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body,
canvas
{
display: block;
margin: auto;
background: #16191b;
max-width: 100%;
}
var config = {
type: Phaser.AUTO,
width: 800,
height: 400,
transparent: true,
physics: {
default: 'arcade',
arcade: {
fps: 120,
gravity: { y: 300 }
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var player,
baddie,
coins,
scoreCoin,
scoreCoinTimeline,
platforms,
ladders,
cursors,
score = 0,
scoreText,
acceleration = 600,
jumpVelocity = -330,
wasStanding = false,
onLadder = false,
edgeTimer = 0,
prevPos = 0,
yPos = 0,
touchJump = false,
touchJumpThreshold = 5,
touchSlider,
sliderBar,
sliderKnob,
touchMoving = false,
isTouch = false,
touchMoveThreshold = 3,
largeThumbMoveAcross = 25,
thumbSizeOffset = 60,
startX;
var game = new Phaser.Game(config);
function preload() {
this.load.setBaseURL("https://digitherium.com/codepen/phaserplatformer/");
this.load.image('ground', 'platform.jpg');
this.load.image('coin', 'coin.jpg');
this.load.image('hero', 'hero.jpg');
this.load.image('baddie', 'baddie.jpg');
this.load.image('ladder', 'ladder.png');
this.load.image("logo", "digitherium-logo.jpg");
this.load.image('touch-slider', 'touch-slider.png');
this.load.image('touch-knob', 'touch-knob.png');
}
function create() {
var logo = this.add.sprite(config.width / 2, config.height / 2, 'logo');
logo.alpha = 0.4;
logo.setScale(0.5);
this.input.addPointer(1);
platforms = this.physics.add.staticGroup();
platforms.create(400, 400, 'ground').setScale(2).refreshBody();
platforms.create(50, 240, 'ground');
platforms.create(750, 140, 'ground');
ladders = this.physics.add.staticGroup();
ladders.enableBody = true;
ladder = ladders.create(268, 296, 'ladder');
ladder.body.immovable = true;
player = this.physics.add.sprite(100, 350, 'hero');
player.setOrigin(.5, .5);
player.setCollideWorldBounds(true);
baddie = this.physics.add.sprite(620, 350, 'baddie');
baddie.setOrigin(.5, .5);
baddie.setCollideWorldBounds(true);
baddie.body.velocity.x = -100;
baddie.maxDistance = 300;
baddie.previousX = baddie.x;
buildTouchSlider(this);
//Set bounce to 0, so our hero just lands directly
player.setBounce(0);
//Set top speeds
player.body.maxVelocity.x = 200;
player.body.maxVelocity.y = 500;
cursors = this.input.keyboard.createCursorKeys();
coins = this.physics.add.group({
key: 'coin',
repeat: 11,
setXY: { x: 12, y: 0, stepX: 70 }
});
coins.children.iterate(function(child) {
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
});
scoreCoin = this.add.sprite(30, 32, 'coin');
scoreCoin.setOrigin(.5, .5);
scoreCoin.scaleX = .5;
scoreCoin.scaleY = .5;
scoreText = this.add.text(46, 20, '0', { fontSize: '24px', fill: '#fff' });
this.physics.add.collider(player, platforms);
this.physics.add.collider(baddie, platforms);
this.physics.add.collider(coins, platforms);
this.physics.add.overlap(player, coins, collectCoin, null, this);
this.physics.add.overlap(player, baddie, hitBaddie, null, this);
this.physics.add.overlap(player, ladders, isOnLadder, null, this);
}
function hitBaddie(player, baddie) {
if (baddie.body.touching.up && !baddie.hit) {
// set baddie as being hit and remove physics
baddie.disableBody(false, false);
player.setVelocityY(jumpVelocity);
var tween = this.tweens.add({
targets: baddie,
alpha: 0.3,
scaleX: 1.5,
scaleY: 1.5,
ease: 'Linear',
duration: 200,
onComplete: function() {
destroyGameObject(baddie);
},
});
}
//otherwise you've hit baddie, but not on the head. This makes you die
else {
//set player to dead
player.disableBody(false, false);
var tween = this.tweens.add({
targets: player,
alpha: 0.3,
scaleX: 1.1,
scaleY: 1.1,
angle: 90,
x: player.x - 20,
y: player.y - 20,
ease: 'Linear',
duration: 200,
onComplete: function() {
restartGame(this);
},
onCompleteScope: this
});
}
}
function restartGame(game) {
game.scene.restart();
}
function buildTouchSlider(game) {
sliderBar = game.add.sprite(0, 0, 'touch-slider');
sliderKnob = game.add.sprite(0, 0, 'touch-knob');
touchSlider = game.add.container(100, 450);
touchSlider.add(sliderBar);
touchSlider.add(sliderKnob);
touchSlider.alpha = 0;
}
function moveLeft(acceleration) {
var standing = player.body.blocked.down || player.body.touching.down;
//if hero is on ground then use full acceleration
if (standing) {
player.setAccelerationX(-acceleration);
}
//if hero is in the air then accelerate slower
else {
player.setAccelerationX(-acceleration / 3);
}
}
function moveRight(acceleration) {
var standing = player.body.blocked.down || player.body.touching.down;
//if hero is on ground then use full acceleration
if (standing) {
player.setAccelerationX(acceleration);
}
//if hero is in the air then accelerate slower
else {
player.setAccelerationX(acceleration / 3);
}
}
function switchDirection(baddie) {
//reverse velocity so baddie moves are same speed but in opposite direction
baddie.body.velocity.x *= -1;
//reset count
baddie.previousX = baddie.x;
//flip sprite
//baddie.scale.setTo(-baddie.scale.x, 1);
}
//called when player overlaps ladder
function isOnLadder() {
//set ladder flag to true and remove gravity
onLadder = true;
player.body.setAllowGravity(false);
}
function update() {
//built in arcade physics functions of blocked and touching to test for collisions in a given direction
var standing = player.body.blocked.down || player.body.touching.down,
//get current time in seconds
d = new Date(),
time = d.getTime();
//if left key is down then move left
if (cursors.left.isDown) {
moveLeft(acceleration);
}
//same deal but for right arrow
else if (cursors.right.isDown) {
moveRight(acceleration);
}
if (Math.abs(baddie.x - baddie.previousX) >= baddie.maxDistance) {
switchDirection(baddie);
}
//if either touch pointer is down. Two thumbs, two pointers
if (this.input.pointer1.isDown || this.input.pointer2.isDown) {
//work out half way point of our game
var leftHalf = config.width / 2;
//Left hand side - horizontal movement
//if thumb is on the left hand side of the screen we are dealing with horizontal movement
if (this.input.pointer1.x < leftHalf || this.input.pointer2.x < leftHalf) {
//reset pointer variable
var myMovePointer = null;
//here we get the pointer that is being used on the left hand side of screen. Depends which thumb they touched screen with first.
if (this.input.pointer1.x < leftHalf && this.input.pointer1.isDown) {
myMovePointer = this.input.pointer1;
}
if (this.input.pointer2.x < leftHalf && this.input.pointer2.isDown) {
myMovePointer = this.input.pointer2;
}
//if we have an active touch pointer on the left hand side of the screen then...
if (myMovePointer) {
//if touchSlide is not already showing then
if (!touchSlider.alpha) {
//make it visible
touchSlider.alpha = 1;
//position touchSlider to be where the users thumb or finger is
touchSlider.x = myMovePointer.x;
//with the Y pos we add a thumbSizeOffset so it's above the users thumb not hidden under it
touchSlider.y = myMovePointer.y - thumbSizeOffset;
//set our start point and reset slider display
startX = myMovePointer.x;
sliderKnob.x = 0;
}
//if thumb has moved left or right of where we started then move
if (myMovePointer.x < startX || myMovePointer.x > startX) {
//work out how far thumb has moved. Is this a big enough movement?
var movement = 0;
if (myMovePointer.x < startX) movement = startX - myMovePointer.x;
if (myMovePointer.x > startX) movement = myMovePointer.x - startX;
//If move is significant enough then move our character
if (movement > touchMoveThreshold) {
//set flag as we are definitely moving
touchMoving = true;
//set a flag so we know we are on a mobile device
isTouch = true;
//set slider knob position to be half way to edge
var sliderPos = 0;
//left
if (myMovePointer.x < startX) sliderPos = -(sliderBar.width / 4);
//right
if (myMovePointer.x > startX) sliderPos = sliderBar.width / 4;
//set acceleration to be an 8th of normal
var tmpAcceleration = acceleration / 8;
//if thumb has moved quite a lot, then go faster
if (movement > largeThumbMoveAcross) {
//the knob position should be at the edge as we're at full tilt
if (myMovePointer.x < startX) sliderPos = -(sliderBar.width / 2);
if (myMovePointer.x > startX) sliderPos = sliderBar.width / 2;
//acceleration is normal
tmpAcceleration = acceleration;
}
//tween slider knob to position we just worked out
var tween = this.tweens.add({
targets: sliderKnob,
x: sliderPos,
ease: "Power1",
duration: 300
});
if (myMovePointer.x < startX) moveLeft(tmpAcceleration);
if (myMovePointer.x > startX) moveRight(tmpAcceleration);
} else {
//If move is really, really small then we don't count it. Stop moving
//set moving flag to false
touchMoving = false;
//reset slider knob to center position
var tween = this.tweens.add({
targets: sliderKnob,
x: 0,
ease: "Power1",
duration: 300
});
}
}
}
}
//Right hand side - Touch Jumping
//if thumb is on the right hand side of the screen we are dealing with vertical movement - i.e. jumping.
if (this.input.pointer1.x > leftHalf || this.input.pointer2.x > leftHalf) {
//reset pointer variable
var myJumpPointer = null;
//get active touch pointer for this side of the screen
if (this.input.pointer1.x > leftHalf && this.input.pointer1.isDown) {
myJumpPointer = this.input.pointer1;
}
if (this.input.pointer2.x > leftHalf && this.input.pointer2.isDown) {
myJumpPointer = this.input.pointer2;
}
//if we have a touch pointer on right hand side of screen...
if (myJumpPointer) {
//store last y position of touch pointer
prevPos = yPos;
//get new position of touch pointer
yPos = myJumpPointer.y;
//check if we are currently overlapping a ladder. If we are then...
if (onLadder) {
//kill any upwards / downwards velocity from our hero
player.setVelocityY(0);
//if moving up with thumb then climb up the ladder
if (Math.floor(prevPos) > Math.floor(yPos)) {
if (!myMovePointer) {
//when moving vertically we want the player pefectly lined up
player.x = ladder.x;
//also kill any x velocity to be sure
player.setVelocityX(0);
player.setVelocityY(-100);
}
}
//if moving down with thumb then climb down the ladder
if (Math.floor(prevPos) < Math.floor(yPos)) {
if (!myMovePointer) {
//when moving vertically we want the player pefectly lined up
player.x = ladder.x;
//also kill any x velocity to be sure
player.setVelocityX(0);
player.setVelocityY(100);
}
}
}
//not on a ladder so go for a standard jump
else {
// if we have moved our thump upwards then we set jump flag to true
if (prevPos - yPos > touchJumpThreshold) {
touchJump = true;
}
}
}
}
//neither thumb is down so reset touch movement variables and hide touchSlider
} else {
touchSlider.alpha = 0;
startX = 0;
touchMoving = false;
if (onLadder) {
player.setVelocityY(0);
}
}
//if not moving left or right via keys or touch device...
if (!cursors.right.isDown && !cursors.left.isDown && !touchMoving) {
//if hero is close to having no velocity either left or right then set velocity to 0. This stops jerky back and forth as the hero comes to a halt. i.e. as we slow hero down, below a certain point we just stop them moving altogether as it looks smoother
if (Math.abs(player.body.velocity.x) < 10 && Math.abs(player.body.velocity.x) > -10) {
player.setVelocityX(0);
player.setAccelerationX(0);
} else {
//if our hero isn't moving left or right then slow them down
//this velocity.x check just works out whether we are setting a positive (going right) or negative (going left) number
player.setAccelerationX(
(player.body.velocity.x > 0 ? -1 : 1) * acceleration / 3
);
}
}
//get current time in seconds
var d = new Date();
var time = d.getTime();
//if we have just left the ground set edge time for 100ms time
if (!standing && wasStanding) {
edgeTimer = time + 100;
}
//if we are on a ladder and not on a touch device
if (onLadder && !isTouch) {
//kill any upwards / downwards velocity from our hero
player.setVelocityY(0);
if (cursors.up.isDown) {
if (!cursors.left.isDown && !cursors.right.isDown) {
//when moving vertically we want the player pefectly lined up
player.x = ladder.x;
//also kill any x velocity to be sure
player.setVelocityX(0);
player.setVelocityY(-100);
}
}
//if JUST down is being pressed then line up player perfectly with ladder.
//We do this to make it quicker - but like a firemans pole
if (cursors.down.isDown && !cursors.left.isDown && !cursors.right.isDown) {
//when moving vertically we want the player pefectly lined up
player.x = ladder.x;
//also kill any x velocity to be sure
player.setVelocityX(0);
player.setVelocityY(100);
}
}
//if player is standing, or just fallen off a ledge (within our allowed grace time) and..
//either up key is press, or touchjump flag is set AND they are not already jumping then jump!
if (
(standing || time <= edgeTimer) &&
(cursors.up.isDown || touchJump) &&
!jumping && !onLadder
) {
player.setVelocityY(jumpVelocity);
jumping = true;
}
//if not pressing up key...
if (!cursors.up.isDown) {
//if player is touching ground / platform then reset jump parametrs
if (player.body.touching.down) {
jumping = false;
touchJump = false;
prevPos = 0;
}
}
wasStanding = standing;
//if player is no longer on on ladder then turn gravity back on
if (!onLadder) player.body.setAllowGravity(true);
onLadder = false;
}
function collectCoin(player, coin) {
//stop coin for being collected twice, as it will stick around on the screen as it animnates
coin.disableBody(false, false);
//tween coin to score coin in corner shrink
var tween = this.tweens.add({
targets: coin,
alpha: 0.3,
angle: 720,
x: scoreCoin.x,
y: scoreCoin.y,
scaleX: 0.5,
scaleY: 0.5,
ease: 'Linear',
duration: 500,
onComplete: function() {
destroyGameObject(coin);
},
});
//check if we already have an animation
if (scoreCoinTimeline) {
//if animation isn't currently running, then run again
if (scoreCoinTimeline.progress == 1) {
animateScoreCoin(this);
}
}
//no animation to create one
else {
animateScoreCoin(this);
}
score += 10;
scoreText.setText(score);
}
//rotate score coin and make bigger before shrinking again
function animateScoreCoin(game) {
scoreCoinTimeline = game.tweens.timeline({
targets: scoreCoin,
duration: 100,
tweens: [{
scaleX: 0.8,
scaleY: 0.8,
angle: "+=45"
},
{
scaleX: 0.5,
scaleY: 0.5,
angle: "+=45"
}
]
});
}
function destroyGameObject(gameObject) {
// Removes any game object from the screen
gameObject.destroy();
}
Also see: Tab Triggers