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game.py
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165 lines (122 loc) · 4.39 KB
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def preload():
this.load.image('sky', '../assets/sky.png')
this.load.image('ground', '../assets/platform.png')
this.load.image('star', '../assets/star.png')
this.load.image('bomb', '../assets/bomb.png')
this.load.spritesheet('dude', '../assets/dude.png', { 'frameWidth': 32, 'frameHeight': 48 })
def create():
global player, stars, bombs, platforms, cursors, scoreText
# A simple background for our game
this.add.image(400, 300, 'sky')
# The platforms group contains the ground and the 2 ledges we can jump on
platforms = this.physics.add.staticGroup()
# Here we create the ground.
# Scale it to fit the width of the game (the original sprite is 400x32 in size)
platforms.create(400, 568, 'ground').setScale(2).refreshBody()
# Now let's create some ledges
platforms.create(600, 400, 'ground')
platforms.create(50, 250, 'ground')
platforms.create(750, 220, 'ground')
# The player and its settings
player = this.physics.add.sprite(100, 450, 'dude')
# Player physics properties. Give the little guy a slight bounce.
player.setBounce(0.2)
player.setCollideWorldBounds(True)
# Our player animations, turning, walking left and walking right.
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
cursors = this.input.keyboard.createCursorKeys()
# Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
stars = this.physics.add.group({
'key': 'star',
'repeat': 11,
'setXY': { 'x': 12, 'y': 0, 'stepX': 70 }
})
# Give each star a slightly different bounce
stars.children.iterate(lambda child: child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8)))
bombs = this.physics.add.group()
# The score
scoreText = this.add.text(16, 16, 'score: 0', { 'fontSize': '32px', 'fill': '#000' })
# Collide the player and the stars with the platforms
this.physics.add.collider(player, platforms)
this.physics.add.collider(stars, platforms)
this.physics.add.collider(bombs, platforms)
# Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
this.physics.add.overlap(player, stars, collectStar, null, this)
this.physics.add.collider(player, bombs, hitBomb, null, this)
def update():
if (gameOver):
return
if cursors.left.isDown:
player.setVelocityX(-160)
player.anims.play('left', True)
elif cursors.right.isDown:
player.setVelocityX(160)
player.anims.play('right', True)
else:
player.setVelocityX(0)
player.anims.play('turn')
if cursors.up.isDown and player.body.touching.down:
player.setVelocityY(-330)
def collectStar(player, star):
star.disableBody(True, True)
# Add and update the score
score += 10
scoreText.setText('Score: ' + score)
if stars.countActive(True) == 0:
# A new batch of stars to collect
stars.children.iterate(lambda child: child.enableBody(True, child.x, 0, True, True))
x = Phaser.Math.Between(400, 800) if player.x < 400 else Phaser.Math.Between(0, 400)
bomb = bombs.create(x, 16, 'bomb')
bomb.setBounce(1)
bomb.setCollideWorldBounds(True)
bomb.setVelocity(Phaser.Math.Between(-200, 200), 20)
bomb.allowGravity = False
def hitBomb(player, bomb):
this.physics.pause()
player.setTint(0xff0000)
player.anims.play('turn')
gameOver = True
config = {
'type': Phaser.AUTO,
'width': 800,
'height': 600,
'physics': {
'default': 'arcade',
'arcade': {
'gravity': { 'y': 300 },
'debug': False
}
},
'scene': {
'preload': preload,
'create': create,
'update': update
}
}
#
player = None
stars = None
bombs = None
platforms = None
cursors = None
score = None
gameOver = False
scoreText = None
game = __new__(Phaser.Game(config))