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<!doctype html> |
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<html lang="en"> |
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<head> |
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<meta charset="UTF-8" /> |
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<title>Game Test</title> |
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<script src="//cdn.jsdelivr.net/npm/phaser@3.11.0/dist/phaser.js"></script> |
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<style type="text/css"> |
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body { |
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margin: 0; |
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} |
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</style> |
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</head> |
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<body> |
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<script type="text/javascript"> |
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var config = { |
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type: Phaser.AUTO, |
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width: 800, |
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height: 600, |
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physics: { |
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default: 'arcade', |
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arcade: { |
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gravity: { y: 300 }, |
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debug: false |
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} |
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}, |
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scene: { |
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preload: preload, |
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create: create, |
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update: update |
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} |
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}; |
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var player; |
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var stars; |
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var bombs; |
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var platforms; |
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var cursors; |
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var score = 0; |
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var gameOver = false; |
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var scoreText; |
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var game = new Phaser.Game(config); |
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const queryString = window.location.search; |
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const urlParams = new URLSearchParams(queryString); |
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const main_url = "https://huggingface.co/datasets/Omnibus/game-data-1/resolve/main/images/" |
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const my_game = urlParams.get("game") |
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const sky_img = (main_url+"background/"+my_game+"-background_img.png"); |
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const platform_img = (main_url+"platform/"+my_game+"-platform_img.png"); |
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const star_img = (main_url+"star/"+my_game+"-star_img.png"); |
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const bomb_img = (main_url+"enemy/"+my_game+"-enemy_img.png"); |
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const dude_img = (main_url+"dude/"+my_game+"-dude_img.png"); |
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console.log(sky_img); |
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console.log(platform_img); |
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console.log(star_img); |
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console.log(bomb_img); |
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console.log(dude_img); |
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function preload () |
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{ |
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this.load.image('sky', sky_img); |
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this.load.image('ground', platform_img); |
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this.load.image('star', star_img); |
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this.load.image('bomb', bomb_img); |
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this.load.spritesheet('dude', dude_img, { frameWidth: 32, frameHeight: 48 }); |
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} |
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function create () |
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{ |
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this.add.image(0, 0, 'sky').setOrigin(0,0); |
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platforms = this.physics.add.staticGroup(); |
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platforms.create(400, 568, 'ground').setScale(2).refreshBody(); |
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platforms.create(600, 400, 'ground'); |
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platforms.create(50, 250, 'ground'); |
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platforms.create(750, 220, 'ground'); |
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player = this.physics.add.sprite(100, 450, 'dude'); |
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player.setBounce(0.2); |
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player.setCollideWorldBounds(true); |
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this.anims.create({ |
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key: 'left', |
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frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }), |
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frameRate: 10, |
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repeat: -1 |
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}); |
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this.anims.create({ |
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key: 'turn', |
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frames: [ { key: 'dude', frame: 4 } ], |
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frameRate: 20 |
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}); |
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this.anims.create({ |
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key: 'right', |
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frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }), |
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frameRate: 10, |
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repeat: -1 |
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}); |
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cursors = this.input.keyboard.createCursorKeys(); |
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stars = this.physics.add.group({ |
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key: 'star', |
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repeat: 11, |
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setXY: { x: 12, y: 0, stepX: 70 } |
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}); |
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stars.children.iterate(function (child) { |
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child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8)); |
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}); |
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bombs = this.physics.add.group(); |
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scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' }); |
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this.physics.add.collider(player, platforms); |
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this.physics.add.collider(stars, platforms); |
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this.physics.add.collider(bombs, platforms); |
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this.physics.add.overlap(player, stars, collectStar, null, this); |
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this.physics.add.collider(player, bombs, hitBomb, null, this); |
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} |
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function update () |
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{ |
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if (gameOver) |
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{ |
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return; |
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} |
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if (cursors.left.isDown) |
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{ |
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player.setVelocityX(-160); |
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player.anims.play('left', true); |
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} |
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else if (cursors.right.isDown) |
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{ |
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player.setVelocityX(160); |
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player.anims.play('right', true); |
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} |
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else |
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{ |
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player.setVelocityX(0); |
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player.anims.play('turn'); |
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} |
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if (cursors.up.isDown && player.body.touching.down) |
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{ |
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player.setVelocityY(-330); |
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} |
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} |
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function collectStar (player, star) |
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{ |
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star.disableBody(true, true); |
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score += 10; |
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scoreText.setText('Score: ' + score); |
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document.getElementById('my_score').innerHTML = score; |
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if (stars.countActive(true) === 0) |
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{ |
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stars.children.iterate(function (child) { |
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child.enableBody(true, child.x, 0, true, true); |
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}); |
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var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400); |
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var bomb = bombs.create(x, 16, 'bomb'); |
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bomb.setBounce(1); |
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bomb.setCollideWorldBounds(true); |
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bomb.setVelocity(Phaser.Math.Between(-200, 200), 20); |
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bomb.allowGravity = false; |
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} |
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} |
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function hitBomb (player, bomb) |
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{ |
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this.physics.pause(); |
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player.setTint(0xff0000); |
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player.anims.play('turn'); |
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gameOver = true; |
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} |
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</script> |
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<div> |
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<p hidden id="my_score"></p> |
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</div> |
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</body> |
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</html> |