Phaser是一款相当强悍的HTML5游戏引擎,它最大的特点就是入门超级简单,不需要复杂的环境,不需要复杂的概念,更不需要复杂的IDE,它只需要你会一点点的js,就可以打开你的想象,编写出超级棒的游戏。
api: http://shouce.zixuephp.com/phaser/docs/index.html
入门教程,我可不会讲什么概念,我只会讲一个入门例子,通过这个例子,你就知道phaser有多么强大,而照着这个例子做,你就能知道怎么使用phaser了。
需要说明的是,这个就是phaser官方的一个入门的案例!
做这个游戏需要多长时间,我可以告诉你,用phaser,只需要十分钟,下面就来一步一步进行游戏的实现。
首先第一步,搭建环境:
<!DOCTYPE html> <head> <meta charset="UTF-8" /> <title>exam1</title> <script src="phaser.min.js"></script> </head> <body> <script> var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { console.log('preload'); } function create() { console.log('create'); } function update() { console.log('update'); } </script> </body>
我不知道你有没有用过unity3d或者cocos2d,那时候要搭建一个环境是多么地复杂,而phaser,是需要引入一个js文件,是的,就这样环境就搭建好了。
就是上面这个html页面,在浏览器中打开,你会看到控制台的输出,preload用来加载一些资源,create用来进行一些对象的创建及初始化,update就是游戏的主循环。
接下来,我们来点东西:
<!DOCTYPE html> <head> <meta charset="UTF-8" /> <title>exam2</title> <script src="phaser.min.js"></script> </head> <body> <script> var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.image('star', 'assets/star.png'); game.load.spritesheet('dude', 'assets/dude.png', 32, 48); } function create() { game.add.sprite(0, 0, 'star'); } function update() { console.log('update'); } </script> </body>
这时候,你可以看到左上角上有一颗星星,我们在preload中,将phaser需要使用到的资源加载进来,这里包括一些图片可一些序列帧。然后,我们通过game.add.sprite(0, 0, 'star');就可以把一个精灵显示在游戏区域的(0,0)点了。
但是一个星星似乎没什么意思,接下来我们来绘制一下游戏场景,让游戏看起来有点雏形:
<!DOCTYPE html> <head> <meta charset="UTF-8" /> <title>exam3</title> <script src="phaser.min.js"></script> </head> <body> <script> var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.image('star', 'assets/star.png'); game.load.spritesheet('dude', 'assets/dude.png', 32, 48); } var platforms; function create() { game.physics.startSystem(Phaser.Physics.ARCADE); game.add.sprite(0, 0, 'sky'); platforms = game.add.group(); platforms.enableBody = true; var ground = platforms.create(0, game.world.height - 64, 'ground'); ground.scale.setTo(2, 2); ground.body.immovable = true; var ledge = platforms.create(400, 400, 'ground'); ledge.body.immovable = true; ledge = platforms.create(-150, 250, 'ground'); ledge.body.immovable = true; } function update() { console.log('update'); } </script> </body>
这里,我们开启了物理引擎,当然,这只是为了后面做准备。然后,我们创建了天空,大地和两个平板。大地和平板的位置定位,我们是通过坐标来进行的,大家可以仔细看一下图片大小及坐标位置的关系。其中,大地和两个平板都被加到了platforms这个组中,这个组我们为它启动了物理属性,然后我们设置了大地和两个平板是不能动的,这样他们就不会由于撞击被改变位置。
这样,我们的游戏场景就加进来了,接下来,我们来加入一个小人,这个小人也是我们游戏的主角:
<!DOCTYPE html> <head> <meta charset="UTF-8" /> <title>exam4</title> <script src="phaser.min.js"></script> </head> <body> <script> var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.image('star', 'assets/star.png'); game.load.spritesheet('dude', 'assets/dude.png', 32, 48); } var platforms; var player; function create() { game.physics.startSystem(Phaser.Physics.ARCADE); game.add.sprite(0, 0, 'sky'); platforms = game.add.group(); platforms.enableBody = true; var ground = platforms.create(0, game.world.height - 64, 'ground'); ground.scale.setTo(2, 2); ground.body.immovable = true; var ledge = platforms.create(400, 400, 'ground'); ledge.body.immovable = true; ledge = platforms.create(-150, 250, 'ground'); ledge.body.immovable = true; player = game.add.sprite(32, game.world.height - 150, 'dude'); game.physics.arcade.enable(player); player.body.bounce.y = 0.2; player.body.gravity.y = 300; player.body.collideWorldBounds = true; player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true); } function update() { console.log('update'); } </script> </body>
同样是通过game.add.sprite将精灵加入进来,但是大家仔细看看dude.png这张资源图片,这是一个帧动画序列,里面包含了小人左移和右移的动画帧。我们同样给它开启了物理属性,然后设置了它的弹性和重力。player.body.collideWorldBounds = true;这句话设置了它会与边界进行碰撞,这就是为什么小人落下的时候,到游戏区域边界就不会掉下去,大家可以把这句话注释掉再运行,看看会是什么情况。在这里,我们还为小人添加了两个动画,一个是向左移动,一个是向右移动,分别指定了响应的动画帧,这也是为后续的动画做准备。
但是小人还没有站在地上,接下来,我们来让小人站在地上:
<!DOCTYPE html> <head> <meta charset="UTF-8" /> <title>exam5</title> <script src="phaser.min.js"></script> </head> <body> <script> var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.image('star', 'assets/star.png'); game.load.spritesheet('dude', 'assets/dude.png', 32, 48); } var platforms; var player; function create() { game.physics.startSystem(Phaser.Physics.ARCADE); game.add.sprite(0, 0, 'sky'); platforms = game.add.group(); platforms.enableBody = true; var ground = platforms.create(0, game.world.height - 64, 'ground'); ground.scale.setTo(2, 2); ground.body.immovable = true; var ledge = platforms.create(400, 400, 'ground'); ledge.body.immovable = true; ledge = platforms.create(-150, 250, 'ground'); ledge.body.immovable = true; player = game.add.sprite(32, game.world.height - 150, 'dude'); game.physics.arcade.enable(player); player.body.bounce.y = 0.2; player.body.gravity.y = 300; player.body.collideWorldBounds = true; player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true); } function update() { game.physics.arcade.collide(player, platforms); } </script> </body>
是不是很惊讶?要让小人站在地上,只要在update中加上一句,game.physics.arcade.collide(player, platforms);就可以了,这句话表示,检测小人与platforms组的碰撞,而大地正是在platforms组中,这样,小人就不会穿过大地了。同样地,当小人与两个平板碰撞时,也不会穿过了。
但是这小人还傻傻地不能动,接下来,就让小人动起来:
<!DOCTYPE html> <head> <meta charset="UTF-8" /> <title>exam6</title> <script src="phaser.min.js"></script> </head> <body> <script> var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.image('star', 'assets/star.png'); game.load.spritesheet('dude', 'assets/dude.png', 32, 48); } var platforms; var player; var cursors; function create() { game.physics.startSystem(Phaser.Physics.ARCADE); game.add.sprite(0, 0, 'sky'); platforms = game.add.group(); platforms.enableBody = true; var ground = platforms.create(0, game.world.height - 64, 'ground'); ground.scale.setTo(2, 2); ground.body.immovable = true; var ledge = platforms.create(400, 400, 'ground'); ledge.body.immovable = true; ledge = platforms.create(-150, 250, 'ground'); ledge.body.immovable = true; player = game.add.sprite(32, game.world.height - 150, 'dude'); game.physics.arcade.enable(player); player.body.bounce.y = 0.2; player.body.gravity.y = 300; player.body.collideWorldBounds = true; player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true); cursors = game.input.keyboard.createCursorKeys(); } function update() { game.physics.arcade.collide(player, platforms); player.body.velocity.x = 0; if (cursors.left.isDown) { player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { player.body.velocity.x = 150; player.animations.play('right'); } else { player.animations.stop(); player.frame = 4; } if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -350; } } </script> </body>
我们希望让小人在按下方向左键的时候,向左移动,按下方向右键的时候,向右移动,为了实现这一功能,我们又定义了一个cursors,我们通过cursors = game.input.keyboard.createCursorKeys();来获取系统的键盘输入对象。然后,我们在update中,通过cursors.left.isDown来判断用户是否按下了键盘左键,如果按下了,我们给小人设置一个速度,然后播放左移的动画,方向右键的逻辑是一样的。如果方向左键和右键都没有按下,那么我们就通过player.frame来设置小人停在第4帧。小人的跳跃是通过方向上键来实现的,但是这里有一个条件,就是小人在空中的时候,不允许跳跃,所以,加上了一个player.body.touching.down的判断条件。
一个小人在这个场景中动,也没啥意思,不如加点东西:
<!DOCTYPE html> <head> <meta charset="UTF-8" /> <title>exam7</title> <script src="phaser.min.js"></script> </head> <body> <script> var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.image('star', 'assets/star.png'); game.load.spritesheet('dude', 'assets/dude.png', 32, 48); } var platforms; var player; var cursors; var stars; function create() { game.physics.startSystem(Phaser.Physics.ARCADE); game.add.sprite(0, 0, 'sky'); platforms = game.add.group(); platforms.enableBody = true; var ground = platforms.create(0, game.world.height - 64, 'ground'); ground.scale.setTo(2, 2); ground.body.immovable = true; var ledge = platforms.create(400, 400, 'ground'); ledge.body.immovable = true; ledge = platforms.create(-150, 250, 'ground'); ledge.body.immovable = true; player = game.add.sprite(32, game.world.height - 150, 'dude'); game.physics.arcade.enable(player); player.body.bounce.y = 0.2; player.body.gravity.y = 300; player.body.collideWorldBounds = true; player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true); cursors = game.input.keyboard.createCursorKeys(); stars = game.add.group(); stars.enableBody = true; for (var i = 0; i < 12; i++) { var star = stars.create(i * 70, 0, 'star'); star.body.gravity.y = 300; star.body.bounce.y = 0.7 + Math.random() * 0.2; } } function update() { game.physics.arcade.collide(player, platforms); game.physics.arcade.collide(stars, platforms); game.physics.arcade.overlap(player, stars, collectStar, null, this); player.body.velocity.x = 0; if (cursors.left.isDown) { player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { player.body.velocity.x = 150; player.animations.play('right'); } else { player.animations.stop(); player.frame = 4; } if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -350; } } function collectStar (player, star) { star.kill(); } </script> </body>
星星全部收集完毕了,接下来我们需要进行得分的计算,不能光收集星星不得分对不对?
<!DOCTYPE html> <head> <meta charset="UTF-8" /> <title>exam8</title> <script src="phaser.min.js"></script> </head> <body> <script> var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.image('star', 'assets/star.png'); game.load.spritesheet('dude', 'assets/dude.png', 32, 48); } var platforms; var player; var cursors; var stars; var score = 0; var scoreText; function create() { game.physics.startSystem(Phaser.Physics.ARCADE); game.add.sprite(0, 0, 'sky'); platforms = game.add.group(); platforms.enableBody = true; var ground = platforms.create(0, game.world.height - 64, 'ground'); ground.scale.setTo(2, 2); ground.body.immovable = true; var ledge = platforms.create(400, 400, 'ground'); ledge.body.immovable = true; ledge = platforms.create(-150, 250, 'ground'); ledge.body.immovable = true; player = game.add.sprite(32, game.world.height - 150, 'dude'); game.physics.arcade.enable(player); player.body.bounce.y = 0.2; player.body.gravity.y = 300; player.body.collideWorldBounds = true; player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true); cursors = game.input.keyboard.createCursorKeys(); stars = game.add.group(); stars.enableBody = true; for (var i = 0; i < 12; i++) { var star = stars.create(i * 70, 0, 'star'); star.body.gravity.y = 300; star.body.bounce.y = 0.7 + Math.random() * 0.2; } scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' }); } function update() { game.physics.arcade.collide(player, platforms); game.physics.arcade.collide(stars, platforms); game.physics.arcade.overlap(player, stars, collectStar, null, this); player.body.velocity.x = 0; if (cursors.left.isDown) { player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { player.body.velocity.x = 150; player.animations.play('right'); } else { player.animations.stop(); player.frame = 4; } if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -350; } } function collectStar (player, star) { star.kill(); score += 10; scoreText.text = 'Score: ' + score; } </script> </body>
我们通过 game.add.text 为场景加上一个文本,显示在左上角,在 collectStar 的时候,将分数进行累加,然后更新显示,这样就结束啦。
到这里,一个简单的小游戏就实现了,是不是比想象中的简单呢?
其实Phaser官方还为这个小游戏提供了一些其他的素材资源,但是在这里没有用到,可能是希望我们自己进行扩展吧!
用phaser做游戏,就是这么简单,只要会一点点js,人人都能做游戏啦!
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