cssAudio - Activefile-genericCSS - ActiveGeneric - ActiveHTML - ActiveImage - ActiveJS - ActiveSVG - ActiveText - Activefile-genericVideo - ActiveLovehtmlicon-new-collectionicon-personicon-teamlog-outoctocatpop-outspinnerstartv

Pen Settings

CSS Base

Vendor Prefixing

Add External CSS

These stylesheets will be added in this order and before the code you write in the CSS editor. You can also add another Pen here, and it will pull the CSS from it. Try typing "font" or "ribbon" below.

Quick-add: + add another resource

Add External JavaScript

These scripts will run in this order and before the code in the JavaScript editor. You can also link to another Pen here, and it will run the JavaScript from it. Also try typing the name of any popular library.

Quick-add: + add another resource

Code Indentation

     

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

            
              <html>
<head>
<meta name="description" content="Shootout" />
    <title>Phaser Coding Tips Issue 6</title>
    <meta charset="utf-8">
    <script src="//cdn.jsdelivr.net/phaser/2.2.2/phaser.min.js"></script>
</head>
<body>

    <div id="game"></div>

    <a href="https://phaser.io"><img src="https://files.phaser.io.s3.amazonaws.com/codingtips/issue001/phaser-tips-header1.png" title="Phaser Coding Tips Weekly" style="margin-top: 8px" /></a>
    
</body>
</html>
            
          
!
            
                  var Shootout = {

        //  Our game modes
        INTRO: 0,
        PACING: 1,
        SHOOTING: 2,
        OUTCOME: 3

    };

    Shootout.Boot = function (game) {
    };

    Shootout.Boot.prototype = {

        preload: function () {

            //  We need this because the assets are on Amazon S3
            //  Remove the next 2 lines if running locally
            this.load.baseURL = 'https://files.phaser.io.s3.amazonaws.com/codingtips/issue006/';
            this.load.crossOrigin = 'anonymous';

            this.load.image('logo', 'assets/photonstorm.png');
            this.load.image('preload', 'assets/preload.png');

        },

        create: function () {

            this.input.maxPointers = 1;

            this.state.start('Preloader');

        }

    };

    Shootout.Preloader = function (game) {

        this.logo = null;
        this.preloadBar = null;
        this.ready = false;

    };

    Shootout.Preloader.prototype = {

        init: function () {

            this.add.sprite(265, 400, 'logo');

        },

        preload: function () {

            this.preloadBar = this.add.sprite(120, 260, 'preload');
            this.load.setPreloadSprite(this.preloadBar);

            //  We need this because the assets are on Amazon S3
            //  Remove the next 2 lines if running locally
            this.load.baseURL = 'https://files.phaser.io.s3.amazonaws.com/codingtips/issue006/';
            this.load.crossOrigin = 'anonymous';

            this.load.image('standoff', 'assets/standoff.png');
            this.load.image('win', 'assets/win.png');
            this.load.image('lose', 'assets/lose.png');
            this.load.image('draw', 'assets/draw.png');

            this.load.bitmapFont('font', 'assets/font.png', 'assets/font.xml');

            this.load.audio('casing', 'assets/casing.mp3');
            this.load.audio('fire', 'assets/fire.mp3');
            this.load.audio('reload', 'assets/reload.mp3');
            this.load.audio('splat', 'assets/splat.mp3');
            this.load.audio('walk', 'assets/walk.mp3');

            //  Note: Graphics are Copyright 2015 Photon Storm Ltd.

        },

        create: function () {
        },

        update: function () {

            //  Make sure all our mp3s have decoded before starting the game

            if (!this.ready)
            {
                if (this.cache.isSoundDecoded('casing') &&
                    this.cache.isSoundDecoded('fire') &&
                    this.cache.isSoundDecoded('reload') &&
                    this.cache.isSoundDecoded('splat') &&
                    this.cache.isSoundDecoded('walk'))
                {
                    this.ready = true;
                    this.state.start('Game');
                }
            }

        }

    };

    Shootout.Game = function (game) {

        this.cowboy = null;
        this.draw = null;

        this.cowboyTimer = null;
        this.cowboyDead = false;

        this.paceTimer = null;
        this.paceText = null;
        this.pace = 1;

        this.shotAt = 0;

        this.mode = Shootout.INTRO;

        //  You have between 100ms and 500ms to shoot first
        this.reactionTimeMin = 100;
        this.reactionTimeMax = 500;

    };

    Shootout.Game.prototype = {

        create: function () {

            this.cowboy = this.add.sprite(0, 0, 'standoff');

            this.draw = this.add.sprite(434, 395, 'draw');
            this.draw.visible = false;

            this.helpText = this.add.bitmapText(630, 404, 'font', "After 10 paces\nclick to shoot.\nBut only when he says Draw", 16);
            this.helpText.align = 'right';

            this.mode = Shootout.INTRO;

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

        },

        onDown: function (pointer) {

            //  It's possible they click to shoot the moment
            //  after they were killed, so we don't advance

            if (this.time.time - this.shotAt < 250)
            {
                return;
            }

            switch (this.mode)
            {
                case Shootout.INTRO:
                    this.start();
                    break;

                case Shootout.PACING:
                    this.cheat();
                    break;

                case Shootout.SHOOTING:
                    this.shoot();
                    break;

                case Shootout.OUTCOME:
                    this.restart();
                    break;
            }

        },

        start: function () {

            this.mode = Shootout.PACING;

            this.helpText.visible = false;

            this.paceText = this.add.bitmapText(480, 390, 'font', '1', 64);

            //  10 paces timer, then shoot
            this.paceTimer = this.time.create(false);
            this.paceTimer.repeat(500, 10, this.stepAway, this);
            this.paceTimer.start();

            this.sound.play('walk');

        },

        restart: function () {

            this.mode = Shootout.INTRO;

            this.cowboy.loadTexture('standoff');

            this.cowboyTimer = null;
            this.cowboyDead = false;

            this.paceTimer = null;
            this.paceText = null;
            this.pace = 1;

            this.shotAt = 0;

            this.helpText.text = "After 10 paces\nclick to shoot.\nBut only when he says Draw";

            this.sound.play('reload');

        },

        stepAway: function () {

            this.pace++;

            if (this.pace > 10)
            {
                this.paceText.visible = false;

                //  Pick a random time to display DRAW after

                var delay = this.rnd.between(500, 3000);

                this.time.events.add(delay, this.startDraw, this);
            }
            else
            {
                this.paceText.text = this.pace;
            }

        },

        startDraw: function () {

            this.mode = Shootout.SHOOTING;

            this.draw.visible = true;

            var reactionTime = this.rnd.between(this.reactionTimeMin, this.reactionTimeMax);

            this.cowboyTimer = this.time.create(false);
            this.cowboyTimer.add(reactionTime, this.heShoots, this);
            this.cowboyTimer.start();

        },

        heShoots: function () {

            if (!this.cowboyDead)
            {
                this.sound.play('fire');
                this.youLose();
            }

        },

        cheat: function () {

            //  Cowardly win
            this.youWin(true);

        },

        shoot: function () {

            if (this.cowboyTimer.running)
            {
                this.youWin(false);
            }

        },

        playSplat: function () {

            this.sound.play('splat');

        },

        youWin: function (cowardly) {

            this.mode = Shootout.OUTCOME;

            this.draw.visible = false;
            this.paceText.visible = false;

            this.sound.play('fire');
            this.sound.play('casing');

            this.time.events.add(500, this.playSplat, this);

            if (cowardly)
            {
                this.helpText.text = "You shoot first.\nYou killed him!\nBut what a cowardly victory.";
            }
            else
            {
                //  How much time did the cowboy have left?
                if (this.cowboyTimer.duration < 100)
                {
                    this.helpText.text = "He draws ...\nBut you shoot first (just!)\nYou killed him!";
                }
                else
                {
                    this.helpText.text = "He draws ...\nBut you shoot first.\nYou killed him!";
                }
            }

            this.helpText.visible = true;

            this.cowboy.loadTexture('win');

            this.paceTimer.stop();

            this.shotAt = this.time.time;

            if (this.cowboyTimer)
            {
                this.cowboyTimer.stop();
            }

        },

        youLose: function () {

            this.mode = Shootout.OUTCOME;

            this.draw.visible = false;

            this.sound.play('casing');

            this.time.events.add(500, this.playSplat, this);

            this.helpText.text = "He draws ...\nand shoots.\nYou are dead!";
            this.helpText.visible = true;

            this.cowboy.loadTexture('lose');

            this.shotAt = this.time.time;

            this.cowboyTimer.stop();

        },

        preRender: function () {

            if (this.helpText)
            {
                this.helpText.pivot.x = this.helpText.textWidth;
            }

        }

    };

    if (document.readyState === 'complete' || document.readyState === 'interactive')
    {
        start();
    }
    else
    {
        document.addEventListener('DOMContentLoaded', start, false);
    }

    function start () {

        document.removeEventListener('DOMContentLoaded', start, false);

        var game = new Phaser.Game(640, 480, Phaser.AUTO, 'game');

        game.state.add('Boot', Shootout.Boot);
        game.state.add('Preloader', Shootout.Preloader);
        game.state.add('Game', Shootout.Game);

        game.state.start('Boot');
    }

            
          
!
999px
Loading ..................

Console