class Example extends Phaser.Scene { time = 0; lastFired = 0; bullets; moveKeys; reticle; player; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); // Load in images and sprites this.load.spritesheet( 'player_handgun', 'assets/sprites/player_handgun.png', { frameWidth: 66, frameHeight: 60 } ); // Made by tokkatrain: https://tokkatrain.itch.io/top-down-basic-set this.load.image('target', 'assets/demoscene/ball.png'); this.load.image('background', 'assets/skies/underwater1.png'); } create () { // Create world bounds this.physics.world.setBounds(0, 0, 1600, 1200); // Add background, player, and reticle sprites const background = this.add.image(800, 600, 'background'); this.player = this.physics.add.sprite(800, 600, 'player_handgun'); this.reticle = this.physics.add.sprite(800, 700, 'target'); // Set image/sprite properties background.setOrigin(0.5, 0.5).setDisplaySize(1600, 1200); this.player .setOrigin(0.5, 0.5) .setDisplaySize(132, 120) .setCollideWorldBounds(true) .setDrag(500, 500); this.reticle .setOrigin(0.5, 0.5) .setDisplaySize(25, 25) .setCollideWorldBounds(true); // Set camera zoom this.cameras.main.zoom = 0.5; // Creates object for input with WASD kets this.moveKeys = this.input.keyboard.addKeys({ up: Phaser.Input.Keyboard.KeyCodes.W, down: Phaser.Input.Keyboard.KeyCodes.S, left: Phaser.Input.Keyboard.KeyCodes.A, right: Phaser.Input.Keyboard.KeyCodes.D }); // Enables movement of player with WASD keys this.input.keyboard.on('keydown_W', (event) => { this.player.setAccelerationY(-800); }); this.input.keyboard.on('keydown_S', (event) => { this.player.setAccelerationY(800); }); this.input.keyboard.on('keydown_A', (event) => { this.player.setAccelerationX(-800); }); this.input.keyboard.on('keydown_D', (event) => { this.player.setAccelerationX(800); }); // Stops player acceleration on uppress of WASD keys this.input.keyboard.on('keyup_W', (event) => { if (this.moveKeys['down'].isUp) { this.player.setAccelerationY(0); } }); this.input.keyboard.on('keyup_S', (event) => { if (this.moveKeys['up'].isUp) { this.player.setAccelerationY(0); } }); this.input.keyboard.on('keyup_A', (event) => { if (this.moveKeys['right'].isUp) { this.player.setAccelerationX(0); } }); this.input.keyboard.on('keyup_D', (event) => { if (this.moveKeys['left'].isUp) { this.player.setAccelerationX(0); } }); // Locks pointer on mousedown game.canvas.addEventListener('mousedown', () => { game.input.mouse.requestPointerLock(); }); // Exit pointer lock when Q or escape (by default) is pressed. this.input.keyboard.on( 'keydown_Q', (event) => { if (game.input.mouse.locked) { game.input.mouse.releasePointerLock(); } }, 0, ); // Move reticle upon locked pointer move this.input.on( 'pointermove', function (pointer) { if (this.input.mouse.locked) { // Move reticle with mouse this.reticle.x += pointer.movementX; this.reticle.y += pointer.movementY; // Only works when camera follows player const distX = this.reticle.x - this.player.x; const distY = this.reticle.y - this.player.y; // Ensures reticle cannot be moved offscreen if (distX > 800) { this.reticle.x = this.player.x + 800; } else if (distX < -800) { this.reticle.x = this.player.x - 800; } if (distY > 600) { this.reticle.y = this.player.y + 600; } else if (distY < -600) { this.reticle.y = this.player.y - 600; } } }, this ); } update (time, delta) { // Rotates player to face towards reticle this.player.rotation = Phaser.Math.Angle.Between( this.player.x, this.player.y, this.reticle.x, this.reticle.y ); // Camera position is average between reticle and player positions const avgX = (this.player.x + this.reticle.x) / 2 - 400; const avgY = (this.player.y + this.reticle.y) / 2 - 300; this.cameras.main.scrollX = avgX; this.cameras.main.scrollY = avgY; // Make reticle move with player this.reticle.body.velocity.x = this.player.body.velocity.x; this.reticle.body.velocity.y = this.player.body.velocity.y; // Constrain velocity of player this.constrainVelocity(this.player, 500); // Constrain position of reticle this.constrainReticle(this.reticle, 550); } constrainVelocity (sprite, maxVelocity) { if (!sprite || !sprite.body) { return; } let angle, currVelocitySqr, vx, vy; vx = sprite.body.velocity.x; vy = sprite.body.velocity.y; currVelocitySqr = vx * vx + vy * vy; if (currVelocitySqr > maxVelocity * maxVelocity) { angle = Math.atan2(vy, vx); vx = Math.cos(angle) * maxVelocity; vy = Math.sin(angle) * maxVelocity; sprite.body.velocity.x = vx; sprite.body.velocity.y = vy; } } constrainReticle (reticle, radius) { const distX = reticle.x - this.player.x; // X distance between player & reticle const distY = reticle.y - this.player.y; // Y distance between player & reticle // Ensures reticle cannot be moved offscreen if (distX > 800) { reticle.x = this.player.x + 800; } else if (distX < -800) { reticle.x = this.player.x - 800; } if (distY > 600) { reticle.y = this.player.y + 600; } else if (distY < -600) { reticle.y = this.player.y - 600; } // Ensures reticle cannot be moved further than dist(radius) from player const distBetween = Phaser.Math.Distance.Between( this.player.x, this.player.y, reticle.x, reticle.y ); if (distBetween > radius) { // Place reticle on perimeter of circle on line intersecting player & reticle const scale = distBetween / radius; reticle.x = this.player.x + (reticle.x - this.player.x) / scale; reticle.y = this.player.y + (reticle.y - this.player.y) / scale; } } } const config = { type: Phaser.AUTO, parent: 'phaser-example', width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 0 }, debug: true } }, scene: Example }; const game = new Phaser.Game(config);
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class Example extends Phaser.Scene { time = 0; lastFired = 0; bullets; moveKeys; reticle; player; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); // Load in images and sprites this.load.spritesheet( 'player_handgun', 'assets/sprites/player_handgun.png', { frameWidth: 66, frameHeight: 60 } ); // Made by tokkatrain: https://tokkatrain.itch.io/top-down-basic-set this.load.image('target', 'assets/demoscene/ball.png'); this.load.image('background', 'assets/skies/underwater1.png'); } create () { // Create world bounds this.physics.world.setBounds(0, 0, 1600, 1200); // Add background, player, and reticle sprites const background = this.add.image(800, 600, 'background'); this.player = this.physics.add.sprite(800, 600, 'player_handgun'); this.reticle = this.physics.add.sprite(800, 700, 'target'); // Set image/sprite properties background.setOrigin(0.5, 0.5).setDisplaySize(1600, 1200); this.player .setOrigin(0.5, 0.5) .setDisplaySize(132, 120) .setCollideWorldBounds(true) .setDrag(500, 500); this.reticle .setOrigin(0.5, 0.5) .setDisplaySize(25, 25) .setCollideWorldBounds(true); // Set camera zoom this.cameras.main.zoom = 0.5; // Creates object for input with WASD kets this.moveKeys = this.input.keyboard.addKeys({ up: Phaser.Input.Keyboard.KeyCodes.W, down: Phaser.Input.Keyboard.KeyCodes.S, left: Phaser.Input.Keyboard.KeyCodes.A, right: Phaser.Input.Keyboard.KeyCodes.D }); // Enables movement of player with WASD keys this.input.keyboard.on('keydown_W', (event) => { this.player.setAccelerationY(-800); }); this.input.keyboard.on('keydown_S', (event) => { this.player.setAccelerationY(800); }); this.input.keyboard.on('keydown_A', (event) => { this.player.setAccelerationX(-800); }); this.input.keyboard.on('keydown_D', (event) => { this.player.setAccelerationX(800); }); // Stops player acceleration on uppress of WASD keys this.input.keyboard.on('keyup_W', (event) => { if (this.moveKeys['down'].isUp) { this.player.setAccelerationY(0); } }); this.input.keyboard.on('keyup_S', (event) => { if (this.moveKeys['up'].isUp) { this.player.setAccelerationY(0); } }); this.input.keyboard.on('keyup_A', (event) => { if (this.moveKeys['right'].isUp) { this.player.setAccelerationX(0); } }); this.input.keyboard.on('keyup_D', (event) => { if (this.moveKeys['left'].isUp) { this.player.setAccelerationX(0); } }); // Locks pointer on mousedown game.canvas.addEventListener('mousedown', () => { game.input.mouse.requestPointerLock(); }); // Exit pointer lock when Q or escape (by default) is pressed. this.input.keyboard.on( 'keydown_Q', (event) => { if (game.input.mouse.locked) { game.input.mouse.releasePointerLock(); } }, 0, ); // Move reticle upon locked pointer move this.input.on( 'pointermove', function (pointer) { if (this.input.mouse.locked) { // Move reticle with mouse this.reticle.x += pointer.movementX; this.reticle.y += pointer.movementY; // Only works when camera follows player const distX = this.reticle.x - this.player.x; const distY = this.reticle.y - this.player.y; // Ensures reticle cannot be moved offscreen if (distX > 800) { this.reticle.x = this.player.x + 800; } else if (distX < -800) { this.reticle.x = this.player.x - 800; } if (distY > 600) { this.reticle.y = this.player.y + 600; } else if (distY < -600) { this.reticle.y = this.player.y - 600; } } }, this ); } update (time, delta) { // Rotates player to face towards reticle this.player.rotation = Phaser.Math.Angle.Between( this.player.x, this.player.y, this.reticle.x, this.reticle.y ); // Camera position is average between reticle and player positions const avgX = (this.player.x + this.reticle.x) / 2 - 400; const avgY = (this.player.y + this.reticle.y) / 2 - 300; this.cameras.main.scrollX = avgX; this.cameras.main.scrollY = avgY; // Make reticle move with player this.reticle.body.velocity.x = this.player.body.velocity.x; this.reticle.body.velocity.y = this.player.body.velocity.y; // Constrain velocity of player this.constrainVelocity(this.player, 500); // Constrain position of reticle this.constrainReticle(this.reticle, 550); } constrainVelocity (sprite, maxVelocity) { if (!sprite || !sprite.body) { return; } let angle, currVelocitySqr, vx, vy; vx = sprite.body.velocity.x; vy = sprite.body.velocity.y; currVelocitySqr = vx * vx + vy * vy; if (currVelocitySqr > maxVelocity * maxVelocity) { angle = Math.atan2(vy, vx); vx = Math.cos(angle) * maxVelocity; vy = Math.sin(angle) * maxVelocity; sprite.body.velocity.x = vx; sprite.body.velocity.y = vy; } } constrainReticle (reticle, radius) { const distX = reticle.x - this.player.x; // X distance between player & reticle const distY = reticle.y - this.player.y; // Y distance between player & reticle // Ensures reticle cannot be moved offscreen if (distX > 800) { reticle.x = this.player.x + 800; } else if (distX < -800) { reticle.x = this.player.x - 800; } if (distY > 600) { reticle.y = this.player.y + 600; } else if (distY < -600) { reticle.y = this.player.y - 600; } // Ensures reticle cannot be moved further than dist(radius) from player const distBetween = Phaser.Math.Distance.Between( this.player.x, this.player.y, reticle.x, reticle.y ); if (distBetween > radius) { // Place reticle on perimeter of circle on line intersecting player & reticle const scale = distBetween / radius; reticle.x = this.player.x + (reticle.x - this.player.x) / scale; reticle.y = this.player.y + (reticle.y - this.player.y) / scale; } } } const config = { type: Phaser.AUTO, parent: 'phaser-example', width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 0 }, debug: true } }, scene: Example }; const game = new Phaser.Game(config);