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game.js
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/**
* Created by Antonio on 23.05.2017.
*/
var ready = false;
var eurecaServer;
var player;
var players = {};
var myId;
Player = function (index, game, x, y) {
this.cursor = {left:false, right:false, up:false, down:false};
//this.count_of_colision = 0;
this.game = game;
this.id = index;
this.sprite = game.add.sprite(x, y, 'phaser');
this.sprite.player = this;
//this.label_score = game.add.text(20, 20, "0", score_style);
//this.sprite.addChild(this.label_score);
this.game.physics.enable(this.sprite, Phaser.Physics.ARCADE);
};
//this function will handle client communication with the server
var eurecaClientSetup = function() {
//create an instance of eureca.io client
var eurecaClient = new Eureca.Client();
eurecaClient.exports.updateState = function(id, cursor)
{
if (players[id]) {
players[id].cursor = cursor;
}
};
eurecaClient.ready(function (proxy) {
eurecaServer = proxy;
});
//methods defined under "exports" namespace become available in the server side
eurecaClient.exports.setId = function(id)
{
//create() is moved here to make sure nothing is created before uniq id assignation
myId = id;
create();
eurecaServer.handshake(players[id].sprite.x, players[id].sprite.y);
ready = true;
};
eurecaClient.exports.kill = function(id)
{
if (players[id]) {
players[id].kill();
console.log('killing ', id, players[id]);
}
};
eurecaClient.exports.spawnEnemy = function(i, x, y)
{
if (i == myId) return; //this is me
console.log('SPAWN');
var player = new Player(i, game, x, y);
players[i] = player;
}
};
var w = 800;
var h = 600;
var group;
var cursors;
var messange_style = {font: "50px Arial", fill: "red", align:"left", boundsAlignH: "top", boundsAlignV:"top"};
var score_style = {font: "20px Arial", fill: "red", align:"left", boundsAlignH: "top", boundsAlignV:"top"};
var vegetables = 80;
var chilli = 20;
var count_of_collision = 0;
Player.prototype.update = function() {
if (!ready) return;
if (this.id == myId) {
var inputChanged = (
this.cursor.left != cursors.left.isDown ||
this.cursor.right != cursors.right.isDown ||
this.cursor.up != cursors.up.isDown ||
this.cursor.down != cursors.down.isDown
);
if (inputChanged) {
this.cursor.left = cursors.left.isDown;
this.cursor.right = cursors.right.isDown;
this.cursor.up = cursors.up.isDown;
this.cursor.down = cursors.down.isDown;
eurecaServer.handleKeys(this.cursor);
}
}
this.sprite.body.velocity.x = 0;
this.sprite.body.velocity.y = 0;
if(count_of_collision == chilli) {
this.game.add.text(w/2 - 25, h/2 - 25, "Win!", messange_style);
this.game.time.events.add(Phaser.Timer.SECOND * 4, Sleep, this);
}
if (this.cursor.left)
{
if(this.sprite.x < this.sprite.width / 2)
this.sprite.x = w - this.sprite.width / 2;
else
this.sprite.body.velocity.x = -200;
}
else if (this.cursor.right)
{
if(this.sprite.x > w - this.sprite.width / 2)
this.sprite.x = this.sprite.width / 2;
else
this.sprite.body.velocity.x = 200;
}
if (this.cursor.up)
{
if(this.sprite.y < this.sprite.height / 2)
this.sprite.y = h - this.sprite.height / 2;
else
this.sprite.body.velocity.y = -200;
}
else if (this.cursor.down)
{
if(this.sprite.y > h - this.sprite.height / 2)
this.sprite.y = this.sprite.height / 2;
else
this.sprite.body.velocity.y = 200;
}
};
Player.prototype.kill = function() {
this.sprite.kill();
};
Vegetable = function (game) {
frame = game.rnd.between(0, 35);
// Just because we don't want a false chilli (frame 17)
if (frame === 17)
{
frame = 1;
}
var x = game.rnd.between(0, w);
var y = game.rnd.between(0, h);
Phaser.Image.call(this, game, x, y, 'veggies', frame);
};
Vegetable.prototype = Object.create(Phaser.Image.prototype);
Vegetable.prototype.constructor = Vegetable;
Chilli = function (game) {
var x = game.rnd.between(0, w);
var y = game.rnd.between(0, h);
Phaser.Sprite.call(this, game, x, y, 'veggies', 17);
game.physics.arcade.enable(this);
};
Chilli.prototype = Object.create(Phaser.Sprite.prototype);
Chilli.prototype.constructor = Chilli;
//var game = new Phaser.Game(w, h, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
var game = new Phaser.Game(w, h, Phaser.AUTO, 'phaser-example', { preload: preload, create: eurecaClientSetup, update: update, render: render });
function preload() {
game.load.image('phaser', 'assets/phaser-dude.png');
game.load.spritesheet('veggies', 'assets/fruitnveg32wh37.png', 32, 32);
game.load.image('background', 'assets/background.jpg');
}
function create() {
game.canvas.style.cursor = 'none';
game.physics.startSystem(Phaser.Physics.ARCADE);
game.add.image(game.world.centerX, game.world.centerY, 'background').anchor.set(0.5);
count_of_collision = 0;
// This example will check Sprite vs. Group collision
group = game.add.group();
for (var i = 0; i < vegetables; i++)
{
if (i < vegetables - chilli)
{
// Vegetables don't have any physics bodies
group.add(new Vegetable(game));
}
else
{
// But a chilli has a physics body
group.add(new Chilli(game));
}
}
// Our player
var x = game.rnd.between(50, w - 50);
var y = game.rnd.between(50, h - 50);
var player1 = new Player(myId, game, x, y);
//var player2 = new Player(1, game);
players[myId] = player1;
//players.push(player2);
cursors = game.input.keyboard.createCursorKeys();
game.stage.disableVisibilityChange = true;
}
function update() {
if (!ready) return;
for(var i in players)
{
game.physics.arcade.overlap(players[i].sprite, group, collisionHandler, null, this);
players[i].update();
}
}
function Sleep() {
game.destroy();
}
function collisionHandler (sprite, chilli) {
// If the player collides with a chilli it gets eaten :)
chilli.kill();
//sprite.player.label_score.text = (parseInt(sprite.player.label_score.text, 10) + 1).toString();
//sprite.player.count_of_collision += 1;
count_of_collision += 1;
}
function render () {}