class Example extends Phaser.Scene { time = 0; enemyBullets; playerBullets; moveKeys; reticle; healthpoints; player; enemy; hp1; hp2; hp3; 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('bullet', 'assets/sprites/bullets/bullet6.png'); this.load.image('target', 'assets/demoscene/ball.png'); this.load.image('background', 'assets/skies/underwater1.png'); } create () { // Set world bounds this.physics.world.setBounds(0, 0, 1600, 1200); // Add 2 groups for Bullet objects this.playerBullets = this.physics.add.group({ classType: Bullet, runChildUpdate: true }); this.enemyBullets = this.physics.add.group({ classType: Bullet, runChildUpdate: true }); // Add background player, enemy, reticle, healthpoint sprites const background = this.add.image(800, 600, 'background'); this.player = this.physics.add.sprite(800, 600, 'player_handgun'); this.enemy = this.physics.add.sprite(300, 600, 'player_handgun'); this.reticle = this.physics.add.sprite(800, 700, 'target'); this.hp1 = this.add.image(-350, -250, 'target').setScrollFactor(0.5, 0.5); this.hp2 = this.add.image(-300, -250, 'target').setScrollFactor(0.5, 0.5); this.hp3 = this.add.image(-250, -250, 'target').setScrollFactor(0.5, 0.5); // 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.enemy.setOrigin(0.5, 0.5).setDisplaySize(132, 120).setCollideWorldBounds(true); this.reticle.setOrigin(0.5, 0.5).setDisplaySize(25, 25).setCollideWorldBounds(true); this.hp1.setOrigin(0.5, 0.5).setDisplaySize(50, 50); this.hp2.setOrigin(0.5, 0.5).setDisplaySize(50, 50); this.hp3.setOrigin(0.5, 0.5).setDisplaySize(50, 50); // Set sprite variables this.player.health = 3; this.enemy.health = 3; this.enemy.lastFired = 0; // Set camera properties this.cameras.main.zoom = 0.5; this.cameras.main.startFollow(this.player); // 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); } }); // Fires bullet from player on left click of mouse this.input.on('pointerdown', (pointer, time, lastFired) => { if (this.player.active === false) { return; } // Get bullet from bullets group const bullet = this.playerBullets.get().setActive(true).setVisible(true); if (bullet) { bullet.fire(this.player, this.reticle); this.physics.add.collider(this.enemy, bullet, (enemyHit, bulletHit) => this.enemyHitCallback(enemyHit, bulletHit)); } }); // Pointer lock will only work after 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', pointer => { if (this.input.mouse.locked) { this.reticle.x += pointer.movementX; this.reticle.y += pointer.movementY; } }); } 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); // Rotates enemy to face towards player this.enemy.rotation = Phaser.Math.Angle.Between(this.enemy.x, this.enemy.y, this.player.x, this.player.y); // 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 constrainReticle this.constrainReticle(this.reticle); // Make enemy fire this.enemyFire(time); } enemyHitCallback (enemyHit, bulletHit) { // Reduce health of enemy if (bulletHit.active === true && enemyHit.active === true) { enemyHit.health = enemyHit.health - 1; console.log('Enemy hp: ', enemyHit.health); // Kill enemy if health <= 0 if (enemyHit.health <= 0) { enemyHit.setActive(false).setVisible(false); } // Destroy bullet bulletHit.setActive(false).setVisible(false); } } playerHitCallback (playerHit, bulletHit) { // Reduce health of player if (bulletHit.active === true && playerHit.active === true) { playerHit.health = playerHit.health - 1; console.log('Player hp: ', playerHit.health); // Kill hp sprites and kill player if health <= 0 if (playerHit.health === 2) { this.hp3.destroy(); } else if (playerHit.health === 1) { this.hp2.destroy(); } else { this.hp1.destroy(); // Game over state should execute here } // Destroy bullet bulletHit.setActive(false).setVisible(false); } } enemyFire (time) { if (this.enemy.active === false) { return; } if ((time - this.enemy.lastFired) > 1000) { this.enemy.lastFired = time; // Get bullet from bullets group const bullet = this.enemyBullets.get().setActive(true).setVisible(true); if (bullet) { bullet.fire(this.enemy, this.player); // Add collider between bullet and player this.physics.add.collider(this.player, bullet, (playerHit, bulletHit) => this.playerHitCallback(playerHit, bulletHit)); } } } 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) { 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 (player follow) 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; } } } const config = { type: Phaser.AUTO, parent: 'phaser-example', width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 0 }, debug: false } }, scene: Example }; const game = new Phaser.Game(config); class Bullet extends Phaser.GameObjects.Image { constructor (scene) { super(scene, 0, 0, 'bullet'); this.speed = 1; this.born = 0; this.direction = 0; this.xSpeed = 0; this.ySpeed = 0; this.setSize(12, 12, true); } fire (shooter, target) { this.setPosition(shooter.x, shooter.y); // Initial position this.direction = Math.atan((target.x - this.x) / (target.y - this.y)); // Calculate X and y velocity of bullet to moves it from shooter to target if (target.y >= this.y) { this.xSpeed = this.speed * Math.sin(this.direction); this.ySpeed = this.speed * Math.cos(this.direction); } else { this.xSpeed = -this.speed * Math.sin(this.direction); this.ySpeed = -this.speed * Math.cos(this.direction); } this.rotation = shooter.rotation; // angle bullet with shooters rotation this.born = 0; // Time since new bullet spawned } update (time, delta) { this.x += this.xSpeed * delta; this.y += this.ySpeed * delta; this.born += delta; if (this.born > 1800) { this.setActive(false); this.setVisible(false); } } }
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class Example extends Phaser.Scene { time = 0; enemyBullets; playerBullets; moveKeys; reticle; healthpoints; player; enemy; hp1; hp2; hp3; 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('bullet', 'assets/sprites/bullets/bullet6.png'); this.load.image('target', 'assets/demoscene/ball.png'); this.load.image('background', 'assets/skies/underwater1.png'); } create () { // Set world bounds this.physics.world.setBounds(0, 0, 1600, 1200); // Add 2 groups for Bullet objects this.playerBullets = this.physics.add.group({ classType: Bullet, runChildUpdate: true }); this.enemyBullets = this.physics.add.group({ classType: Bullet, runChildUpdate: true }); // Add background player, enemy, reticle, healthpoint sprites const background = this.add.image(800, 600, 'background'); this.player = this.physics.add.sprite(800, 600, 'player_handgun'); this.enemy = this.physics.add.sprite(300, 600, 'player_handgun'); this.reticle = this.physics.add.sprite(800, 700, 'target'); this.hp1 = this.add.image(-350, -250, 'target').setScrollFactor(0.5, 0.5); this.hp2 = this.add.image(-300, -250, 'target').setScrollFactor(0.5, 0.5); this.hp3 = this.add.image(-250, -250, 'target').setScrollFactor(0.5, 0.5); // 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.enemy.setOrigin(0.5, 0.5).setDisplaySize(132, 120).setCollideWorldBounds(true); this.reticle.setOrigin(0.5, 0.5).setDisplaySize(25, 25).setCollideWorldBounds(true); this.hp1.setOrigin(0.5, 0.5).setDisplaySize(50, 50); this.hp2.setOrigin(0.5, 0.5).setDisplaySize(50, 50); this.hp3.setOrigin(0.5, 0.5).setDisplaySize(50, 50); // Set sprite variables this.player.health = 3; this.enemy.health = 3; this.enemy.lastFired = 0; // Set camera properties this.cameras.main.zoom = 0.5; this.cameras.main.startFollow(this.player); // 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); } }); // Fires bullet from player on left click of mouse this.input.on('pointerdown', (pointer, time, lastFired) => { if (this.player.active === false) { return; } // Get bullet from bullets group const bullet = this.playerBullets.get().setActive(true).setVisible(true); if (bullet) { bullet.fire(this.player, this.reticle); this.physics.add.collider(this.enemy, bullet, (enemyHit, bulletHit) => this.enemyHitCallback(enemyHit, bulletHit)); } }); // Pointer lock will only work after 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', pointer => { if (this.input.mouse.locked) { this.reticle.x += pointer.movementX; this.reticle.y += pointer.movementY; } }); } 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); // Rotates enemy to face towards player this.enemy.rotation = Phaser.Math.Angle.Between(this.enemy.x, this.enemy.y, this.player.x, this.player.y); // 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 constrainReticle this.constrainReticle(this.reticle); // Make enemy fire this.enemyFire(time); } enemyHitCallback (enemyHit, bulletHit) { // Reduce health of enemy if (bulletHit.active === true && enemyHit.active === true) { enemyHit.health = enemyHit.health - 1; console.log('Enemy hp: ', enemyHit.health); // Kill enemy if health <= 0 if (enemyHit.health <= 0) { enemyHit.setActive(false).setVisible(false); } // Destroy bullet bulletHit.setActive(false).setVisible(false); } } playerHitCallback (playerHit, bulletHit) { // Reduce health of player if (bulletHit.active === true && playerHit.active === true) { playerHit.health = playerHit.health - 1; console.log('Player hp: ', playerHit.health); // Kill hp sprites and kill player if health <= 0 if (playerHit.health === 2) { this.hp3.destroy(); } else if (playerHit.health === 1) { this.hp2.destroy(); } else { this.hp1.destroy(); // Game over state should execute here } // Destroy bullet bulletHit.setActive(false).setVisible(false); } } enemyFire (time) { if (this.enemy.active === false) { return; } if ((time - this.enemy.lastFired) > 1000) { this.enemy.lastFired = time; // Get bullet from bullets group const bullet = this.enemyBullets.get().setActive(true).setVisible(true); if (bullet) { bullet.fire(this.enemy, this.player); // Add collider between bullet and player this.physics.add.collider(this.player, bullet, (playerHit, bulletHit) => this.playerHitCallback(playerHit, bulletHit)); } } } 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) { 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 (player follow) 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; } } } const config = { type: Phaser.AUTO, parent: 'phaser-example', width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 0 }, debug: false } }, scene: Example }; const game = new Phaser.Game(config); class Bullet extends Phaser.GameObjects.Image { constructor (scene) { super(scene, 0, 0, 'bullet'); this.speed = 1; this.born = 0; this.direction = 0; this.xSpeed = 0; this.ySpeed = 0; this.setSize(12, 12, true); } fire (shooter, target) { this.setPosition(shooter.x, shooter.y); // Initial position this.direction = Math.atan((target.x - this.x) / (target.y - this.y)); // Calculate X and y velocity of bullet to moves it from shooter to target if (target.y >= this.y) { this.xSpeed = this.speed * Math.sin(this.direction); this.ySpeed = this.speed * Math.cos(this.direction); } else { this.xSpeed = -this.speed * Math.sin(this.direction); this.ySpeed = -this.speed * Math.cos(this.direction); } this.rotation = shooter.rotation; // angle bullet with shooters rotation this.born = 0; // Time since new bullet spawned } update (time, delta) { this.x += this.xSpeed * delta; this.y += this.ySpeed * delta; this.born += delta; if (this.born > 1800) { this.setActive(false); this.setVisible(false); } } }