games/breakout
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.atlas('breakout', 'assets/games/breakout/breakout.png', 'assets/games/breakout/breakout.json');
game.load.image('starfield', 'assets/misc/starfield.jpg');
}
var ball;
var paddle;
var bricks;
var ballOnPaddle = true;
var lives = 3;
var score = 0;
var scoreText;
var livesText;
var introText;
var s;
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
// We check bounds collisions against all walls other than the bottom one
game.physics.arcade.checkCollision.down = false;
s = game.add.tileSprite(0, 0, 800, 600, 'starfield');
bricks = game.add.group();
bricks.enableBody = true;
bricks.physicsBodyType = Phaser.Physics.ARCADE;
var brick;
for (var y = 0; y < 4; y++)
{
for (var x = 0; x < 15; x++)
{
brick = bricks.create(120 + (x * 36), 100 + (y * 52), 'breakout', 'brick_' + (y+1) + '_1.png');
brick.body.bounce.set(1);
brick.body.immovable = true;
}
}
paddle = game.add.sprite(game.world.centerX, 500, 'breakout', 'paddle_big.png');
paddle.anchor.setTo(0.5, 0.5);
game.physics.enable(paddle, Phaser.Physics.ARCADE);
paddle.body.collideWorldBounds = true;
paddle.body.bounce.set(1);
paddle.body.immovable = true;
ball = game.add.sprite(game.world.centerX, paddle.y - 16, 'breakout', 'ball_1.png');
ball.anchor.set(0.5);
ball.checkWorldBounds = true;
game.physics.enable(ball, Phaser.Physics.ARCADE);
ball.body.collideWorldBounds = true;
ball.body.bounce.set(1);
ball.animations.add('spin', [ 'ball_1.png', 'ball_2.png', 'ball_3.png', 'ball_4.png', 'ball_5.png' ], 50, true, false);
ball.events.onOutOfBounds.add(ballLost, this);
scoreText = game.add.text(32, 550, 'score: 0', { font: "20px Arial", fill: "#ffffff", align: "left" });
livesText = game.add.text(680, 550, 'lives: 3', { font: "20px Arial", fill: "#ffffff", align: "left" });
introText = game.add.text(game.world.centerX, 400, '- click to start -', { font: "40px Arial", fill: "#ffffff", align: "center" });
introText.anchor.setTo(0.5, 0.5);
game.input.onDown.add(releaseBall, this);
}
function update () {
// Fun, but a little sea-sick inducing :) Uncomment if you like!
// s.tilePosition.x += (game.input.speed.x / 2);
paddle.x = game.input.x;
if (paddle.x < 24)
{
paddle.x = 24;
}
else if (paddle.x > game.width - 24)
{
paddle.x = game.width - 24;
}
if (ballOnPaddle)
{
ball.body.x = paddle.x;
}
else
{
game.physics.arcade.collide(ball, paddle, ballHitPaddle, null, this);
game.physics.arcade.collide(ball, bricks, ballHitBrick, null, this);
}
}
function releaseBall () {
if (ballOnPaddle)
{
ballOnPaddle = false;
ball.body.velocity.y = -300;
ball.body.velocity.x = -75;
ball.animations.play('spin');
introText.visible = false;
}
}
function ballLost () {
lives--;
livesText.text = 'lives: ' + lives;
if (lives === 0)
{
gameOver();
}
else
{
ballOnPaddle = true;
ball.reset(paddle.body.x + 16, paddle.y - 16);
ball.animations.stop();
}
}
function gameOver () {
ball.body.velocity.setTo(0, 0);
introText.text = 'Game Over!';
introText.visible = true;
}
function ballHitBrick (_ball, _brick) {
_brick.kill();
score += 10;
scoreText.text = 'score: ' + score;
// Are they any bricks left?
if (bricks.countLiving() == 0)
{
// New level starts
score += 1000;
scoreText.text = 'score: ' + score;
introText.text = '- Next Level -';
// Let's move the ball back to the paddle
ballOnPaddle = true;
ball.body.velocity.set(0);
ball.x = paddle.x + 16;
ball.y = paddle.y - 16;
ball.animations.stop();
// And bring the bricks back from the dead :)
bricks.callAll('revive');
}
}
function ballHitPaddle (_ball, _paddle) {
var diff = 0;
if (_ball.x < _paddle.x)
{
// Ball is on the left-hand side of the paddle
diff = _paddle.x - _ball.x;
_ball.body.velocity.x = (-10 * diff);
}
else if (_ball.x > _paddle.x)
{
// Ball is on the right-hand side of the paddle
diff = _ball.x -_paddle.x;
_ball.body.velocity.x = (10 * diff);
}
else
{
// Ball is perfectly in the middle
// Add a little random X to stop it bouncing straight up!
_ball.body.velocity.x = 2 + Math.random() * 8;
}
}