Introducing Beam — Play & Create Interactive Video Shorts. Explore Beam →
var config = { type: Phaser.WEBGL, width: 800, height: 600, parent: 'phaser-example', physics: { default: 'impact', impact: { setBounds: { x: 0, y: 0, width: 3200, height: 600, thickness: 32 } } }, scene: { preload: preload, create: create, update: update, extend: { minimap: null, player: null, cursors: null, createStarfield: createStarfield, createLandscape: createLandscape, createAliens: createAliens } } }; var game = new Phaser.Game(config); function preload () { this.load.image('star', 'assets/demoscene/star2.png'); this.load.image('bigStar', 'assets/demoscene/star3.png'); this.load.image('ship', 'assets/sprites/shmup-ship2.png'); this.load.spritesheet('face', 'assets/sprites/metalface78x92.png', { frameWidth: 78, frameHeight: 92 }); } function create () { // The world is 3200 x 600 in size this.cameras.main.setBounds(0, 0, 3200, 600).setName('main'); // The miniCam is 400px wide, so can display the whole world at a zoom of 0.2 this.minimap = this.cameras.add(200, 10, 400, 100).setZoom(0.2).setName('mini'); this.minimap.setBackgroundColor(0x002244); this.minimap.scrollX = 1600; this.minimap.scrollY = 300; this.createStarfield(); this.createLandscape(); this.createAliens(); // Add a player ship this.player = this.impact.add.sprite(1600, 200, 'ship'); this.player.setMaxVelocity(1000).setFriction(400, 200).setPassiveCollision(); this.cursors = this.input.keyboard.createCursorKeys(); } function update() { if (this.cursors.left.isDown) { this.player.setAccelerationX(-800); this.player.flipX = true; } else if (this.cursors.right.isDown) { this.player.setAccelerationX(800); this.player.flipX = false; } else { this.player.setAccelerationX(0); } if (this.cursors.up.isDown) { this.player.setAccelerationY(-800); } else if (this.cursors.down.isDown) { this.player.setAccelerationY(800); } else { this.player.setAccelerationY(0); } // Position the center of the camera on the player // We -400 because the camera width is 800px and // we want the center of the camera on the player, not the left-hand side of it this.cameras.main.scrollX = this.player.x - 400; // And this camera is 400px wide, so -200 this.minimap.scrollX = Phaser.Math.Clamp(this.player.x - 200, 800, 2000); } function createStarfield () { // Starfield background // Note the scrollFactor values which give them their 'parallax' effect var group = this.add.group({ key: 'star', frameQuantity: 256 }); group.createMultiple({ key: 'bigStar', frameQuantity: 32 }); var rect = new Phaser.Geom.Rectangle(0, 0, 3200, 550); Phaser.Actions.RandomRectangle(group.getChildren(), rect); group.children.iterate(function (child, index) { var sf = Math.max(0.3, Math.random()); if (child.texture.key === 'bigStar') { sf = 0.2; } child.setScrollFactor(sf); this.minimap.ignore(child); }, this); } function createLandscape () { // Draw a random 'landscape' var landscape = this.add.graphics(); landscape.fillStyle(0x008800, 1); landscape.lineStyle(2, 0x00ff00, 1); landscape.beginPath(); var maxY = 550; var minY = 400; var x = 0; var y = maxY; var range = 0; var up = true; landscape.moveTo(0, 600); landscape.lineTo(0, 550); do { // How large is this 'side' of the mountain? range = Phaser.Math.Between(20, 100); if (up) { y = Phaser.Math.Between(y, minY); up = false; } else { y = Phaser.Math.Between(y, maxY); up = true; } landscape.lineTo(x + range, y); x += range; } while (x < 3100); landscape.lineTo(3200, maxY); landscape.lineTo(3200, 600); landscape.closePath(); landscape.strokePath(); landscape.fillPath(); } function createAliens () { // Create some random aliens moving slowly around var config = { key: 'metaleyes', frames: this.anims.generateFrameNumbers('face', { start: 0, end: 4 }), frameRate: 20, repeat: -1 }; this.anims.create(config); for (var i = 0; i < 32; i++) { var x = Phaser.Math.Between(100, 3100); var y = Phaser.Math.Between(100, 300); var face = this.impact.add.sprite(x, y, 'face').play('metaleyes'); face.setLiteCollision().setBounce(1).setBodyScale(0.5); face.setVelocity(Phaser.Math.Between(20, 60), Phaser.Math.Between(20, 60)); if (Math.random() > 0.5) { face.vel.x *= -1; } else { face.vel.y *= -1; } } }
var config = {
type: Phaser.WEBGL,
width: 800,
height: 600,
parent: 'phaser-example',
physics: {
default: 'impact',
impact: {
setBounds: {
x: 0,
y: 0,
width: 3200,
height: 600,
thickness: 32
}
}
},
scene: {
preload: preload,
create: create,
update: update,
extend: {
minimap: null,
player: null,
cursors: null,
createStarfield: createStarfield,
createLandscape: createLandscape,
createAliens: createAliens
}
}
};
var game = new Phaser.Game(config);
function preload ()
{
this.load.image('star', 'assets/demoscene/star2.png');
this.load.image('bigStar', 'assets/demoscene/star3.png');
this.load.image('ship', 'assets/sprites/shmup-ship2.png');
this.load.spritesheet('face', 'assets/sprites/metalface78x92.png', { frameWidth: 78, frameHeight: 92 });
}
function create ()
{
// The world is 3200 x 600 in size
this.cameras.main.setBounds(0, 0, 3200, 600).setName('main');
// The miniCam is 400px wide, so can display the whole world at a zoom of 0.2
this.minimap = this.cameras.add(200, 10, 400, 100).setZoom(0.2).setName('mini');
this.minimap.setBackgroundColor(0x002244);
this.minimap.scrollX = 1600;
this.minimap.scrollY = 300;
this.createStarfield();
this.createLandscape();
this.createAliens();
// Add a player ship
this.player = this.impact.add.sprite(1600, 200, 'ship');
this.player.setMaxVelocity(1000).setFriction(400, 200).setPassiveCollision();
this.cursors = this.input.keyboard.createCursorKeys();
}
function update()
{
if (this.cursors.left.isDown)
{
this.player.setAccelerationX(-800);
this.player.flipX = true;
}
else if (this.cursors.right.isDown)
{
this.player.setAccelerationX(800);
this.player.flipX = false;
}
else
{
this.player.setAccelerationX(0);
}
if (this.cursors.up.isDown)
{
this.player.setAccelerationY(-800);
}
else if (this.cursors.down.isDown)
{
this.player.setAccelerationY(800);
}
else
{
this.player.setAccelerationY(0);
}
// Position the center of the camera on the player
// We -400 because the camera width is 800px and
// we want the center of the camera on the player, not the left-hand side of it
this.cameras.main.scrollX = this.player.x - 400;
// And this camera is 400px wide, so -200
this.minimap.scrollX = Phaser.Math.Clamp(this.player.x - 200, 800, 2000);
}
function createStarfield ()
{
// Starfield background
// Note the scrollFactor values which give them their 'parallax' effect
var group = this.add.group({ key: 'star', frameQuantity: 256 });
group.createMultiple({ key: 'bigStar', frameQuantity: 32 });
var rect = new Phaser.Geom.Rectangle(0, 0, 3200, 550);
Phaser.Actions.RandomRectangle(group.getChildren(), rect);
group.children.iterate(function (child, index) {
var sf = Math.max(0.3, Math.random());
if (child.texture.key === 'bigStar')
{
sf = 0.2;
}
child.setScrollFactor(sf);
this.minimap.ignore(child);
}, this);
}
function createLandscape ()
{
// Draw a random 'landscape'
var landscape = this.add.graphics();
landscape.fillStyle(0x008800, 1);
landscape.lineStyle(2, 0x00ff00, 1);
landscape.beginPath();
var maxY = 550;
var minY = 400;
var x = 0;
var y = maxY;
var range = 0;
var up = true;
landscape.moveTo(0, 600);
landscape.lineTo(0, 550);
do
{
// How large is this 'side' of the mountain?
range = Phaser.Math.Between(20, 100);
if (up)
{
y = Phaser.Math.Between(y, minY);
up = false;
}
else
{
y = Phaser.Math.Between(y, maxY);
up = true;
}
landscape.lineTo(x + range, y);
x += range;
} while (x < 3100);
landscape.lineTo(3200, maxY);
landscape.lineTo(3200, 600);
landscape.closePath();
landscape.strokePath();
landscape.fillPath();
}
function createAliens ()
{
// Create some random aliens moving slowly around
var config = {
key: 'metaleyes',
frames: this.anims.generateFrameNumbers('face', { start: 0, end: 4 }),
frameRate: 20,
repeat: -1
};
this.anims.create(config);
for (var i = 0; i < 32; i++)
{
var x = Phaser.Math.Between(100, 3100);
var y = Phaser.Math.Between(100, 300);
var face = this.impact.add.sprite(x, y, 'face').play('metaleyes');
face.setLiteCollision().setBounce(1).setBodyScale(0.5);
face.setVelocity(Phaser.Math.Between(20, 60), Phaser.Math.Between(20, 60));
if (Math.random() > 0.5)
{
face.vel.x *= -1;
}
else
{
face.vel.y *= -1;
}
}
}