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<html>
<head>
<title>Single Bullet</title>
<meta charset="utf-8">
<script src="https://cdn.jsdelivr.net/phaser/2.2.2/phaser.min.js"></script>
</head>
<body>
<div id="game"></div>
<script type="text/javascript">
var game = new Phaser.Game(640, 416, Phaser.AUTO, 'game'); //,{ preload: preload, create: create, update: update });
// Our core Bullet class
// This is a simple Sprite object that we set a few properties on
// It is fired by all of the Weapon classes
var Bullet = function (game, key) {
Phaser.Sprite.call(this, game, 0, 0, key);
this.texture.baseTexture.scaleMode = PIXI.scaleModes.NEAREST;
this.anchor.set(-11.5,-1.2);
this.checkWorldBounds = true;
this.outOfBoundsKill = true;
this.exists = false;
this.tracking = false;
this.scaleSpeed = 0;
};
Bullet.prototype = Object.create(Phaser.Sprite.prototype);
Bullet.prototype.constructor = Bullet;
Bullet.prototype.fire = function (x, y, angle, speed, gx, gy) {
gx = gx || 0;
gy = gy || 0;
this.reset(x, y);
this.scale.set(1);
this.game.physics.arcade.velocityFromAngle(angle, speed, this.body.velocity);
this.angle = angle;
this.body.gravity.set(gx, gy);
};
Bullet.prototype.update = function () {
if (this.tracking)
{
this.rotation = Math.atan2(this.body.velocity.y, this.body.velocity.x);
}
if (this.scaleSpeed > 0)
{
this.scale.x += this.scaleSpeed;
this.scale.y += this.scaleSpeed;
}
};
var SingleBullet = function (game) {
Phaser.Group.call(this, game, game.world, 'Single Bullet', false, true, Phaser.Physics.ARCADE);
this.nextFire = 0;
this.bulletSpeed = 1200;
this.fireRate = 1000;
for (var i = 0; i < 64; i++)
{
this.add(new Bullet(game, 'bullet5'), true);
}
return this;
};
SingleBullet.prototype = Object.create(Phaser.Group.prototype);
SingleBullet.prototype.constructor = SingleBullet;
SingleBullet.prototype.fire = function (source) {
if (game.time.time < this.nextFire) { return; }
var x = source.x + 10;
var y = source.y + 10;
var usable=this.getFirstExists(false);
if( usable ){
usable.fire(x, y, 0, this.bulletSpeed, 0, 0);
}
this.nextFire = game.time.time + this.fireRate;
};
var Game=function(){
this.game; // a reference to the currently running game (Phaser.Game)
this.add; // used to add sprites, text, groups, etc (Phaser.GameObjectFactory)
this.camera; // a reference to the game camera (Phaser.Camera)
this.cache; // the game cache (Phaser.Cache)
this.input; // the global input manager. You can access this.input.keyboard, this.input.mouse, as well from it. (Phaser.Input)
this.load; // for preloading assets (Phaser.Loader)
this.math; // lots of useful common math operations (Phaser.Math)
this.sound; // the sound manager - add a sound, play one, set-up markers, etc (Phaser.SoundManager)
this.stage; // the game stage (Phaser.Stage)
this.time; // the clock (Phaser.Time)
this.tweens; // the tween manager (Phaser.TweenManager)
this.state; // the state manager (Phaser.StateManager)
this.world; // the game world (Phaser.World)
this.particles; // the particle manager (Phaser.Particles)
this.physics; // the physics manager (Phaser.Physics)
this.rnd;
this.background=null;
this.foreground=null;
this.player=null;
this.cursors=null;
this.speed = 300;
this.weapon = null;
this.flag = 0;
this.score = 0;
this.scoreText = null;
this.flame = null;
this.timeCounter = null;
this.leftTime = null;
this.leftTimeText = null;
this.timesup_title = null;
this.go_title = null;
this.mummy = null;
this.bara = null;
this.bakuhatu = null;
}
Game.prototype={
init: function() {
this.game.renderer.renderSession.roundPixels = true;
this.game.physics.startSystem(Phaser.Physics.ARCADE);
},
preload: function() {
this.load.crossOrigin = 'anonymous';
this.load.image('ground', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/platform.png');
this.load.image('background', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/20071014_419307.png');
//this.load.image('foreground', 'assets/fore.png');
this.load.spritesheet('player', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/sensya.png', 200, 90);
this.load.spritesheet('star', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/hitodama2.png', 36, 55);
this.load.image('flame', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/efa.png');
this.load.image('bara', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/lgi01a2014072318.png');
// this.load.bitmapFont('shmupfont', 'assets/shmupfont.png', 'assets/shmupfont.xml');
this.load.image('bullet5', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1540498/bullet5.png');
this.load.image('timesup', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/taimeup.png');
this.load.spritesheet('mummy', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/lgi01a20140723180.png', 100, 173);
this.load.image('bakuhatu', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/Explosion-417894_icon.png');
this.load.image('go', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/ouver.png');
// Note: Graphics are not for use in any commercial project
},
create: function(){
//platforms = game.add.group();
// We will enable physics for any object that is created in this group
//platforms.enableBody = true;
// Here we create the ground.
//var ground = platforms.create(0, game.world.height - 20, 'ground');
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
//ground.scale.setTo(2, 2);
// This stops it from falling away when you jump on it
//ground.body.immovable = true;
this.background = this.add.tileSprite(0, 0, this.game.width, this.game.height, 'background');
this.background.autoScroll(-40, 0);
this.stars = this.add.group();
this.stars.enableBody = true;
this.mummys = this.add.group();
this.mummys.enableBody = true;
scoreText = game.add.text(16, 16, 'スコア: 0', { fontSize: '32px', fill: '#fff' });
this.time.advancedTiming = true;
this.timeCounter = 0;
this.leftTime = 60; //こここここここおこここここ
this.leftTimeText = this.add.text(16, 40, 'Time: 60', { fontSize: '28px', fill: '#FFF' });
this.player = this.add.sprite(30, 150, 'player');
this.physics.arcade.enable(this.player);
this.player.body.bounce.y = 0.2;
this.player.body.gravity.y = 50000;
this.player.body.collideWorldBounds = true;
this.player.body.setSize(10,69,100,34);
this.player.animations.add('up', [1,2], 1000, true);
this.player.animations.add('right',[5,6], 1000, true);
this.player.animations.add('left',[3,4], 1000, true);
// this.mummy.animations.add('walk',[0,1,0,2],5,true);
this.cursors = this.input.keyboard.createCursorKeys();
this.input.keyboard.addKeyCapture([ Phaser.Keyboard.SPACEBAR ]);
this.weapon=new SingleBullet(game);
this.flame = this.add.sprite(0, 0, 'flame');
this.flame.anchor.set(0.5);
this.flame.visible = false;
this.bara = this.add.sprite(0, 0, 'bara');
this.bara.anchor.set(0.5);
this.bara.visible = false;
this.bakuhatu = this.add.sprite(0, 0, 'bakuhatu');
this.bakuhatu.anchor.set(0.5);
this.bakuhatu.visible = false;
},
collectMummy: function(weapon, mummy){
mummy.kill();
weapon.kill();
this.fireeee(mummy);
this.score += 1;
scoreText.text = 'スコア: ' + this.score;
},
collectStar: function(weapon, star){
// this.flag += 1;
star.kill();
weapon.kill();
this.fireee(star);
this.score += 5;
scoreText.text = 'スコア: ' + this.score;
},
collectP: function(player, mummy){
player.kill();
this.bakuhatu.x = player.x+23.5;
this.bakuhatu.y = player.y+32;
this.bakuhatu.alpha = 1;
this.bakuhatu.visible = true;
// Boom
this.add.tween(this.bakuhatu).to( { alpha: 0 }, 2000, "Linear", true);
this.go_title = this.add.sprite(130, 100, 'go');
this.game.paused = true;
var pausedText = this.add.text(120, 300, "クリックするとタイトルに戻ります", { fontSize: '28px', fill: '#FFF' });
this.input.onDown.add(function(){
pausedText.destroy();
this.game.paused = false;
this.score = 0;
this.state.start('Boot');
}, this);
},
fireee: function (star) {
this.flame.x = star.x+23.5;
this.flame.y = star.y+32;
this.flame.alpha = 1;
this.flame.visible = true;
// Boom
this.add.tween(this.flame).to( { alpha: 0 }, 2000, "Linear", true);
},
fireeee: function(mummy){
this.bara.x = mummy.x+20;
this.bara.y = mummy.y+100;
this.bara.alpha = 1;
this.bara.visible = true;
// Boom
this.add.tween(this.bara).to( { alpha: 0 }, 2000, "Linear", true);
},
quitGame: function (pointer){
this.timesup_title = this.add.sprite(130, 100, 'timesup');
this.game.paused = true;
var pausedText = this.add.text(120, 300, "クリックするとタイトルに戻ります", { fontSize: '28px', fill: '#FFF' });
this.input.onDown.add(function(){
pausedText.destroy();
this.game.paused = false;
this.score = 0;
this.state.start('Boot');
}, this);
},
update: function(){
this.player.body.velocity.set(0);
this.physics.arcade.overlap(this.weapon, this.stars, this.collectStar, null, this);
this.physics.arcade.overlap(this.weapon, this.mummys, this.collectMummy, null, this);
this.physics.arcade.overlap(this.player, this.mummys, this.collectP, null, this);
if (this.cursors.left.isDown)
{
this.player.body.velocity.x = -this.speed;
}
else if (this.cursors.right.isDown)
{
this.player.body.velocity.x = this.speed;
}
if (this.cursors.up.isDown)
{
this.player.body.velocity.y = -1000;
if(this.cursors.right.isDown)
this.player.animations.play('left');
else if(this.cursors.left.isDown)
this.player.animations.play('right');
else
this.player.animations.play('up');
}
else if (this.cursors.down.isDown)
{
this.player.body.velocity.y = this.speed;
}
else
{
this.player.animations.stop();
this.player.frame = 0;
}
if (this.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
{
this.weapon.fire(this.player);
}
this.timeCounter += this.time.elapsed;
// if spawn timer reach one second (1000 miliseconds)
if(this.timeCounter > 1000) {
// reset it
this.timeCounter = 0;
this.leftTime --;
if(this.leftTime%2 == 0){
var star = this.stars.create((Math.random()*240) + 400, 0, 'star');
star.animations.add('yura',[0,1,2,3],5,true);
star.animations.play('yura');
star.body.velocity.y = (Math.random()+0.8)*200;
star.body.velocity.x = -(Math.random()+0.8)*200;
star.body.bounce.y = 1;
star.body.bounce.x = 1;
star.body.collideWorldBounds = true;
}
if(this.leftTime%3 == 0){
var mummy = this.mummys.create(560, 230, 'mummy');
mummy.body.velocity.x = -(Math.random()+0.8)*50;
mummy.animations.add('walk',[0,1,0,2],5,true);
mummy.animations.play('walk');
this.physics.arcade.enable(this.mummys);
/* this.mummy = this.add.sprite(560, 230, 'mummy');
this.mummy.animations.add('walk',[0,1,0,2],5,true);
this.physics.arcade.enable(this.mummy);
this.mummy.body.velocity.x = -(Math.random()+0.8)*50;
this.mummy.animations.play('walk');
*/
}
this.leftTimeText.text = 'Time: ' + this.leftTime;
}
if(this.leftTime <= 0) {
this.quitGame();
}
}
};
var Sto = function(game){
this.playButton = null;
};
Sto.prototype = {
init: function() {
this.game.renderer.renderSession.roundPixels = true;
this.game.physics.startSystem(Phaser.Physics.ARCADE);
},
preload: function() {
this.load.crossOrigin = 'anonymous';
this.load.image('back', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/arasuzi1.png');
this.load.spritesheet('start-button', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/title.png', 90, 50);
this.load.spritesheet('tugi-button', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/tugi.png', 90, 50);
},
create: function(){
this.add.sprite(0, 0, 'back');
this.add.button(0, 0,'start-button', this.backS, this, 0, 2, 1);
this.add.button(640-90, 416-50,'tugi-button', this.S2, this, 0, 2, 1);
},
backS: function(pointer){
this.state.start('Boot');
},
S2: function(pointer){
this.state.start('Sto2');
},
update: function(){
}
};
var Sto2 = function(game){
this.playButton = null;
};
Sto2.prototype = {
init: function() {
this.game.renderer.renderSession.roundPixels = true;
this.game.physics.startSystem(Phaser.Physics.ARCADE);
},
preload: function() {
this.load.crossOrigin = 'anonymous';
this.load.image('back', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/arasuzi2.png');
this.load.spritesheet('start-button', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/title.png', 90, 50);
this.load.spritesheet('tugi-button', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/tugi.png', 90, 50);
this.load.spritesheet('mae-button', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/mae.png', 90, 50);
},
create: function(){
this.add.sprite(0, 0, 'back');
this.add.button(0, 0,'start-button', this.backS, this, 0, 2, 1);
this.add.button(640-90, 416-50,'tugi-button', this.S3, this, 0, 2, 1);
this.add.button(0, 416-50,'mae-button', this.S1, this, 0, 2, 1);
},
backS: function(pointer){
this.state.start('Boot');
},
S3: function(pointer){
this.state.start('Sto3');
},
S1: function(pointer){
this.state.start('Sto');
},
update: function(){
}
};
var Sto3 = function(game){
this.playButton = null;
};
Sto3.prototype = {
init: function() {
this.game.renderer.renderSession.roundPixels = true;
this.game.physics.startSystem(Phaser.Physics.ARCADE);
},
preload: function() {
this.load.crossOrigin = 'anonymous';
this.load.image('back', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/arasuzi3.png');
this.load.spritesheet('start-button', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/title.png', 90, 50);
this.load.spritesheet('mae-button', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/mae.png', 90, 50);
},
create: function(){
this.add.sprite(0, 0, 'back');
this.add.button(0, 0,'start-button', this.backS, this, 0, 2, 1);
this.add.button(0, 416-50,'mae-button', this.S2, this, 0, 2, 1);
},
backS: function(pointer){
this.state.start('Boot');
},
S2: function(pointer){
this.state.start('Sto2');
},
update: function(){
}
};
var set = function(game){
this.playButton = null;
};
set.prototype = {
init: function() {
this.game.renderer.renderSession.roundPixels = true;
this.game.physics.startSystem(Phaser.Physics.ARCADE);
},
preload: function() {
this.load.crossOrigin = 'anonymous';
this.load.image('back', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/setumei.png');
this.load.spritesheet('start-button', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/title.png', 90, 50);
this.load.spritesheet('tugi-button', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/tugi.png', 90, 50);
},
create: function(){
this.add.sprite(0, 0, 'back');
this.add.button(0, 0,'start-button', this.backS, this, 0, 2, 1);
this.add.button(640-90, 416-50,'tugi-button', this.S2, this, 0, 2, 1);
},
backS: function(pointer){
this.state.start('Boot');
},
S2: function(pointer){
this.state.start('set2');
},
update: function(){
}
};
var set2 = function(game){
this.playButton = null;
};
set2.prototype = {
init: function() {
this.game.renderer.renderSession.roundPixels = true;
this.game.physics.startSystem(Phaser.Physics.ARCADE);
},
preload: function() {
this.load.crossOrigin = 'anonymous';
this.load.image('back', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/setumei2.png');
this.load.spritesheet('start-button', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/title.png', 90, 50);
this.load.spritesheet('tugi-button', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/mae.png', 90, 50);
},
create: function(){
this.add.sprite(0, 0, 'back');
this.add.button(0, 0,'start-button', this.backS, this, 0, 2, 1);
this.add.button(640-90, 416-50,'tugi-button', this.S2, this, 0, 2, 1);
},
backS: function(pointer){
this.state.start('Boot');
},
S2: function(pointer){
this.state.start('set');
},
update: function(){
}
};
var Boot = function (game) {
this.playButton = null;
};
Boot.prototype = {
init: function () {
// Unless you specifically know your game needs to support multi-touch I would recommend setting this to 1
this.input.maxPointers = 1;
// Phaser will automatically pause if the browser tab the game is in loses focus. You can disable that here:
this.stage.disableVisibilityChange = true;
if (this.game.device.desktop)
{
// If you have any desktop specific settings, they can go in here
this.scale.pageAlignHorizontally = true;
}
else
{
// Same goes for mobile settings.
// In this case we're saying "scale the game, no lower than 480x260 and no higher than 1024x768"
this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
this.scale.setMinMax(480, 260, 1024, 768);
this.scale.forceLandscape = true;
this.scale.pageAlignHorizontally = true;
this.scale.setScreenSize(true);
this.scale.refresh();
}
},
preload: function () {
this.load.crossOrigin = 'anonymous';
this.load.spritesheet('start-button', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/stbt.png', 160, 50);
this.load.spritesheet('ar-button', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/arbt.png', 160, 50);
this.load.image('titlepage', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/wallpaper-tanks-illustration-04.png');
this.load.spritesheet('sou-button', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/1566180/soubt.png', 160, 50);
},
create: function () {
this.add.sprite(0, 0, 'titlepage');
//titleText = game.add.text(320-(32*4), 16, ' ホバーパンツァー\n~終わりなき戦い~', { fontSize: '64px', fill: '#000' });
// By this point the preloader assets have loaded to the cache, we've set the game settings
// So now let's start the real preloader going
this.add.button(320-80, 340,'start-button', this.startGame, this, 0, 1, 2);
this.add.button(320-80-180, 340,'ar-button', this.startS, this, 0, 1, 2);
this.add.button(320+80+20, 340,'sou-button', this.set, this, 0, 1, 2);
},
startS: function(pointer){
this.state.start('Sto');
},
set: function(pointer){
this.state.start('set');
},
startGame: function (pointer) {
this.state.start('Game');
}
};
game.state.add('Boot', Boot, true);
game.state.add('Game', Game, true);
game.state.add('Sto', Sto, true);
game.state.add('Sto2', Sto2, true);
game.state.add('Sto3', Sto3, true);
game.state.add('set', set, true);
game.state.add('set2', set2, true);
game.state.start('Boot');
</script>
</body>
</html>
Also see: Tab Triggers