# 首先得安装好npm和node.js !!! # webpack+phaser+javascript # 开发配置 初始化项目目录: npm init -y 安装phaser: npm install --save phaser 安装webpack和webpack扩展: npm install --save-dev webpack npm install --save-dev webpack-cli 安装webpack的copy和clean插件: npm install --save-dev copy-webpack-plugin npm install --save-dev clean-webpack-plugin npm install --save-dev html-webpack-plugin 再创建一个测试脚本: npm install --save-dev webpack-dev-server 这里有个要说明,如果安装phaser使用npm安装使用--save-dev,那么phaser就会会放到devDependencies。 dependencies:生产环境需要的依赖库; devDependencies:开发环境需要的依赖库; 创建一个webpack.development.js: ```js const path = require('path'); const { CleanWebpackPlugin } = require('clean-webpack-plugin'); const CopyWebpackPlugin = require('copy-webpack-plugin'); const HtmlWebpackPlugin = require("html-webpack-plugin"); module.exports = { entry: { // 入口点,即主 JavaScript 文件 app: './src/main.js', }, output: { // 输出文件,捆绑了所有库 filename: '[name]-[contenthash].bundle.js', // 输出包的路径,“dist” 文件夹 path: path.resolve(__dirname, 'dist/test'), // 静态资源文件 assetModuleFilename: "asset-packs/[name]-[hash][ext][query]", }, // 处于开发模式 mode: 'development', // 需要一个源映射 devtool: 'inline-source-map', plugins: [ new HtmlWebpackPlugin({ template: 'src/index.html', // 指定你的HTML模板 filename: 'index.html', // 输出的文件名 inject: 'body', // 将脚本插入到body底部 }), new CleanWebpackPlugin(), new CopyWebpackPlugin({ patterns: [ { from: 'src/favicon.ico', to: '' }, { from: 'src/assets', to: 'assets' } ], }), ], resolve: { extensions: [".tsx", ".ts", ".js"], }, // 开发服务器根目录是 “src” 文件夹 devServer: { static: './src' } }; ``` 创建一个webpack.production.js: ```js const path = require('path'); const { CleanWebpackPlugin } = require('clean-webpack-plugin'); const CopyWebpackPlugin = require('copy-webpack-plugin'); const HtmlWebpackPlugin = require('html-webpack-plugin'); module.exports = { entry: { // 入口点,即主 JavaScript 文件 app: './src/main.js', }, output: { // 输出文件,捆绑了所有库 filename: '[name]-[contenthash].bundle.js', // 输出包的路径,“dist” 文件夹 path: path.resolve(__dirname, 'dist/test'), // 静态资源文件 assetModuleFilename: "asset-packs/[name]-[hash][ext][query]", }, // 处于生产模式 mode: 'production', // 需要一个源映射 devtool: 'inline-source-map', plugins: [ new HtmlWebpackPlugin({ template: 'src/index.html', // 指定你的HTML模板 filename: 'index.html', // 输出的文件名 inject: 'body', // 将脚本插入到body底部 }), new CleanWebpackPlugin(), new CopyWebpackPlugin({ patterns: [ { from: 'src/favicon.ico', to: '' }, { from: 'src/assets', to: 'assets' } ], }), ], resolve: { extensions: [".tsx", ".ts", ".js"], }, }; ``` package.json中启动脚本改成如下: ```text "scripts": { "dev": "webpack serve --open --config webpack.development.js", "test": "webpack --config webpack.development.js", "pro": "webpack --config webpack.production.js" }, ``` # 前端相关的代码 创建新目录src,新建文件src/main.js,src/index.html 其中index.html代码如下: ```html Making your first Phaser 3 Game ``` main.js代码如下: ```js import Phaser from 'phaser'; class PlayGame extends Phaser.Scene { constructor() { super('PlayGame'); this.player = null; this.stars = null; this.bombs = null; this.platforms = null; this.cursors = null; this.score = 0; this.gameOver = false; this.scoreText = null; } preload() { // 加载游戏资源 this.load.image('sky', 'assets/sky.png'); this.load.image('ground', 'assets/platform.png'); this.load.image('star', 'assets/star.png'); this.load.image('bomb', 'assets/bomb.png'); this.load.spritesheet('dude', 'assets/dude.png', {frameWidth: 32, frameHeight: 48}); } create() { // 为我们的游戏设置一个简单的背景 this.add.image(400, 300, 'sky'); // platforms组包含了地面和我们可以跳跃的两个平台 this.platforms = this.physics.add.staticGroup(); // 这里我们创建了地面。 // 调整它的大小以适应游戏的宽度(原始大小为400x32) this.platforms.create(400, 568, 'ground').setScale(2).refreshBody(); // 现在让我们创建一些平台 this.platforms.create(600, 400, 'ground'); this.platforms.create(50, 250, 'ground'); this.platforms.create(750, 220, 'ground'); // 玩家和它的设置 this.player = this.physics.add.sprite(100, 450, 'dude'); // 玩家的物理属性。给这个小家伙一点弹性。 this.player.setBounce(0.2); this.player.setCollideWorldBounds(true); // 我们的玩家动画,转身,向左走和向右走。 this.anims.create({ key: 'left', frames: this.anims.generateFrameNumbers('dude', {start: 0, end: 3}), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'turn', frames: [{key: 'dude', frame: 4}], frameRate: 20 }); this.anims.create({ key: 'right', frames: this.anims.generateFrameNumbers('dude', {start: 5, end: 8}), frameRate: 10, repeat: -1 }); // 输入事件 this.cursors = this.input.keyboard.createCursorKeys(); // 一些星星供收集,总共12个,沿x轴均匀间隔70像素 this.stars = this.physics.add.group({ key: 'star', repeat: 11, setXY: {x: 12, y: 0, stepX: 70} }); this.stars.children.iterate(function (child) { // 给每个星星稍微不同的弹性 child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8)); }); this.bombs = this.physics.add.group(); // 得分 this.scoreText = this.add.text(16, 16, 'score: 0', {fontSize: '32px', fill: '#000'}); // 让玩家和星星与平台碰撞 this.physics.add.collider(this.player, this.platforms); this.physics.add.collider(this.stars, this.platforms); this.physics.add.collider(this.bombs, this.platforms); // 检查玩家是否与任何星星重叠,如果是,则调用collectStar函数 this.physics.add.overlap(this.player, this.stars, this.collectStar, null, this); this.physics.add.collider(this.player, this.bombs, this.hitBomb, null, this); } update() { if (this.gameOver) { return; } // 控制玩家移动 this.controlPlayerMovement(); // 玩家跳跃 if (this.cursors.up.isDown && this.player.body.touching.down) { this.player.setVelocityY(-330); } } controlPlayerMovement() { if (this.cursors.left.isDown) { this.player.setVelocityX(-160); this.player.anims.play('left', true); } else if (this.cursors.right.isDown) { this.player.setVelocityX(160); this.player.anims.play('right', true); } else { this.player.setVelocityX(0); this.player.anims.play('turn'); } } collectStar(player, star) { // 收集星星 star.disableBody(true, true); // 增加分数 this.score += 10; this.scoreText.setText('Score: ' + this.score); if (this.stars.countActive(true) === 0) { // 生成新的星星 this.stars.children.iterate((child) => { child.enableBody(true, child.x, 0, true, true); }); let x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400); let bomb = this.bombs.create(x, 16, 'bomb'); bomb.setBounce(1); bomb.setCollideWorldBounds(true); bomb.setVelocity(Phaser.Math.Between(-200, 200), 20); bomb.allowGravity = false; } } hitBomb(player, bomb) { // 碰撞炸弹 this.physics.pause(); player.setTint(0xff0000); player.anims.play('turn'); this.gameOver = true; } } const config = { type: Phaser.AUTO, width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: {y: 300}, debug: false } }, scene: PlayGame }; const game = new Phaser.Game(config); ``` 在到src目录下创建asserts,放图片资源。 项目启动测试环境: npm run dev 项目打包测试环境: npm run test 项目打包生产环境: npm run pro