Play Movement Sound
Demonstrates how to trigger and manage sound effects based on player movement and interaction, including logic to prevent overlapping audio while walking.
800 × 600
class Example extends Phaser.Scene
{
constructor ()
{
super();
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
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 });
this.load.setPath('assets/audio/SoundEffects');
this.load.audio('walk1', 'steps1.mp3');
this.load.audio('walk2', 'steps2.mp3');
this.load.audio('star', 'pickup.wav');
}
create ()
{
this.walk1 = this.sound.add('walk1');
this.walk2 = this.sound.add('walk2');
this.add.image(400, 300, 'sky');
const 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');
this.player = this.physics.add.sprite(100, 450, 'dude');
this.player.setBounce(0.2);
this.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();
const stars = this.physics.add.group({
key: 'star',
repeat: 11,
setXY: { x: 12, y: 0, stepX: 70 }
});
stars.children.forEach(function (child) {
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
});
this.physics.add.collider(this.player, platforms);
this.physics.add.collider(stars, platforms);
this.physics.add.overlap(this.player, stars, this.collectStar, null, this);
}
update ()
{
if (this.cursors.left.isDown)
{
this.player.setVelocityX(-160);
this.player.anims.play('left', true);
if (!this.walk1.isPlaying)
{
this.walk1.play();
}
}
else if (this.cursors.right.isDown)
{
this.player.setVelocityX(160);
this.player.anims.play('right', true);
if (!this.walk2.isPlaying)
{
this.walk2.play();
}
}
else
{
this.player.setVelocityX(0);
this.player.anims.play('turn');
}
if (this.cursors.up.isDown && this.player.body.touching.down)
{
this.player.setVelocityY(-330);
}
}
collectStar (player, star)
{
star.disableBody(true, true);
this.sound.play('star');
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
parent: 'game-container',
width: 800,
height: 600,
backgroundColor: '#2d2d2d',
scene: Example,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
}
};
const game = new Phaser.Game(config);