6a1eb77ea15a4a09b5d5c371c93c5941f4eb4ced
1 var game
= new Phaser
.Game(800, 600, Phaser
.AUTO
, '', { preload
: preload
, create
: create
, update
: update
});
4 var determinations
; // I know it's grammatically incorrect. :P
6 var nexttime_monsterspawn
;
7 var nexttime_determination
;
10 const WAIT_SHOOT
= 200;
11 const WAIT_INVINCIBILITY
= 800;
12 const WAIT_SOULMODE
= 10000;
13 const WAIT_MONSTERSHOOT
= 500;
14 const WAIT_MONSTERSPAWN
= 20000;
15 const WAIT_DETERMINATION
= 4000;
16 const WALL_THICKNESS
= 16;
17 const WALL_BORDER
= 8;
18 const WALL_BORDERBOTTOM
= 48;
19 const HB_THICKNESS
= 20;
20 const MAX_HEALTH
= 20;
21 const MONSTER_HEALTH
= 20;
22 const MODE_DETERMINATION
= 0;
23 const MODE_JUSTICE
= 1;
24 const SPEED_PLAYER
= 150;
25 const SPEED_PPROJECTILE
= 500;
26 const SPEED_MPROJECTILE
= 200;
28 window
.addEventListener("keydown", function(e
) {
29 // Prevent default browser action for arrows and spacebar
30 if([32, 37, 38, 39, 40].indexOf(e
.keyCode
) > -1) {
36 class Player
extends Phaser
.Text
{
38 super(game
, x
, y
, "♥️", { align
: 'center', fill
: 'red', font
: 'Ubuntu Mono', fontSize
: 32, fontWeight
: 'bold' });
39 this.anchor
.setTo(0.5, 0.5);
40 this.maxHealth
= MAX_HEALTH
;
41 this.health
= this.maxHealth
;
43 this.lastmovetime
= 0;
44 this.lasttime_shoot
= 0;
45 this.lasttime_mode
= 0;
46 this.lasttime_damage
= 0;
48 this.switchmode(MODE_DETERMINATION
);
49 this.weapon
= new JusticeBlaster(game
, this);
50 this.weapon
.bulletSpeed
= SPEED_PPROJECTILE
;
51 this.healthBar
= new HealthBar(60, game
.world
.height
- (WALL_BORDERBOTTOM
/ 2));
55 game
.physics
.arcade
.enable(this);
56 this.body
.bounce
.y
= 0.2;
57 this.body
.bounce
.x
= 0.2;
58 this.body
.collideWorldBounds
= true;
61 overlap_determination(determination
) {
65 this.switchmode(MODE_JUSTICE
);
69 if ((game
.time
.now
- this.lasttime_damage
) > WAIT_INVINCIBILITY
)
72 this.lasttime_damage
= game
.time
.now
;
78 this.maxHealth
+= this.love
;
85 if (cursors
.left
.isDown
)
87 player
.body
.velocity
.x
= -player
.speed
;
88 player
.lastmovetime
= game
.time
.now
;
90 else if (cursors
.right
.isDown
)
92 player
.body
.velocity
.x
= player
.speed
;
93 player
.lastmovetime
= game
.time
.now
;
95 if (cursors
.up
.isDown
)
97 player
.body
.velocity
.y
= -player
.speed
;
98 player
.lastmovetime
= game
.time
.now
;
100 else if (cursors
.down
.isDown
)
102 player
.body
.velocity
.y
= player
.speed
;
103 player
.lastmovetime
= game
.time
.now
;
105 if ((this.mode
== MODE_JUSTICE
) && game
.input
.keyboard
.isDown(Phaser
.Keyboard
.SPACEBAR
) && ((game
.time
.now
- this.lasttime_shoot
) > WAIT_SHOOT
))
112 switchmode(soulmode
) {
115 case MODE_DETERMINATION
:
116 this.addColor('red', 0);
119 this.addColor('yellow', 0);
120 this.lasttime_mode
= game
.time
.now
;
123 this.mode
= soulmode
;
127 this.weapon
.fire(this, 0, this.y
);
128 this.weapon
.fire(this, this.x
, 0);
129 this.weapon
.fire(this, this.x
, game
.world
.height
);
130 this.weapon
.fire(this, game
.world
.width
, this.y
);
131 this.lasttime_shoot
= game
.time
.now
;
137 this.healthBar
.update(this.love
, this.maxHealth
, this.health
);
138 game
.physics
.arcade
.overlap(monsters
, this.weapon
.bullets
, function(m
,b
) { b
.overlap_monster(m
); });
139 if ((game
.time
.now
- this.lasttime_mode
) > WAIT_SOULMODE
) { this.switchmode(MODE_DETERMINATION
); }
143 class Monster
extends Phaser
.Sprite
{
145 super(game
, x
, y
, 'monster');
146 this.anchor
.setTo(0.5, 0.5);
147 this.health
= MONSTER_HEALTH
;
148 this.nexttime_shoot
= game
.time
.now
;
149 this.weapon
= new JusticeBlaster(game
, this);
150 this.weapon
.bulletSpeed
= SPEED_MPROJECTILE
;
151 this.weapon
.trackSprite(this);
155 game
.physics
.arcade
.enable(this);
163 overlap_player(player
) {
165 player
.switchmode(MODE_DETERMINATION
);
170 if (this.alive
&& player
.alive
&& (game
.time
.now
> this.nexttime_shoot
))
172 this.weapon
.fireAtSprite(player
);
173 this.nexttime_shoot
= game
.time
.now
+ (WAIT_MONSTERSHOOT
/ 2) + (Math
.random() * WAIT_MONSTERSHOOT
);
175 game
.physics
.arcade
.overlap(player
, this.weapon
.bullets
, function(p
,b
) { b
.overlap_player(p
); });
179 class Determination
extends Phaser
.Sprite
{
181 super(game
, x
, y
, 'determination');
182 this.anchor
.setTo(0.5, 0.5);
186 game
.physics
.arcade
.enable(this);
190 class Justice
extends Phaser
.Bullet
{
191 constructor(game
, x
, y
, key
, frame
) {
192 super(game
, x
, y
, 'projectile');
193 this.anchor
.setTo(0.5, 0.5);
196 overlap_monster(entity
) {
197 entity
.damage(player
.love
);
201 overlap_player(player
) {
202 player
.damage(player
.love
);
207 class JusticeBlaster
extends Phaser
.Weapon
{
208 constructor(game
, parent
) {
210 this.bulletClass
= Justice
;
211 this.multiFire
= true;
212 this.createBullets(100, null);
218 this.mhealth
= game
.add
.tileSprite(x
+ 10, y
, 0, HB_THICKNESS
, 'wall');
219 this.ahealth
= game
.add
.tileSprite(x
+ 10, y
, 0, HB_THICKNESS
, 'wall');
220 this.mhealth
.anchor
.setTo(0, 0.5);
221 this.ahealth
.anchor
.setTo(0, 0.5);
222 this.mhealth
.tint
= '0xff0000';
223 this.ahealth
.tint
= '0xffff00';
224 this.text_love
= new Phaser
.Text(game
, x
- 50, y
+ 2, null, { align
: 'center', fill
: 'white', font
: 'Ubuntu Mono', fontSize
: 16, fontWeight
: 'bold' });
225 this.text_love
.anchor
.setTo(0, 0.5);
226 game
.add
.existing(this.text_love
);
229 update(love
, mhealth
, ahealth
) {
230 this.mhealth
.width
= mhealth
;
231 this.ahealth
.width
= ahealth
;
232 this.text_love
.text
= "LV " + love
;
236 function preload () {
238 game
.load
.image('wall', 'wall.png');
239 game
.load
.image('player', 'player.png');
240 game
.load
.image('monster', 'monster.png');
241 game
.load
.image('determination', 'determination.png');
242 game
.load
.image('projectile', 'projectile.png');
248 game
.world
.setBounds(0, 0, 800, 600);
249 game
.stage
.backgroundColor
= '#000000';
250 game
.physics
.startSystem(Phaser
.Physics
.ARCADE
);
252 walls
= game
.add
.group();
253 walls
.classType
= Phaser
.TileSprite
;
254 walls
.enableBody
= true;
256 walls
.add(game
.add
.tileSprite(WALL_BORDER
, WALL_BORDER
, game
.world
.width
- (WALL_BORDER
* 2), WALL_THICKNESS
, 'wall'));
257 walls
.add(game
.add
.tileSprite(WALL_BORDER
, game
.world
.height
- WALL_THICKNESS
- WALL_BORDERBOTTOM
, game
.world
.width
- (WALL_BORDER
* 2), WALL_THICKNESS
, 'wall'));
258 walls
.add(game
.add
.tileSprite(WALL_BORDER
, WALL_BORDER
, WALL_THICKNESS
, game
.world
.height
- WALL_BORDER
- WALL_BORDERBOTTOM
, 'wall'));
259 walls
.add(game
.add
.tileSprite(game
.world
.width
- WALL_THICKNESS
- WALL_BORDER
, WALL_BORDER
, WALL_THICKNESS
, game
.world
.height
- WALL_BORDER
- WALL_BORDERBOTTOM
, 'wall'));
260 walls
.children
.forEach(function(wall
) { wall
.body
.immovable
= true; });
262 determinations
= game
.add
.group();
263 nexttime_determination
= Math
.random() * WAIT_DETERMINATION
;
265 monsters
= game
.add
.group();
266 monsters
.add(new Monster(400, 500));
267 monsters
.children
.forEach(function(monster
) { monster
.enablePhysics(); });
268 nexttime_monsterspawn
= WAIT_MONSTERSPAWN
;
270 player
= new Player(game
.world
.width
/ 2, game
.world
.height
/ 2);
271 player
.enablePhysics();
272 game
.add
.existing(player
);
273 game
.camera
.follow(player
);
274 cursors
= game
.input
.keyboard
.createCursorKeys();
276 keyboard_handler
= keyPress_default
;
282 game
.physics
.arcade
.collide(player
, walls
);
283 game
.physics
.arcade
.overlap(player
, determinations
, function(p
,d
) { p
.overlap_determination(d
); });
284 game
.physics
.arcade
.overlap(player
, monsters
, function(p
,m
) { m
.overlap_player(p
); });
286 if (game
.time
.now
> nexttime_determination
)
288 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));
289 determination
.enablePhysics();
290 determinations
.add(determination
);
291 nexttime_determination
= game
.time
.now
+ (WAIT_DETERMINATION
/ 2) + (Math
.random() * WAIT_DETERMINATION
);
294 if (game
.time
.now
> nexttime_monsterspawn
)
296 var monster
= new Monster(Math
.random() * game
.world
.width
, Math
.random() * game
.world
.height
);
297 monster
.enablePhysics();
298 monsters
.add(monster
);
299 nexttime_monsterspawn
= game
.time
.now
+ (WAIT_MONSTERSPAWN
/ player
.love
) + (Math
.random() * WAIT_MONSTERSPAWN
);
302 if ((game
.time
.now
- player
.lastmovetime
) > WAIT_KEY
) player
.body
.velocity
.x
= player
.body
.velocity
.y
= 0;
303 if (keyboard_handler
) keyboard_handler();
307 function keyPress_default() {
309 // Maybe needed later.