30772-dev/game.js
Flatlogic Bot 4ca6854316 game
2025-09-01 14:43:00 +00:00

258 lines
7.3 KiB
JavaScript

const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 800 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
const game = new Phaser.Game(config);
let player;
let ground;
let obstacles;
let score = 0;
let scoreText;
let highScore = 0;
let highScoreText;
let bg1;
let bg2;
let bg3;
let jumpParticles;
let landParticles;
let wasOnGround = false;
let gameState = 'playing'; // Can be 'playing' or 'gameOver'
let gameOverText;
let restartText;
let obstacleTimer;
let scoreTimer;
function preload () {
}
function create () {
gameState = 'playing';
// --- Get High Score ---
highScore = localStorage.getItem('highScore') || 0;
// --- Create Starfield ---
const starfieldGraphics = this.add.graphics();
starfieldGraphics.fillStyle(0xffffff);
for (let i = 0; i < 100; i++) {
starfieldGraphics.fillPoint(
Phaser.Math.Between(0, 800),
Phaser.Math.Between(0, 600),
Phaser.Math.Between(1, 2)
);
}
starfieldGraphics.generateTexture('starfield', 800, 600);
starfieldGraphics.destroy();
bg1 = this.add.tileSprite(400, 300, 800, 600, 'starfield').setAlpha(0.3);
bg2 = this.add.tileSprite(400, 300, 800, 600, 'starfield').setAlpha(0.6);
bg3 = this.add.tileSprite(400, 300, 800, 600, 'starfield');
// Create the ground
ground = this.add.rectangle(400, 580, 800, 40, 0x333333).setOrigin(0.5);
this.physics.add.existing(ground, true);
// Create the player
player = this.add.container(100, 450);
const body = this.add.rectangle(0, 0, 40, 40, 0xff8800);
const cockpit = this.add.rectangle(10, -5, 20, 20, 0x88ccff);
const wing = this.add.triangle(0, 0, -20, -15, -20, 15, 0, 0, 0xffffff);
player.add([body, cockpit, wing]);
this.physics.add.existing(player);
player.body.setBounce(0);
player.body.setCollideWorldBounds(true);
player.body.setSize(40, 40);
// --- Particle Effects ---
const jumpParticleGraphics = this.add.graphics();
jumpParticleGraphics.fillStyle(0xffffff, 1);
jumpParticleGraphics.fillGradientStyle(0xffff00, 0xffff00, 0xffffff, 0xffffff, 1);
jumpParticleGraphics.fillRect(0, 0, 16, 16);
jumpParticleGraphics.generateTexture('jump_particle', 16, 16);
jumpParticleGraphics.destroy();
const landParticleGraphics = this.add.graphics();
landParticleGraphics.fillStyle(0xffffff, 0.5);
landParticleGraphics.fillCircle(8, 8, 8);
landParticleGraphics.generateTexture('land_particle', 16, 16);
landParticleGraphics.destroy();
jumpParticles = this.add.particles('jump_particle');
jumpParticles.createEmitter({
speed: { min: -100, max: 100 },
angle: { min: 250, max: 290 },
scale: { start: 0.8, end: 0 },
blendMode: 'ADD',
lifespan: 400,
tint: { start: 0xffff00, end: 0xffffff },
quantity: 15,
on: false
});
landParticles = this.add.particles('land_particle');
landParticles.createEmitter({
speed: { min: 50, max: 100 },
angle: { min: 260, max: 280 },
scale: { start: 1, end: 0 },
alpha: { start: 0.6, end: 0 },
lifespan: 500,
quantity: 20,
on: false
});
this.physics.add.collider(player, ground);
// --- ACTION HANDLER ---
const handleAction = () => {
if (gameState === 'playing' && player.body.touching.down) {
player.body.setVelocityY(-500);
jumpParticles.emitParticleAt(player.x, player.y + 25);
} else if (gameState === 'gameOver') {
this.scene.restart();
}
};
// Input for jumping and restarting
this.input.on('pointerdown', handleAction);
this.input.keyboard.on('keydown-SPACE', handleAction);
obstacles = this.physics.add.group();
this.physics.add.collider(player, obstacles, hitObstacle, null, this);
// Timer to add new obstacles
obstacleTimer = this.time.addEvent({
delay: 1500,
callback: addObstacle,
callbackScope: this,
loop: true
});
score = 0;
scoreText = this.add.text(16, 16, 'Score: 0', { fontSize: '32px', fill: '#fff' });
highScoreText = this.add.text(16, 50, `Best: ${highScore}`, { fontSize: '24px', fill: '#fff', alpha: 0.7 });
// Timer to increment score
scoreTimer = this.time.addEvent({
delay: 100,
callback: () => {
if (gameState === 'playing') {
score++;
scoreText.setText('Score: ' + score);
}
},
callbackScope: this,
loop: true
});
// Game Over text (initially invisible)
gameOverText = this.add.text(400, 250, 'Game Over', { fontSize: '64px', fill: '#ff0000', align: 'center' }).setOrigin(0.5);
restartText = this.add.text(400, 380, 'Click or Press Space to Restart', { fontSize: '32px', fill: '#fff' }).setOrigin(0.5);
gameOverText.setVisible(false);
restartText.setVisible(false);
}
function update () {
// Always scroll the starfield, even on game over screen
bg1.tilePositionX += 0.2;
bg2.tilePositionX += 0.4;
bg3.tilePositionX += 0.8;
// Stop all game logic updates if the game is over
if (gameState !== 'playing') {
return;
}
const onGround = player.body.touching.down;
if (onGround && !wasOnGround) {
landParticles.emitParticleAt(player.x, player.y + 20);
}
wasOnGround = onGround;
// Automatically destroy obstacles that go off-screen
obstacles.getChildren().forEach(obstacle => {
if (obstacle.x < -50) {
obstacle.destroy();
}
});
}
function addObstacle() {
if (gameState !== 'playing') return;
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
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);
}
});
// Check for and set high score
if (score > highScore) {
highScore = score;
localStorage.setItem('highScore', highScore);
}
// 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
}