258 lines
7.3 KiB
JavaScript
258 lines
7.3 KiB
JavaScript
const config = {
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type: Phaser.AUTO,
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width: 800,
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height: 600,
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physics: {
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default: 'arcade',
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arcade: {
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gravity: { y: 800 },
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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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};
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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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let bg1;
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let bg2;
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let bg3;
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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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}
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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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}
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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 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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// 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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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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// --- 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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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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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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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.physics.add.collider(player, ground);
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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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this.scene.restart();
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}
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};
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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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obstacles = this.physics.add.group();
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this.physics.add.collider(player, obstacles, hitObstacle, null, this);
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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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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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// 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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}
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},
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callbackScope: this,
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loop: true
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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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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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// 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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}
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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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// 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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obstacle.destroy();
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}
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});
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}
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function addObstacle() {
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if (gameState !== 'playing') return;
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const isFlying = Phaser.Math.Between(0, 2) === 0; // 1 in 3 chance
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const obstacleHeight = Phaser.Math.Between(50, 120);
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let obstacleY;
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let obstacleColor = 0x00ff00; // Default green
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if (isFlying) {
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// Flying obstacle
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obstacleY = Phaser.Math.Between(400, 480); // Adjusted Y to avoid being too high
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obstacleColor = 0x00aaff; // Light blue for flying
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} else {
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// Ground obstacle
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obstacleY = 600 - obstacleHeight;
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}
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const obstacle = this.add.rectangle(850, obstacleY, 50, obstacleHeight, obstacleColor).setOrigin(0.5, 0);
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this.physics.add.existing(obstacle);
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obstacles.add(obstacle);
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obstacle.body.setVelocityX(-200);
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obstacle.body.setImmovable(true);
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obstacle.body.setAllowGravity(false);
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}
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function hitObstacle(player, obstacle) {
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if (gameState === 'gameOver') return; // Don't run this logic twice
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gameState = 'gameOver';
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this.physics.pause(); // Stop all physics
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// Stop timers
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obstacleTimer.remove();
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scoreTimer.remove();
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// Make player red to show they've been hit
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player.list.forEach(child => {
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if (child.setTint) {
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child.setTint(0xff0000);
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}
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});
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// Check for and set high score
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if (score > highScore) {
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highScore = score;
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localStorage.setItem('highScore', highScore);
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}
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// Show "Game Over" text
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gameOverText.setText(`Game Over\nScore: ${score}\nBest: ${highScore}`);
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gameOverText.setVisible(true);
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restartText.setVisible(true);
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highScoreText.setVisible(false); // Hide score during game over
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}
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