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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.graphics; this.offset; }, 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.add.renderTexture(0, 0, 800, 600); // Tint the whole render texture this.rt.setTint(0xff00ff, 0xffff00, 0x0000ff, 0xff0000); this.graphics = this.add.graphics(); var cropWidth = 290; var cropHeight = 120; this.rt.setCrop(200, 200, cropWidth, cropHeight); this.offset = this.rt.getTopLeft(); this.input.on('pointermove', function (pointer) { this.rt.setCrop( (pointer.x - this.offset.x) - cropWidth / 2, (pointer.y - this.offset.y) - cropHeight / 2, cropWidth, cropHeight ); }, this); }, update: function (time, delta) { var gameScene = this.scene.get('gameScene'); this.rt.clear(); this.rt.draw(gameScene.children, 0, 0); var rt = this.rt; var offset = this.offset; this.graphics.clear(); this.graphics.lineStyle(1, 0x00ff00); this.graphics.strokeRect(offset.x + rt._crop.x, offset.y + rt._crop.y, rt._crop.width, rt._crop.height); } }); 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.graphics;
this.offset;
},
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.add.renderTexture(0, 0, 800, 600);
// Tint the whole render texture
this.rt.setTint(0xff00ff, 0xffff00, 0x0000ff, 0xff0000);
this.graphics = this.add.graphics();
var cropWidth = 290;
var cropHeight = 120;
this.rt.setCrop(200, 200, cropWidth, cropHeight);
this.offset = this.rt.getTopLeft();
this.input.on('pointermove', function (pointer) {
this.rt.setCrop(
(pointer.x - this.offset.x) - cropWidth / 2,
(pointer.y - this.offset.y) - cropHeight / 2,
cropWidth,
cropHeight
);
}, this);
},
update: function (time, delta)
{
var gameScene = this.scene.get('gameScene');
this.rt.clear();
this.rt.draw(gameScene.children, 0, 0);
var rt = this.rt;
var offset = this.offset;
this.graphics.clear();
this.graphics.lineStyle(1, 0x00ff00);
this.graphics.strokeRect(offset.x + rt._crop.x, offset.y + rt._crop.y, rt._crop.width, rt._crop.height);
}
});
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);