Introducing Beam — Play & Create Interactive Video Shorts. Explore Beam →
var GameScene = new Phaser.Class({ Extends: Phaser.Scene, initialize: function GameScene () { Phaser.Scene.call(this, { key: 'gameScene', active: true }); this.player = null; this.cursors = null; this.score = 0; this.scoreText = null; }, preload: function () { this.load.image('sky', 'src/games/firstgame/assets/sky.png'); this.load.image('ground', 'src/games/firstgame/assets/platform.png'); this.load.image('star', 'src/games/firstgame/assets/star.png'); this.load.image('bomb', 'src/games/firstgame/assets/bomb.png'); this.load.spritesheet('dude', 'src/games/firstgame/assets/dude.png', { frameWidth: 32, frameHeight: 48 }); }, create: function () { this.add.image(400, 300, 'sky'); var platforms = this.physics.add.staticGroup(); platforms.create(400, 568, 'ground').setScale(2).refreshBody(); platforms.create(600, 400, 'ground'); platforms.create(50, 250, 'ground'); platforms.create(750, 220, 'ground'); var player = this.physics.add.sprite(100, 450, 'dude'); player.setBounce(0.2); player.setCollideWorldBounds(true); 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 }); this.cursors = this.input.keyboard.createCursorKeys(); var stars = this.physics.add.group({ key: 'star', repeat: 11, setXY: { x: 12, y: 0, stepX: 70 } }); stars.children.iterate(function (child) { child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8)); }); this.scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' }); this.physics.add.collider(player, platforms); this.physics.add.collider(stars, platforms); this.physics.add.overlap(player, stars, this.collectStar, null, this); this.player = player; // Start the RT Scene this.scene.launch('renderScene'); }, update: function () { var cursors = this.cursors; var player = this.player; if (cursors.left.isDown) { player.setVelocityX(-160); player.anims.play('left', true); } else if (cursors.right.isDown) { player.setVelocityX(160); player.anims.play('right', true); } else { player.setVelocityX(0); player.anims.play('turn'); } if (cursors.up.isDown && player.body.touching.down) { player.setVelocityY(-330); } }, collectStar: function (player, star) { star.disableBody(true, true); this.score += 10; this.scoreText.setText('Score: ' + this.score); } }); var RenderScene = new Phaser.Class({ Extends: Phaser.Scene, initialize: function RenderScene () { Phaser.Scene.call(this, { key: 'renderScene', active: false }); this.rt; this.quad = { topLeftX: -300, topLeftY: -300, topRightX: 300, topRightY: -300, bottomLeftX: -300, bottomLeftY: 300, bottomRightX: 300, bottomRightY: 300 }; this.mesh; }, create: function () { // Hide the Game Scene so it doesn't render (as we don't need it rendering twice) this.scene.setVisible(false, 'gameScene'); this.rt = this.make.renderTexture({ x: 0, y: 0, width: 800, height: 600 }, false); this.rt.saveTexture('game'); var quad = this.quad; this.mesh = this.make.mesh({ key: 'game', x: 400, y: 300, vertices: [ quad.topLeftX, quad.topLeftY, quad.bottomLeftX, quad.bottomLeftY, quad.bottomRightX, quad.bottomRightY, quad.topLeftX, quad.topLeftY, quad.bottomRightX, quad.bottomRightY, quad.topRightX, quad.topRightY ], uv: [ 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0 ] }); this.tweenQuad(); }, update: function (time, delta) { var gameScene = this.scene.get('gameScene'); this.rt.clear(); this.rt.draw(gameScene.children, 0, 0); var quad = this.quad; var mesh = this.mesh; var verts = mesh.vertices; verts[0] = quad.topLeftX; verts[1] = quad.topLeftY; verts[6] = quad.topLeftX; verts[7] = quad.topLeftY; verts[10] = quad.topRightX; verts[11] = quad.topRightY; verts[2] = quad.bottomLeftX; verts[3] = quad.bottomLeftY; verts[4] = quad.bottomRightX; verts[5] = quad.bottomRightY; verts[8] = quad.bottomRightX; verts[9] = quad.bottomRightY; }, tweenQuad: function () { // Randomise the coords a little var tlX = -260 + Phaser.Math.Between(-130, 130); var tlY = -260 + Phaser.Math.Between(-130, 130); var trX = 260 + Phaser.Math.Between(-130, 130); var trY = -260 + Phaser.Math.Between(-130, 130); var blX = -260 + Phaser.Math.Between(-130, 130); var blY = 260 + Phaser.Math.Between(-130, 130); var brX = 260 + Phaser.Math.Between(-130, 130); var brY = 260 + Phaser.Math.Between(-130, 130); var quad = this.quad; var mesh = this.mesh; this.tweens.add({ targets: quad, duration: 1500, topLeftX: tlX, topLeftY: tlY, topRightX: trX, topRightY: trY, bottomLeftX: blX, bottomLeftY: blY, bottomRightX: brX, bottomRightY: brY, ease: 'Sine.easeInOut', onComplete: this.tweenQuad, onCompleteScope: this }); } }); var config = { type: Phaser.WEBGL, parent: 'phaser-example', width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 300 }, debug: false } }, scene: [ GameScene, RenderScene ] }; var game = new Phaser.Game(config);
var GameScene = new Phaser.Class({
Extends: Phaser.Scene,
initialize:
function GameScene ()
{
Phaser.Scene.call(this, { key: 'gameScene', active: true });
this.player = null;
this.cursors = null;
this.score = 0;
this.scoreText = null;
},
preload: function ()
{
this.load.image('sky', 'src/games/firstgame/assets/sky.png');
this.load.image('ground', 'src/games/firstgame/assets/platform.png');
this.load.image('star', 'src/games/firstgame/assets/star.png');
this.load.image('bomb', 'src/games/firstgame/assets/bomb.png');
this.load.spritesheet('dude', 'src/games/firstgame/assets/dude.png', { frameWidth: 32, frameHeight: 48 });
},
create: function ()
{
this.add.image(400, 300, 'sky');
var platforms = this.physics.add.staticGroup();
platforms.create(400, 568, 'ground').setScale(2).refreshBody();
platforms.create(600, 400, 'ground');
platforms.create(50, 250, 'ground');
platforms.create(750, 220, 'ground');
var player = this.physics.add.sprite(100, 450, 'dude');
player.setBounce(0.2);
player.setCollideWorldBounds(true);
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
});
this.cursors = this.input.keyboard.createCursorKeys();
var stars = this.physics.add.group({
key: 'star',
repeat: 11,
setXY: { x: 12, y: 0, stepX: 70 }
});
stars.children.iterate(function (child) {
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
});
this.scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
this.physics.add.collider(player, platforms);
this.physics.add.collider(stars, platforms);
this.physics.add.overlap(player, stars, this.collectStar, null, this);
this.player = player;
// Start the RT Scene
this.scene.launch('renderScene');
},
update: function ()
{
var cursors = this.cursors;
var player = this.player;
if (cursors.left.isDown)
{
player.setVelocityX(-160);
player.anims.play('left', true);
}
else if (cursors.right.isDown)
{
player.setVelocityX(160);
player.anims.play('right', true);
}
else
{
player.setVelocityX(0);
player.anims.play('turn');
}
if (cursors.up.isDown && player.body.touching.down)
{
player.setVelocityY(-330);
}
},
collectStar: function (player, star)
{
star.disableBody(true, true);
this.score += 10;
this.scoreText.setText('Score: ' + this.score);
}
});
var RenderScene = new Phaser.Class({
Extends: Phaser.Scene,
initialize:
function RenderScene ()
{
Phaser.Scene.call(this, { key: 'renderScene', active: false });
this.rt;
this.quad = {
topLeftX: -300, topLeftY: -300,
topRightX: 300, topRightY: -300,
bottomLeftX: -300, bottomLeftY: 300,
bottomRightX: 300, bottomRightY: 300
};
this.mesh;
},
create: function ()
{
// Hide the Game Scene so it doesn't render (as we don't need it rendering twice)
this.scene.setVisible(false, 'gameScene');
this.rt = this.make.renderTexture({ x: 0, y: 0, width: 800, height: 600 }, false);
this.rt.saveTexture('game');
var quad = this.quad;
this.mesh = this.make.mesh({
key: 'game',
x: 400,
y: 300,
vertices: [
quad.topLeftX, quad.topLeftY,
quad.bottomLeftX, quad.bottomLeftY,
quad.bottomRightX, quad.bottomRightY,
quad.topLeftX, quad.topLeftY,
quad.bottomRightX, quad.bottomRightY,
quad.topRightX, quad.topRightY
],
uv: [ 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0 ]
});
this.tweenQuad();
},
update: function (time, delta)
{
var gameScene = this.scene.get('gameScene');
this.rt.clear();
this.rt.draw(gameScene.children, 0, 0);
var quad = this.quad;
var mesh = this.mesh;
var verts = mesh.vertices;
verts[0] = quad.topLeftX;
verts[1] = quad.topLeftY;
verts[6] = quad.topLeftX;
verts[7] = quad.topLeftY;
verts[10] = quad.topRightX;
verts[11] = quad.topRightY;
verts[2] = quad.bottomLeftX;
verts[3] = quad.bottomLeftY;
verts[4] = quad.bottomRightX;
verts[5] = quad.bottomRightY;
verts[8] = quad.bottomRightX;
verts[9] = quad.bottomRightY;
},
tweenQuad: function ()
{
// Randomise the coords a little
var tlX = -260 + Phaser.Math.Between(-130, 130);
var tlY = -260 + Phaser.Math.Between(-130, 130);
var trX = 260 + Phaser.Math.Between(-130, 130);
var trY = -260 + Phaser.Math.Between(-130, 130);
var blX = -260 + Phaser.Math.Between(-130, 130);
var blY = 260 + Phaser.Math.Between(-130, 130);
var brX = 260 + Phaser.Math.Between(-130, 130);
var brY = 260 + Phaser.Math.Between(-130, 130);
var quad = this.quad;
var mesh = this.mesh;
this.tweens.add({
targets: quad,
duration: 1500,
topLeftX: tlX,
topLeftY: tlY,
topRightX: trX,
topRightY: trY,
bottomLeftX: blX,
bottomLeftY: blY,
bottomRightX: brX,
bottomRightY: brY,
ease: 'Sine.easeInOut',
onComplete: this.tweenQuad,
onCompleteScope: this
});
}
});
var config = {
type: Phaser.WEBGL,
parent: 'phaser-example',
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: [ GameScene, RenderScene ]
};
var game = new Phaser.Game(config);