HTML5GAME :: Phaser Js 로 HTML5 물리엔진 기반 게임을 만드는 법

달력

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프로토 타입은 One Tap RPG 게임을 기반으로 정했습니다.




게임이 맘에 들지 않았지만 물리엔진으로 구동되는 작은 Phaser 프로토 타입을 개발했습니다.


게임은 간단하지만 다음과 같은 흥미로운 기능을 포함합니다.


* P2 물리학

* 중력과 배상

* 연락 청취자


* 정적 및 동적 몸체


다음은 완전히 주석 처리 된 소스 코드입니다. 이해하기 쉽고 개선하기 쉽습니다.

window.onload = function() {

var game = new Phaser.Game(320,480,Phaser.CANVAS,"",{preload:onPreload, create:onCreate, update:onUpdate});

     // the hero!!

var hero;

// an array which will contain all game items. Used just to be sure items will be placed

// not so close to each others

     var gameItems=[];

     // game text displaying floor,level, lives and so on

     var gameText = "";

     // group which will contain all level assets

     var levelGroup;

   

     // starting level

     var level=1;

     // starting experience

     var exp=0;

     // starting lives

     var lives=3;

     // starting floor

     var floor=1;

     // starting gold

     var gold=0;

     function onPreload() {

      // preloading images

game.load.image("skull","assets/skull.png");

game.load.image("coin","assets/coin.png");

game.load.image("hero","assets/hero.png");

}

// going fullscreen

function goFullScreen(){

          game.scale.pageAlignHorizontally = true;

      game.scale.pageAlignVertically = true;

      game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;

game.scale.setScreenSize();

     }

function onCreate() {

goFullScreen();

// dark grey background color

game.stage.backgroundColor = '#2d2d2d';

// starting P2 physics system

game.physics.startSystem(Phaser.Physics.P2JS);

// setting a soft gravity...

game.physics.p2.gravity.y = 200;

// ... but a high restitution

game.physics.p2.restitution = 0.9;

// level creation

createLevel();

// listener for input down, to call addHero when triggered

game.input.onDown.add(addHero, this);

// setting physics world boundaries, only left and right (the first two "true")

game.physics.p2.setBoundsToWorld(true, true, false, false, false);

// adding the HUD text

gameText = game.add.text(0,0, "",{font:"normal 12px arial",fill: "#ffffff"})

// updating the text

updateText();

}

function createLevel(){

// level creation is very easy, first we add a group

levelGroup = game.add.group();

// the array of items starts as an empty array

gameItems = [];

// placing 18 items per level

for(var i=0;i<18;i++){

// skulls will be placed more and more often

if(Math.random()<0.6+(level/1000)){

gameItems[i] = game.add.sprite(0,0,"skull");

gameItems[i].name = "skull";

}

// adding coins

else{

gameItems[i] = game.add.sprite(0,0,"coin");

gameItems[i].name = "coin";

}

// adding the last created item to levelgroup

levelGroup.add(gameItems[i]);

// setting its registration point in the middle

gameItems[i].anchor.setTo(0.5,0.5);

// keep moving the item until id does not ovelap with other items

do{

gameItems[i].x = Math.random()*300+10;

gameItems[i].y = Math.random()*360+100;

} while(itemsOverlap());

// enabling item to react to physics

game.physics.p2.enable(gameItems[i]);

// setting it as a 24 pixels radius circle

gameItems[i].body.setCircle(24);

// setting items as static

gameItems[i].body.static=true;

}

}

function addHero(){

// once the hero is added, remove the listener

game.input.onDown.remove(addHero, this);

// placing hero sprite x = horizontal coordinate of your input, y = outside the stage at the top

hero = game.add.sprite(game.input.worldX,-50,"hero");

// adding the hero to the group

levelGroup.add(hero);

// enabling the hero to react to physics

game.physics.p2.enable(hero);

// listener for hero contacts, heroHit to be called when triggered

hero.body.onBeginContact.add(heroHit, this);

}

function heroHit(body){

// if the hero hits an ACTUAL body (not a world boundary)

if(body){

switch(body.sprite.name){

// if it's a coin, remove the body, update the score

case "coin":

gold+=(level*floor);

body.sprite.kill();

break;

// if it's a skull, remove the body, update experience...

case "skull":

// ... but ONLY if the hero is above the skull

if(hero.y<body.y){

body.sprite.kill();

exp+=1;

if(exp>level*level/2){

level++;

lives++;

exp=0;

}

}

else{

// otherwise decrease the lives and show a bit of "blood"

lives--;

game.stage.backgroundColor = "#ff0000";

}

break;

}

}

else{

// if the hero do not hit an ACTUAL body (that is it hit a world boundary)

// decrease the lives and show a bit of "blood"

lives--;

game.stage.backgroundColor = "#ff0000";

}

if(lives==0){

// no lives = game over

hero.kill();

}

// updating HUD text

updateText();

}

function updateText(){

// just writing a string

gameText.setText("Floor: "+floor+" - Lives: "+lives+" - Level: "+level+" - Exp: "+exp+" - Gold: "+gold);

}

function onUpdate() {

// set background color to dark grey. Should be optimized

game.stage.backgroundColor = "#2d2d2d";

// if the hero is in game...

if(hero){

// and its y position is more than 500 (outside the bottom of the screen)

if(hero.y>500){

// preparing for next level

hero.y=0;

levelGroup.destroy(true);

game.input.onDown.add(addHero, this);

floor++;

lives++;

updateText();

createLevel();

}

}

}

// just a function to see if the latest item overlaps with previous ones

function itemsOverlap(){

for(var i=0;i<gameItems.length-1;i++){

var distance = manhattanDistance(gameItems[i],gameItems[gameItems.length-1]);

if(distance<50){

return true;

}

}

return false;

}

// manhattan distance.

function manhattanDistance(from,to){

return Math.abs(from.x-to.x)+Math.abs(from.y-to.y)

}

};


소스 코드를 다운로드하십시오.





Posted by 마스터킹
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