- var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
+ var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: function() { this.state.add('GamePlay', GamePlay, true); } });
+ var cursors;
var player;
var walls;
var determinations; // I know it's grammatically incorrect. :P
}
}
- function preload () {
- game.load.image('wall', 'wall.png');
- game.load.image('player', 'player.png');
- game.load.image('monster', 'monster.png');
- game.load.image('determination', 'determination.png');
- game.load.image('projectile', 'projectile.png');
+ class GamePlay extends Phaser.State {
- }
-
- function create () {
+ preload() {
- game.world.setBounds(0, 0, 800, 600);
- game.stage.backgroundColor = '#000000';
- game.physics.startSystem(Phaser.Physics.ARCADE);
+ game.load.image('wall', 'wall.png');
+ game.load.image('player', 'player.png');
+ game.load.image('monster', 'monster.png');
+ game.load.image('determination', 'determination.png');
+ game.load.image('projectile', 'projectile.png');
- walls = game.add.group();
- walls.classType = Phaser.TileSprite;
- walls.enableBody = true;
+ }
- walls.add(game.add.tileSprite(WALL_BORDER, WALL_BORDER, game.world.width - (WALL_BORDER * 2), WALL_THICKNESS, 'wall'));
- walls.add(game.add.tileSprite(WALL_BORDER, game.world.height - WALL_THICKNESS - WALL_BORDERBOTTOM, game.world.width - (WALL_BORDER * 2), WALL_THICKNESS, 'wall'));
- walls.add(game.add.tileSprite(WALL_BORDER, WALL_BORDER, WALL_THICKNESS, game.world.height - WALL_BORDER - WALL_BORDERBOTTOM, 'wall'));
- walls.add(game.add.tileSprite(game.world.width - WALL_THICKNESS - WALL_BORDER, WALL_BORDER, WALL_THICKNESS, game.world.height - WALL_BORDER - WALL_BORDERBOTTOM, 'wall'));
- walls.children.forEach(function(wall) { wall.body.immovable = true; });
+ create() {
- determinations = game.add.group();
- nexttime_determination = Math.random() * WAIT_DETERMINATION;
+ game.world.setBounds(0, 0, 800, 600);
+ game.stage.backgroundColor = '#000000';
+ game.physics.startSystem(Phaser.Physics.ARCADE);
- monsters = game.add.group();
- nexttime_monsterspawn = WAIT_MONSTERSPAWN / 4;
+ walls = game.add.group();
+ walls.classType = Phaser.TileSprite;
+ walls.enableBody = true;
- player = new Player(game.world.width / 2, game.world.height / 2);
- player.enablePhysics();
- game.add.existing(player);
- game.camera.follow(player);
- cursors = game.input.keyboard.createCursorKeys();
+ walls.add(game.add.tileSprite(WALL_BORDER, WALL_BORDER, game.world.width - (WALL_BORDER * 2), WALL_THICKNESS, 'wall'));
+ walls.add(game.add.tileSprite(WALL_BORDER, game.world.height - WALL_THICKNESS - WALL_BORDERBOTTOM, game.world.width - (WALL_BORDER * 2), WALL_THICKNESS, 'wall'));
+ walls.add(game.add.tileSprite(WALL_BORDER, WALL_BORDER, WALL_THICKNESS, game.world.height - WALL_BORDER - WALL_BORDERBOTTOM, 'wall'));
+ walls.add(game.add.tileSprite(game.world.width - WALL_THICKNESS - WALL_BORDER, WALL_BORDER, WALL_THICKNESS, game.world.height - WALL_BORDER - WALL_BORDERBOTTOM, 'wall'));
+ walls.children.forEach(function(wall) { wall.body.immovable = true; });
- }
+ determinations = game.add.group();
+ nexttime_determination = Math.random() * WAIT_DETERMINATION;
- function update () {
+ monsters = game.add.group();
+ nexttime_monsterspawn = WAIT_MONSTERSPAWN / 4;
- game.physics.arcade.collide(player, walls);
- game.physics.arcade.overlap(player, determinations, function(p,d) { p.overlap_determination(d); });
- game.physics.arcade.overlap(player, monsters, function(p,m) { m.overlap_player(p); });
+ player = new Player(game.world.width / 2, game.world.height / 2);
+ player.enablePhysics();
+ game.add.existing(player);
+ game.camera.follow(player);
+ cursors = game.input.keyboard.createCursorKeys();
- if (game.time.now > nexttime_determination)
- {
- var determination = new Determination((Math.random() * (game.world.width - ((WALL_THICKNESS + WALL_BORDER) * 4))) + ((WALL_THICKNESS + WALL_BORDER) * 2), (Math.random() * (game.world.height - ((WALL_THICKNESS + WALL_BORDER) * 4) - WALL_BORDERBOTTOM)) + ((WALL_THICKNESS + WALL_BORDER) * 2));
- determination.enablePhysics();
- determinations.add(determination);
- nexttime_determination = game.time.now + (WAIT_DETERMINATION / 2) + (Math.random() * WAIT_DETERMINATION);
}
- if (game.time.now > nexttime_monsterspawn)
- {
- var monster = new Monster(Math.random() * game.world.width, Math.random() * game.world.height);
- monster.enablePhysics();
- monsters.add(monster);
- var waittime = WAIT_MONSTERSPAWN - ((Math.random() * 2000) * player.love);
- nexttime_monsterspawn = game.time.now + waittime;
- console.log('Next monster in ' + waittime);
- }
+ update() {
+
+ game.physics.arcade.collide(player, walls);
+ game.physics.arcade.overlap(player, determinations, function(p,d) { p.overlap_determination(d); });
+ game.physics.arcade.overlap(player, monsters, function(p,m) { m.overlap_player(p); });
- if ((game.time.now - player.lastmovetime) > WAIT_KEY) player.body.velocity.x = player.body.velocity.y = 0;
+ if (game.time.now > nexttime_determination)
+ {
+ var determination = new Determination((Math.random() * (game.world.width - ((WALL_THICKNESS + WALL_BORDER) * 4))) + ((WALL_THICKNESS + WALL_BORDER) * 2), (Math.random() * (game.world.height - ((WALL_THICKNESS + WALL_BORDER) * 4) - WALL_BORDERBOTTOM)) + ((WALL_THICKNESS + WALL_BORDER) * 2));
+ determination.enablePhysics();
+ determinations.add(determination);
+ nexttime_determination = game.time.now + (WAIT_DETERMINATION / 2) + (Math.random() * WAIT_DETERMINATION);
+ }
+ if (game.time.now > nexttime_monsterspawn)
+ {
+ var monster = new Monster(Math.random() * game.world.width, Math.random() * game.world.height);
+ monster.enablePhysics();
+ monsters.add(monster);
+ var waittime = WAIT_MONSTERSPAWN - ((Math.random() * 2000) * player.love);
+ nexttime_monsterspawn = game.time.now + waittime;
+ console.log('Next monster in ' + waittime);
+ }
+
+ if ((game.time.now - player.lastmovetime) > WAIT_KEY) player.body.velocity.x = player.body.velocity.y = 0;
+
+ }
}