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var config = { type: Phaser.AUTO, parent: 'phaser-example', width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 0 }, debug: false } }, scene: { preload: preload, create: create, update: update, extend: { player: null, healthpoints: null, reticle: null, moveKeys: null, playerBullets: null, enemyBullets: null, time: 0, } } }; var game = new Phaser.Game(config); var Bullet = new Phaser.Class({ Extends: Phaser.GameObjects.Image, initialize: // Bullet Constructor function Bullet (scene) { Phaser.GameObjects.Image.call(this, scene, 0, 0, 'bullet'); this.speed = 1; this.born = 0; this.direction = 0; this.xSpeed = 0; this.ySpeed = 0; this.setSize(12, 12, true); }, // Fires a bullet from the player to the reticle fire: function (shooter, target) { this.setPosition(shooter.x, shooter.y); // Initial position this.direction = Math.atan( (target.x-this.x) / (target.y-this.y)); // Calculate X and y velocity of bullet to moves it from shooter to target if (target.y >= this.y) { this.xSpeed = this.speed*Math.sin(this.direction); this.ySpeed = this.speed*Math.cos(this.direction); } else { this.xSpeed = -this.speed*Math.sin(this.direction); this.ySpeed = -this.speed*Math.cos(this.direction); } this.rotation = shooter.rotation; // angle bullet with shooters rotation this.born = 0; // Time since new bullet spawned }, // Updates the position of the bullet each cycle update: function (time, delta) { this.x += this.xSpeed * delta; this.y += this.ySpeed * delta; this.born += delta; if (this.born > 1800) { this.setActive(false); this.setVisible(false); } } }); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); // Load in images and sprites this.load.spritesheet('player_handgun', 'assets/sprites/player_handgun.png', { frameWidth: 66, frameHeight: 60 } ); // Made by tokkatrain: https://tokkatrain.itch.io/top-down-basic-set this.load.image('bullet', 'assets/sprites/bullets/bullet6.png'); this.load.image('target', 'assets/demoscene/ball.png'); this.load.image('background', 'assets/skies/underwater1.png'); } function create () { // Set world bounds this.physics.world.setBounds(0, 0, 1600, 1200); // Add 2 groups for Bullet objects playerBullets = this.physics.add.group({ classType: Bullet, runChildUpdate: true }); enemyBullets = this.physics.add.group({ classType: Bullet, runChildUpdate: true }); // Add background player, enemy, reticle, healthpoint sprites var background = this.add.image(800, 600, 'background'); player = this.physics.add.sprite(800, 600, 'player_handgun'); enemy = this.physics.add.sprite(300, 600, 'player_handgun'); reticle = this.physics.add.sprite(800, 700, 'target'); hp1 = this.add.image(-350, -250, 'target').setScrollFactor(0.5, 0.5); hp2 = this.add.image(-300, -250, 'target').setScrollFactor(0.5, 0.5); hp3 = this.add.image(-250, -250, 'target').setScrollFactor(0.5, 0.5); // Set image/sprite properties background.setOrigin(0.5, 0.5).setDisplaySize(1600, 1200); player.setOrigin(0.5, 0.5).setDisplaySize(132, 120).setCollideWorldBounds(true).setDrag(500, 500); enemy.setOrigin(0.5, 0.5).setDisplaySize(132, 120).setCollideWorldBounds(true); reticle.setOrigin(0.5, 0.5).setDisplaySize(25, 25).setCollideWorldBounds(true); hp1.setOrigin(0.5, 0.5).setDisplaySize(50, 50); hp2.setOrigin(0.5, 0.5).setDisplaySize(50, 50); hp3.setOrigin(0.5, 0.5).setDisplaySize(50, 50); // Set sprite variables player.health = 3; enemy.health = 3; enemy.lastFired = 0; // Set camera properties this.cameras.main.zoom = 0.5; this.cameras.main.startFollow(player); // Creates object for input with WASD kets moveKeys = this.input.keyboard.addKeys({ 'up': Phaser.Input.Keyboard.KeyCodes.W, 'down': Phaser.Input.Keyboard.KeyCodes.S, 'left': Phaser.Input.Keyboard.KeyCodes.A, 'right': Phaser.Input.Keyboard.KeyCodes.D }); // Enables movement of player with WASD keys this.input.keyboard.on('keydown_W', function (event) { player.setAccelerationY(-800); }); this.input.keyboard.on('keydown_S', function (event) { player.setAccelerationY(800); }); this.input.keyboard.on('keydown_A', function (event) { player.setAccelerationX(-800); }); this.input.keyboard.on('keydown_D', function (event) { player.setAccelerationX(800); }); // Stops player acceleration on uppress of WASD keys this.input.keyboard.on('keyup_W', function (event) { if (moveKeys['down'].isUp) player.setAccelerationY(0); }); this.input.keyboard.on('keyup_S', function (event) { if (moveKeys['up'].isUp) player.setAccelerationY(0); }); this.input.keyboard.on('keyup_A', function (event) { if (moveKeys['right'].isUp) player.setAccelerationX(0); }); this.input.keyboard.on('keyup_D', function (event) { if (moveKeys['left'].isUp) player.setAccelerationX(0); }); // Fires bullet from player on left click of mouse this.input.on('pointerdown', function (pointer, time, lastFired) { if (player.active === false) return; // Get bullet from bullets group var bullet = playerBullets.get().setActive(true).setVisible(true); if (bullet) { bullet.fire(player, reticle); this.physics.add.collider(enemy, bullet, enemyHitCallback); } }, this); // Pointer lock will only work after mousedown game.canvas.addEventListener('mousedown', function () { game.input.mouse.requestPointerLock(); }); // Exit pointer lock when Q or escape (by default) is pressed. this.input.keyboard.on('keydown_Q', function (event) { if (game.input.mouse.locked) game.input.mouse.releasePointerLock(); }, 0, this); // Move reticle upon locked pointer move this.input.on('pointermove', function (pointer) { if (this.input.mouse.locked) { reticle.x += pointer.movementX; reticle.y += pointer.movementY; } }, this); } function enemyHitCallback(enemyHit, bulletHit) { // Reduce health of enemy if (bulletHit.active === true && enemyHit.active === true) { enemyHit.health = enemyHit.health - 1; console.log("Enemy hp: ", enemyHit.health); // Kill enemy if health <= 0 if (enemyHit.health <= 0) { enemyHit.setActive(false).setVisible(false); } // Destroy bullet bulletHit.setActive(false).setVisible(false); } } function playerHitCallback(playerHit, bulletHit) { // Reduce health of player if (bulletHit.active === true && playerHit.active === true) { playerHit.health = playerHit.health - 1; console.log("Player hp: ", playerHit.health); // Kill hp sprites and kill player if health <= 0 if (playerHit.health == 2) { hp3.destroy(); } else if (playerHit.health == 1) { hp2.destroy(); } else { hp1.destroy(); // Game over state should execute here } // Destroy bullet bulletHit.setActive(false).setVisible(false); } } function enemyFire(enemy, player, time, gameObject) { if (enemy.active === false) { return; } if ((time - enemy.lastFired) > 1000) { enemy.lastFired = time; // Get bullet from bullets group var bullet = enemyBullets.get().setActive(true).setVisible(true); if (bullet) { bullet.fire(enemy, player); // Add collider between bullet and player gameObject.physics.add.collider(player, bullet, playerHitCallback); } } } // Ensures sprite speed doesnt exceed maxVelocity while update is called function constrainVelocity(sprite, maxVelocity) { if (!sprite || !sprite.body) return; var angle, currVelocitySqr, vx, vy; vx = sprite.body.velocity.x; vy = sprite.body.velocity.y; currVelocitySqr = vx * vx + vy * vy; if (currVelocitySqr > maxVelocity * maxVelocity) { angle = Math.atan2(vy, vx); vx = Math.cos(angle) * maxVelocity; vy = Math.sin(angle) * maxVelocity; sprite.body.velocity.x = vx; sprite.body.velocity.y = vy; } } // Ensures reticle does not move offscreen function constrainReticle(reticle) { var distX = reticle.x-player.x; // X distance between player & reticle var distY = reticle.y-player.y; // Y distance between player & reticle // Ensures reticle cannot be moved offscreen (player follow) if (distX > 800) reticle.x = player.x+800; else if (distX < -800) reticle.x = player.x-800; if (distY > 600) reticle.y = player.y+600; else if (distY < -600) reticle.y = player.y-600; } function update (time, delta) { // Rotates player to face towards reticle player.rotation = Phaser.Math.Angle.Between(player.x, player.y, reticle.x, reticle.y); // Rotates enemy to face towards player enemy.rotation = Phaser.Math.Angle.Between(enemy.x, enemy.y, player.x, player.y); //Make reticle move with player reticle.body.velocity.x = player.body.velocity.x; reticle.body.velocity.y = player.body.velocity.y; // Constrain velocity of player constrainVelocity(player, 500); // Constrain position of constrainReticle constrainReticle(reticle); // Make enemy fire enemyFire(enemy, player, time, this); }
var config = {
type: Phaser.AUTO,
parent: 'phaser-example',
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 0 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update,
extend: {
player: null,
healthpoints: null,
reticle: null,
moveKeys: null,
playerBullets: null,
enemyBullets: null,
time: 0,
}
}
};
var game = new Phaser.Game(config);
var Bullet = new Phaser.Class({
Extends: Phaser.GameObjects.Image,
initialize:
// Bullet Constructor
function Bullet (scene)
{
Phaser.GameObjects.Image.call(this, scene, 0, 0, 'bullet');
this.speed = 1;
this.born = 0;
this.direction = 0;
this.xSpeed = 0;
this.ySpeed = 0;
this.setSize(12, 12, true);
},
// Fires a bullet from the player to the reticle
fire: function (shooter, target)
{
this.setPosition(shooter.x, shooter.y); // Initial position
this.direction = Math.atan( (target.x-this.x) / (target.y-this.y));
// Calculate X and y velocity of bullet to moves it from shooter to target
if (target.y >= this.y)
{
this.xSpeed = this.speed*Math.sin(this.direction);
this.ySpeed = this.speed*Math.cos(this.direction);
}
else
{
this.xSpeed = -this.speed*Math.sin(this.direction);
this.ySpeed = -this.speed*Math.cos(this.direction);
}
this.rotation = shooter.rotation; // angle bullet with shooters rotation
this.born = 0; // Time since new bullet spawned
},
// Updates the position of the bullet each cycle
update: function (time, delta)
{
this.x += this.xSpeed * delta;
this.y += this.ySpeed * delta;
this.born += delta;
if (this.born > 1800)
{
this.setActive(false);
this.setVisible(false);
}
}
});
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
// Load in images and sprites
this.load.spritesheet('player_handgun', 'assets/sprites/player_handgun.png',
{ frameWidth: 66, frameHeight: 60 }
); // Made by tokkatrain: https://tokkatrain.itch.io/top-down-basic-set
this.load.image('bullet', 'assets/sprites/bullets/bullet6.png');
this.load.image('target', 'assets/demoscene/ball.png');
this.load.image('background', 'assets/skies/underwater1.png');
}
function create ()
{
// Set world bounds
this.physics.world.setBounds(0, 0, 1600, 1200);
// Add 2 groups for Bullet objects
playerBullets = this.physics.add.group({ classType: Bullet, runChildUpdate: true });
enemyBullets = this.physics.add.group({ classType: Bullet, runChildUpdate: true });
// Add background player, enemy, reticle, healthpoint sprites
var background = this.add.image(800, 600, 'background');
player = this.physics.add.sprite(800, 600, 'player_handgun');
enemy = this.physics.add.sprite(300, 600, 'player_handgun');
reticle = this.physics.add.sprite(800, 700, 'target');
hp1 = this.add.image(-350, -250, 'target').setScrollFactor(0.5, 0.5);
hp2 = this.add.image(-300, -250, 'target').setScrollFactor(0.5, 0.5);
hp3 = this.add.image(-250, -250, 'target').setScrollFactor(0.5, 0.5);
// Set image/sprite properties
background.setOrigin(0.5, 0.5).setDisplaySize(1600, 1200);
player.setOrigin(0.5, 0.5).setDisplaySize(132, 120).setCollideWorldBounds(true).setDrag(500, 500);
enemy.setOrigin(0.5, 0.5).setDisplaySize(132, 120).setCollideWorldBounds(true);
reticle.setOrigin(0.5, 0.5).setDisplaySize(25, 25).setCollideWorldBounds(true);
hp1.setOrigin(0.5, 0.5).setDisplaySize(50, 50);
hp2.setOrigin(0.5, 0.5).setDisplaySize(50, 50);
hp3.setOrigin(0.5, 0.5).setDisplaySize(50, 50);
// Set sprite variables
player.health = 3;
enemy.health = 3;
enemy.lastFired = 0;
// Set camera properties
this.cameras.main.zoom = 0.5;
this.cameras.main.startFollow(player);
// Creates object for input with WASD kets
moveKeys = this.input.keyboard.addKeys({
'up': Phaser.Input.Keyboard.KeyCodes.W,
'down': Phaser.Input.Keyboard.KeyCodes.S,
'left': Phaser.Input.Keyboard.KeyCodes.A,
'right': Phaser.Input.Keyboard.KeyCodes.D
});
// Enables movement of player with WASD keys
this.input.keyboard.on('keydown_W', function (event) {
player.setAccelerationY(-800);
});
this.input.keyboard.on('keydown_S', function (event) {
player.setAccelerationY(800);
});
this.input.keyboard.on('keydown_A', function (event) {
player.setAccelerationX(-800);
});
this.input.keyboard.on('keydown_D', function (event) {
player.setAccelerationX(800);
});
// Stops player acceleration on uppress of WASD keys
this.input.keyboard.on('keyup_W', function (event) {
if (moveKeys['down'].isUp)
player.setAccelerationY(0);
});
this.input.keyboard.on('keyup_S', function (event) {
if (moveKeys['up'].isUp)
player.setAccelerationY(0);
});
this.input.keyboard.on('keyup_A', function (event) {
if (moveKeys['right'].isUp)
player.setAccelerationX(0);
});
this.input.keyboard.on('keyup_D', function (event) {
if (moveKeys['left'].isUp)
player.setAccelerationX(0);
});
// Fires bullet from player on left click of mouse
this.input.on('pointerdown', function (pointer, time, lastFired) {
if (player.active === false)
return;
// Get bullet from bullets group
var bullet = playerBullets.get().setActive(true).setVisible(true);
if (bullet)
{
bullet.fire(player, reticle);
this.physics.add.collider(enemy, bullet, enemyHitCallback);
}
}, this);
// Pointer lock will only work after mousedown
game.canvas.addEventListener('mousedown', function () {
game.input.mouse.requestPointerLock();
});
// Exit pointer lock when Q or escape (by default) is pressed.
this.input.keyboard.on('keydown_Q', function (event) {
if (game.input.mouse.locked)
game.input.mouse.releasePointerLock();
}, 0, this);
// Move reticle upon locked pointer move
this.input.on('pointermove', function (pointer) {
if (this.input.mouse.locked)
{
reticle.x += pointer.movementX;
reticle.y += pointer.movementY;
}
}, this);
}
function enemyHitCallback(enemyHit, bulletHit)
{
// Reduce health of enemy
if (bulletHit.active === true && enemyHit.active === true)
{
enemyHit.health = enemyHit.health - 1;
console.log("Enemy hp: ", enemyHit.health);
// Kill enemy if health <= 0
if (enemyHit.health <= 0)
{
enemyHit.setActive(false).setVisible(false);
}
// Destroy bullet
bulletHit.setActive(false).setVisible(false);
}
}
function playerHitCallback(playerHit, bulletHit)
{
// Reduce health of player
if (bulletHit.active === true && playerHit.active === true)
{
playerHit.health = playerHit.health - 1;
console.log("Player hp: ", playerHit.health);
// Kill hp sprites and kill player if health <= 0
if (playerHit.health == 2)
{
hp3.destroy();
}
else if (playerHit.health == 1)
{
hp2.destroy();
}
else
{
hp1.destroy();
// Game over state should execute here
}
// Destroy bullet
bulletHit.setActive(false).setVisible(false);
}
}
function enemyFire(enemy, player, time, gameObject)
{
if (enemy.active === false)
{
return;
}
if ((time - enemy.lastFired) > 1000)
{
enemy.lastFired = time;
// Get bullet from bullets group
var bullet = enemyBullets.get().setActive(true).setVisible(true);
if (bullet)
{
bullet.fire(enemy, player);
// Add collider between bullet and player
gameObject.physics.add.collider(player, bullet, playerHitCallback);
}
}
}
// Ensures sprite speed doesnt exceed maxVelocity while update is called
function constrainVelocity(sprite, maxVelocity)
{
if (!sprite || !sprite.body)
return;
var angle, currVelocitySqr, vx, vy;
vx = sprite.body.velocity.x;
vy = sprite.body.velocity.y;
currVelocitySqr = vx * vx + vy * vy;
if (currVelocitySqr > maxVelocity * maxVelocity)
{
angle = Math.atan2(vy, vx);
vx = Math.cos(angle) * maxVelocity;
vy = Math.sin(angle) * maxVelocity;
sprite.body.velocity.x = vx;
sprite.body.velocity.y = vy;
}
}
// Ensures reticle does not move offscreen
function constrainReticle(reticle)
{
var distX = reticle.x-player.x; // X distance between player & reticle
var distY = reticle.y-player.y; // Y distance between player & reticle
// Ensures reticle cannot be moved offscreen (player follow)
if (distX > 800)
reticle.x = player.x+800;
else if (distX < -800)
reticle.x = player.x-800;
if (distY > 600)
reticle.y = player.y+600;
else if (distY < -600)
reticle.y = player.y-600;
}
function update (time, delta)
{
// Rotates player to face towards reticle
player.rotation = Phaser.Math.Angle.Between(player.x, player.y, reticle.x, reticle.y);
// Rotates enemy to face towards player
enemy.rotation = Phaser.Math.Angle.Between(enemy.x, enemy.y, player.x, player.y);
//Make reticle move with player
reticle.body.velocity.x = player.body.velocity.x;
reticle.body.velocity.y = player.body.velocity.y;
// Constrain velocity of player
constrainVelocity(player, 500);
// Constrain position of constrainReticle
constrainReticle(reticle);
// Make enemy fire
enemyFire(enemy, player, time, this);
}