var config = { type: Phaser.WEBGL, width: 640, height: 480, backgroundColor: '#bfcc00', parent: 'phaser-example', scene: { preload: preload, create: create, update: update } }; var snake; var food; var cursors; // Direction consts var UP = 0; var DOWN = 1; var LEFT = 2; var RIGHT = 3; var game = new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('food', 'assets/games/snake/food.png'); this.load.image('body', 'assets/games/snake/body.png'); } function create () { var Food = new Phaser.Class({ Extends: Phaser.GameObjects.Image, initialize: function Food (scene, x, y) { Phaser.GameObjects.Image.call(this, scene) this.setTexture('food'); this.setPosition(x * 16, y * 16); this.setOrigin(0); this.total = 0; scene.children.add(this); } }); var Snake = new Phaser.Class({ initialize: function Snake (scene, x, y) { this.headPosition = new Phaser.Geom.Point(x, y); this.body = scene.add.group(); this.head = this.body.create(x * 16, y * 16, 'body'); this.head.setOrigin(0); this.alive = true; this.speed = 100; this.moveTime = 0; this.tail = new Phaser.Geom.Point(x, y); this.heading = RIGHT; this.direction = RIGHT; }, update: function (time) { if (time >= this.moveTime) { return this.move(time); } }, faceLeft: function () { if (this.direction === UP || this.direction === DOWN) { this.heading = LEFT; } }, faceRight: function () { if (this.direction === UP || this.direction === DOWN) { this.heading = RIGHT; } }, faceUp: function () { if (this.direction === LEFT || this.direction === RIGHT) { this.heading = UP; } }, faceDown: function () { if (this.direction === LEFT || this.direction === RIGHT) { this.heading = DOWN; } }, move: function (time) { /** * Based on the heading property (which is the direction the pgroup pressed) * we update the headPosition value accordingly. * * The Math.wrap call allow the snake to wrap around the screen, so when * it goes off any of the sides it re-appears on the other. */ switch (this.heading) { case LEFT: this.headPosition.x = Phaser.Math.Wrap(this.headPosition.x - 1, 0, 40); break; case RIGHT: this.headPosition.x = Phaser.Math.Wrap(this.headPosition.x + 1, 0, 40); break; case UP: this.headPosition.y = Phaser.Math.Wrap(this.headPosition.y - 1, 0, 30); break; case DOWN: this.headPosition.y = Phaser.Math.Wrap(this.headPosition.y + 1, 0, 30); break; } this.direction = this.heading; // Update the body segments and place the last coordinate into this.tail Phaser.Actions.ShiftPosition(this.body.getChildren(), this.headPosition.x * 16, this.headPosition.y * 16, 1, this.tail); // Update the timer ready for the next movement this.moveTime = time + this.speed; return true; } }); food = new Food(this, 3, 4); snake = new Snake(this, 8, 8); // Create our keyboard controls cursors = this.input.keyboard.createCursorKeys(); } function update (time, delta) { if (!snake.alive) { return; } /** * Check which key is pressed, and then change the direction the snake * is heading based on that. The checks ensure you don't double-back * on yourself, for example if you're moving to the right and you press * the LEFT cursor, it ignores it, because the only valid directions you * can move in at that time is up and down. */ if (cursors.left.isDown) { snake.faceLeft(); } else if (cursors.right.isDown) { snake.faceRight(); } else if (cursors.up.isDown) { snake.faceUp(); } else if (cursors.down.isDown) { snake.faceDown(); } snake.update(time); }
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var config = { type: Phaser.WEBGL, width: 640, height: 480, backgroundColor: '#bfcc00', parent: 'phaser-example', scene: { preload: preload, create: create, update: update } }; var snake; var food; var cursors; // Direction consts var UP = 0; var DOWN = 1; var LEFT = 2; var RIGHT = 3; var game = new Phaser.Game(config); function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('food', 'assets/games/snake/food.png'); this.load.image('body', 'assets/games/snake/body.png'); } function create () { var Food = new Phaser.Class({ Extends: Phaser.GameObjects.Image, initialize: function Food (scene, x, y) { Phaser.GameObjects.Image.call(this, scene) this.setTexture('food'); this.setPosition(x * 16, y * 16); this.setOrigin(0); this.total = 0; scene.children.add(this); } }); var Snake = new Phaser.Class({ initialize: function Snake (scene, x, y) { this.headPosition = new Phaser.Geom.Point(x, y); this.body = scene.add.group(); this.head = this.body.create(x * 16, y * 16, 'body'); this.head.setOrigin(0); this.alive = true; this.speed = 100; this.moveTime = 0; this.tail = new Phaser.Geom.Point(x, y); this.heading = RIGHT; this.direction = RIGHT; }, update: function (time) { if (time >= this.moveTime) { return this.move(time); } }, faceLeft: function () { if (this.direction === UP || this.direction === DOWN) { this.heading = LEFT; } }, faceRight: function () { if (this.direction === UP || this.direction === DOWN) { this.heading = RIGHT; } }, faceUp: function () { if (this.direction === LEFT || this.direction === RIGHT) { this.heading = UP; } }, faceDown: function () { if (this.direction === LEFT || this.direction === RIGHT) { this.heading = DOWN; } }, move: function (time) { /** * Based on the heading property (which is the direction the pgroup pressed) * we update the headPosition value accordingly. * * The Math.wrap call allow the snake to wrap around the screen, so when * it goes off any of the sides it re-appears on the other. */ switch (this.heading) { case LEFT: this.headPosition.x = Phaser.Math.Wrap(this.headPosition.x - 1, 0, 40); break; case RIGHT: this.headPosition.x = Phaser.Math.Wrap(this.headPosition.x + 1, 0, 40); break; case UP: this.headPosition.y = Phaser.Math.Wrap(this.headPosition.y - 1, 0, 30); break; case DOWN: this.headPosition.y = Phaser.Math.Wrap(this.headPosition.y + 1, 0, 30); break; } this.direction = this.heading; // Update the body segments and place the last coordinate into this.tail Phaser.Actions.ShiftPosition(this.body.getChildren(), this.headPosition.x * 16, this.headPosition.y * 16, 1, this.tail); // Update the timer ready for the next movement this.moveTime = time + this.speed; return true; } }); food = new Food(this, 3, 4); snake = new Snake(this, 8, 8); // Create our keyboard controls cursors = this.input.keyboard.createCursorKeys(); } function update (time, delta) { if (!snake.alive) { return; } /** * Check which key is pressed, and then change the direction the snake * is heading based on that. The checks ensure you don't double-back * on yourself, for example if you're moving to the right and you press * the LEFT cursor, it ignores it, because the only valid directions you * can move in at that time is up and down. */ if (cursors.left.isDown) { snake.faceLeft(); } else if (cursors.right.isDown) { snake.faceRight(); } else if (cursors.up.isDown) { snake.faceUp(); } else if (cursors.down.isDown) { snake.faceDown(); } snake.update(time); }