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phaser3-移动端适配

来源:未知    时间:2021-06-20 21:28 作者:小飞侠 阅读:

[导读] 代码如下: //ThisScenehasnoaspectratiolock,itwillscaletofitthebrowserwindow,butwillzoomtomatchtheGameclassBackgroundSceneextendsPhaser.Scene{gameScene;layer;constructor(){super(BackgroundScene);}preload(){this.load.image(guide,assets/tes...

image.png

代码如下:

// 此场景没有纵横比锁定,它将缩放以适应浏览器窗口,但将缩放以匹配游戏
class BackgroundScene extends Phaser.Scene
{
    gameScene;
    layer;

    constructor ()
    {
        super('BackgroundScene');
    }

    preload ()
    {
        this.load.image('guide', 'assets/tests/640x960-guide.png');
        this.load.image('bg', 'assets/skies/bigsky.png');
        this.load.atlas('clouds', 'assets/atlas/clouds.png', 'assets/atlas/clouds.json');
        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 ()
    {
        const width = this.scale.gameSize.width;
        const height = this.scale.gameSize.height;

        const bg = this.add.image(0, 0, 'bg').setOrigin(0, 0);

        //  如果您想使用一个层来容纳所有游戏对象,请使用以下内容(请参阅updateCamera)

        // const bg = this.add.image(0, 0, 'bg');
        // this.layer = this.add.container();
        // this.layer.add(bg);

        //  创建一些云来显示我们可以在这个场景和游戏场景中设置对象的动画
        this.time.addEvent({ delay: 3000, callback: this.spawnCloud, callbackScope: this, repeat: 12 });

        this.scene.launch('GameScene');

        this.gameScene = this.scene.get('GameScene');
    }

    updateCamera ()
    {
        const width = this.scale.gameSize.width;
        const height = this.scale.gameSize.height;

        const camera = this.cameras.main;

        //  在背景图片的游戏区域下方有240像素的额外填充
        //  所以我们用y偏移量来计算它(按游戏缩放因子缩放)

        const zoom = this.gameScene.getZoom();
        const offset = 120 * zoom;

        // 我们可以缩放并重新调整相机中心:

        camera.setZoom(zoom);
        camera.centerOn(1400 / 2, (1200 / 2) + 120);

        //  或者,如果你想把这个场景中的所有游戏对象放到一个层中,
        //  您可以定位和缩放:

        // this.layer.x = width / 2;
        // this.layer.y = (height / 2) + offset;
        // this.layer.setScale(zoom);
    }

    spawnCloud (cloud)
    {
        const cloudType = Phaser.Math.Between(1, 3);

        const x = 1400;
        const y = Phaser.Math.Between(0, this.scale.height / 1.25);

        if (!cloud)
        {
            cloud = this.add.image(x, y, 'clouds', 'cloud' + cloudType);
        }
        else
        {
            cloud.setPosition(x, y);
        }

        this.tweens.add({
            targets: cloud,
            x: -400,
            duration: Phaser.Math.Between(20000, 60000),
            ease: 'linear',
            onComplete: () => this.spawnCloud(cloud)
        });
    }
}

//  此场景的纵横比锁定为640 x 960(并相应缩放和居中)
class GameScene extends Phaser.Scene
{
    GAME_WIDTH = 640;
    GAME_HEIGHT = 960;

    backgroundScene;
    parent;
    sizer;
    player;
    stars;
    bombs;
    platforms;
    cursors;
    score = 0;
    gameOver = false;
    scoreText;

    constructor ()
    {
        super('GameScene');
    }

    create ()
    {
        const width = this.scale.gameSize.width;
        const height = this.scale.gameSize.height;

        this.parent = new Phaser.Structs.Size(width, height);
        this.sizer = new Phaser.Structs.Size(this.GAME_WIDTH, this.GAME_HEIGHT, Phaser.Structs.Size.FIT, this.parent);

        this.parent.setSize(width, height);
        this.sizer.setSize(width, height);

        this.backgroundScene = this.scene.get('BackgroundScene');

        this.updateCamera();

        this.scale.on('resize', this.resize, this);

        const guide = this.add.image(0, 0, 'guide').setOrigin(0, 0).setDepth(1).setVisible(false);
        
        this.add.text(this.GAME_WIDTH / 2, this.GAME_HEIGHT - 16, 'Press X to toggle mobile guide', { fontSize: '16px', fill: '#ffffff' }).setDepth(1).setOrigin(0.5);

        this.input.keyboard.on('keydown-X', () => {
            guide.visible = !guide.visible;
        });

        //  -----------------------------------
        //  -----------------------------------
        //  -----------------------------------
        //  从这里开始的普通游戏
        //  -----------------------------------
        //  -----------------------------------
        //  -----------------------------------

        this.physics.world.setBounds(0, 0, this.GAME_WIDTH, this.GAME_HEIGHT);

        //  平台组包括地面和我们可以跳上的两个壁架
        this.platforms = this.physics.add.staticGroup();

        //  在这里我们创造了地面。
        //  缩放它以适应游戏的宽度(原始精灵的大小为400x32)
        this.platforms.create(320, 944, 'ground').setDisplaySize(640, 32).refreshBody();

        //  Now let's create some ledges
        this.platforms.create(750, 220, 'ground');
        this.platforms.create(50, 250, 'ground');
        this.platforms.create(600, 400, 'ground');
        this.platforms.create(320, 520, 'ground').setScale(0.3, 1).refreshBody();;
        this.platforms.create(50, 650, 'ground');
        this.platforms.create(600, 780, 'ground');

        // 播放器及其设置
        this.player = this.physics.add.sprite(100, 800, 'dude');

        //  玩家物理属性。给那个小家伙一点弹跳。
        this.player.setBounce(0.1);
        this.player.setCollideWorldBounds(true);

        //  我们的播放器动画,转弯,向左走和向右走。
        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
        });

        //  Input Events
        this.cursors = this.input.keyboard.createCursorKeys();

        //  Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
        this.stars = this.physics.add.group({
            key: 'star',
            repeat: 11,
            setXY: { x: 12, y: 0, stepX: 50 }
        });

        this.stars.children.iterate(function (child) {

            //  Give each star a slightly different bounce
            child.setBounce(1, Phaser.Math.FloatBetween(0.4, 0.8));
            child.setCollideWorldBounds(true);
            child.setVelocity(Phaser.Math.Between(-200, 200), 20);
            child.setDragX(4);

        });

        this.bombs = this.physics.add.group();

        //  The score
        this.scoreText = this.add.text(32, 8, 'score: 0', { fontSize: '32px', fill: '#000' });

        //  将玩家和星星与平台碰撞
        this.physics.add.collider(this.player, this.platforms);
        this.physics.add.collider(this.stars, this.platforms);
        this.physics.add.collider(this.bombs, this.platforms);

        // 检查播放器是否与任何星星重叠,是否调用collectStar函数
        this.physics.add.overlap(this.player, this.stars, this.collectStar, null, this);

        this.physics.add.collider(this.player, this.bombs, this.hitBomb, null, this);
    }

    //  ------------------------
    //  ------------------------
    //  ------------------------
    //  Resize related functions
    //  ------------------------
    //  ------------------------
    //  ------------------------

    resize (gameSize)
    {
        const width = gameSize.width;
        const height = gameSize.height;

        this.parent.setSize(width, height);
        this.sizer.setSize(width, height);

        this.updateCamera();
    }

    updateCamera ()
    {
        const camera = this.cameras.main;

        const x = Math.ceil((this.parent.width - this.sizer.width) * 0.5);
        const y = 0;
        const scaleX = this.sizer.width / this.GAME_WIDTH;
        const scaleY = this.sizer.height / this.GAME_HEIGHT;

        camera.setViewport(x, y, this.sizer.width, this.sizer.height);
        camera.setZoom(Math.max(scaleX, scaleY));
        camera.centerOn(this.GAME_WIDTH / 2, this.GAME_HEIGHT / 2);

        this.backgroundScene.updateCamera();
    }

    getZoom ()
    {
        return this.cameras.main.zoom;
    }

    //  ------------------------
    //  ------------------------
    //  ------------------------
    //  Game related functions
    //  ------------------------
    //  ------------------------
    //  ------------------------

    update ()
    {
        if (this.gameOver)
        {
            return;
        }

        const cursors = this.cursors;
        const 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 (player, star)
    {
        star.disableBody(true, true);

        //  添加和更新分数
        this.score += 10;
        this.scoreText.setText('Score: ' + this.score);

        if (this.stars.countActive(true) === 0)
        {
            //  新一批要收集的星星
            this.stars.children.iterate(function (child)
            {
                child.enableBody(true, child.x, 0, true, true);
            });

            const halfX = this.GAME_WIDTH / 2;
            const x = (this.player.x < halfX) ? Phaser.Math.Between(halfX, this.GAME_WIDTH) : Phaser.Math.Between(0, halfX);

            const bomb = this.bombs.create(x, 16, 'bomb');

            bomb.setBounce(1);
            bomb.setCollideWorldBounds(true);
            bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
        }
    }

    hitBomb (player, bomb)
    {
        this.physics.pause();

        player.setTint(0xff0000);

        player.anims.play('turn');

        this.gameOver = true;
    }
}

const config = {
    type: Phaser.AUTO,
    backgroundColor: '#000000',
    scale: {
        mode: Phaser.Scale.RESIZE,
        parent: 'phaser-example',
        width: 640,
        height: 960,
        min: {
            width: 320,
            height: 480
        },
        max: {
            width: 1400,
            height: 1200
        }
    },
    scene: [ BackgroundScene, GameScene ],
    physics: {
        default: 'arcade',
        arcade: {
            gravity: { y: 300 },
            debug: false
        }
    }
};

const game = new Phaser.Game(config);


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