phaser示例小游戏
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README.md

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:

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:

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:

"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:

<!doctype html>
<html lang="cn">
<head>
    <meta charset="UTF-8">
    <meta name="viewport"
          content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <title>Making your first Phaser 3 Game</title>
    <!-- 指定favicon.ico的路径 -->
    <link rel="shortcut icon" href="./favicon.ico" type="image/x-icon">
    <link rel="icon" href="./favicon.ico" type="image/x-icon">
    <style type="text/css">
        body {
            margin: 0;
        }
    </style>
</head>
<body>
</body>
</html>

main.js代码如下:

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