this.score);
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}
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},
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callbackScope: this,
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loop: true
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});
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this.gameOverText = this.add.text(400, 250, 'Game Over', { fontSize: '64px', fill: '#ff0000', align: 'center' }).setOrigin(0.5).setVisible(false);
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this.restartText = this.add.text(400, 380, 'Click or Press Space for Menu', { fontSize: '32px', fill: '#fff' }).setOrigin(0.5).setVisible(false);
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}
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const onGround = player.body.touching.down;
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if (onGround && !wasOnGround) {
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landParticles.emitParticleAt(player.x, player.y + 20);
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}
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wasOnGround = onGround;
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update() {
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this.bg1.tilePositionX += 0.2;
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this.bg2.tilePositionX += 0.4;
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this.bg3.tilePositionX += 0.8;
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// Automatically destroy obstacles that go off-screen
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obstacles.getChildren().forEach(obstacle => {
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if (obstacle.x < -50) {
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if (this.gameState !== 'playing') {
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return;
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}
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const onGround = this.player.body.touching.down;
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if (onGround && !this.wasOnGround) {
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this.landParticles.emitParticleAt(this.player.x, this.player.y + 20);
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}
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this.wasOnGround = onGround;
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['obstacles', 'coins', 'shields'].forEach(groupName => {
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this[groupName].getChildren().forEach(child => {
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if (child.x < -50) {
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child.destroy();
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}
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});
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});
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}
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addObstacle() {
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if (this.gameState !== 'playing') return;
|
||||
const isFlying = Phaser.Math.Between(0, 2) === 0;
|
||||
const obstacleHeight = Phaser.Math.Between(50, 120);
|
||||
let obstacleY = isFlying ? Phaser.Math.Between(400, 480) : 600 - obstacleHeight;
|
||||
const obstacle = this.add.rectangle(850, obstacleY, 50, obstacleHeight, isFlying ? 0x00aaff : 0x00ff00).setOrigin(0.5, 0);
|
||||
this.physics.add.existing(obstacle);
|
||||
this.obstacles.add(obstacle);
|
||||
obstacle.body.setVelocityX(-200).setImmovable(true).setAllowGravity(false);
|
||||
}
|
||||
|
||||
addCoin() {
|
||||
if (this.gameState !== 'playing') return;
|
||||
const coin = this.add.circle(850, Phaser.Math.Between(300, 500), 15, 0xffff00);
|
||||
this.physics.add.existing(coin);
|
||||
this.coins.add(coin);
|
||||
coin.body.setVelocityX(-200).setAllowGravity(false);
|
||||
}
|
||||
|
||||
addShield() {
|
||||
if (this.gameState !== 'playing') return;
|
||||
const shield = this.add.rectangle(850, Phaser.Math.Between(300, 500), 30, 30, 0x0000ff).setOrigin(0.5);
|
||||
this.physics.add.existing(shield);
|
||||
this.shields.add(shield);
|
||||
shield.body.setVelocityX(-200).setAllowGravity(false);
|
||||
}
|
||||
|
||||
collectCoin(player, coin) {
|
||||
coin.destroy();
|
||||
this.score += 100;
|
||||
this.scoreText.setText('Score: ' + this.score);
|
||||
}
|
||||
|
||||
collectShield(player, shield) {
|
||||
shield.destroy();
|
||||
player.isInvincible = true;
|
||||
player.setAlpha(0.5);
|
||||
this.time.delayedCall(10000, () => {
|
||||
player.isInvincible = false;
|
||||
player.setAlpha(1);
|
||||
}, [], this);
|
||||
}
|
||||
|
||||
hitObstacle(player, obstacle) {
|
||||
if (player.isInvincible) {
|
||||
obstacle.destroy();
|
||||
return;
|
||||
}
|
||||
});
|
||||
}
|
||||
if (this.gameState === 'gameOver') return;
|
||||
|
||||
function addObstacle() {
|
||||
if (gameState !== 'playing') return;
|
||||
this.gameState = 'gameOver';
|
||||
this.physics.pause();
|
||||
[this.obstacleTimer, this.scoreTimer, this.coinTimer, this.shieldTimer].forEach(timer => timer.remove());
|
||||
|
||||
const isFlying = Phaser.Math.Between(0, 2) === 0; // 1 in 3 chance
|
||||
const obstacleHeight = Phaser.Math.Between(50, 120);
|
||||
let obstacleY;
|
||||
let obstacleColor = 0x00ff00; // Default green
|
||||
player.list.forEach(child => child.setTint && child.setTint(0xff0000));
|
||||
|
||||
if (isFlying) {
|
||||
// Flying obstacle
|
||||
obstacleY = Phaser.Math.Between(400, 480); // Adjusted Y to avoid being too high
|
||||
obstacleColor = 0x00aaff; // Light blue for flying
|
||||
} else {
|
||||
// Ground obstacle
|
||||
obstacleY = 600 - obstacleHeight;
|
||||
}
|
||||
|
||||
const obstacle = this.add.rectangle(850, obstacleY, 50, obstacleHeight, obstacleColor).setOrigin(0.5, 0);
|
||||
|
||||
this.physics.add.existing(obstacle);
|
||||
obstacles.add(obstacle);
|
||||
|
||||
obstacle.body.setVelocityX(-200);
|
||||
obstacle.body.setImmovable(true);
|
||||
obstacle.body.setAllowGravity(false);
|
||||
}
|
||||
|
||||
function hitObstacle(player, obstacle) {
|
||||
if (gameState === 'gameOver') return; // Don't run this logic twice
|
||||
|
||||
gameState = 'gameOver';
|
||||
this.physics.pause(); // Stop all physics
|
||||
|
||||
// Stop timers
|
||||
obstacleTimer.remove();
|
||||
scoreTimer.remove();
|
||||
|
||||
// Make player red to show they've been hit
|
||||
player.list.forEach(child => {
|
||||
if (child.setTint) {
|
||||
child.setTint(0xff0000);
|
||||
if (this.score > this.highScore) {
|
||||
this.highScore = this.score;
|
||||
localStorage.setItem('highScore', this.highScore);
|
||||
}
|
||||
});
|
||||
|
||||
// Check for and set high score
|
||||
if (score > highScore) {
|
||||
highScore = score;
|
||||
localStorage.setItem('highScore', highScore);
|
||||
this.gameOverText.setText(`Game Over\nScore: ${this.score}\nBest: ${this.highScore}`).setVisible(true);
|
||||
this.restartText.setVisible(true);
|
||||
this.highScoreText.setVisible(false);
|
||||
}
|
||||
|
||||
// Show "Game Over" text
|
||||
gameOverText.setText(`Game Over\nScore: ${score}\nBest: ${highScore}`);
|
||||
gameOverText.setVisible(true);
|
||||
restartText.setVisible(true);
|
||||
highScoreText.setVisible(false); // Hide score during game over
|
||||
}
|
||||
|
||||
// Add all scenes to the game
|
||||
game.scene.add('MainMenuScene', MainMenuScene);
|
||||
game.scene.add('GameScene', GameScene);
|
||||
game.scene.add('RulesScene', RulesScene);
|
||||
game.scene.add('HighScoresScene', HighScoresScene);
|
||||
|
||||
// Start with the Main Menu
|
||||
game.scene.start('MainMenuScene');
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user