games/tanks
EnemyTank = function (index, game, player, bullets) {
var x = game.world.randomX;
var y = game.world.randomY;
this.game = game;
this.health = 3;
this.player = player;
this.bullets = bullets;
this.fireRate = 1000;
this.nextFire = 0;
this.alive = true;
this.shadow = game.add.sprite(x, y, 'enemy', 'shadow');
this.tank = game.add.sprite(x, y, 'enemy', 'tank1');
this.turret = game.add.sprite(x, y, 'enemy', 'turret');
this.shadow.anchor.set(0.5);
this.tank.anchor.set(0.5);
this.turret.anchor.set(0.3, 0.5);
this.tank.name = index.toString();
game.physics.enable(this.tank, Phaser.Physics.ARCADE);
this.tank.body.immovable = false;
this.tank.body.collideWorldBounds = true;
this.tank.body.bounce.setTo(1, 1);
this.tank.angle = game.rnd.angle();
game.physics.arcade.velocityFromRotation(this.tank.rotation, 100, this.tank.body.velocity);
};
EnemyTank.prototype.damage = function() {
this.health -= 1;
if (this.health <= 0)
{
this.alive = false;
this.shadow.kill();
this.tank.kill();
this.turret.kill();
return true;
}
return false;
}
EnemyTank.prototype.update = function() {
this.shadow.x = this.tank.x;
this.shadow.y = this.tank.y;
this.shadow.rotation = this.tank.rotation;
this.turret.x = this.tank.x;
this.turret.y = this.tank.y;
this.turret.rotation = this.game.physics.arcade.angleBetween(this.tank, this.player);
if (this.game.physics.arcade.distanceBetween(this.tank, this.player) < 300)
{
if (this.game.time.now > this.nextFire && this.bullets.countDead() > 0)
{
this.nextFire = this.game.time.now + this.fireRate;
var bullet = this.bullets.getFirstDead();
bullet.reset(this.turret.x, this.turret.y);
bullet.rotation = this.game.physics.arcade.moveToObject(bullet, this.player, 500);
}
}
};
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload () {
game.load.atlas('tank', 'assets/games/tanks/tanks.png', 'assets/games/tanks/tanks.json');
game.load.atlas('enemy', 'assets/games/tanks/enemy-tanks.png', 'assets/games/tanks/tanks.json');
game.load.image('logo', 'assets/games/tanks/logo.png');
game.load.image('bullet', 'assets/games/tanks/bullet.png');
game.load.image('earth', 'assets/games/tanks/scorched_earth.png');
game.load.spritesheet('kaboom', 'assets/games/tanks/explosion.png', 64, 64, 23);
}
var land;
var shadow;
var tank;
var turret;
var enemies;
var enemyBullets;
var enemiesTotal = 0;
var enemiesAlive = 0;
var explosions;
var logo;
var currentSpeed = 0;
var cursors;
var bullets;
var fireRate = 100;
var nextFire = 0;
function create () {
// Resize our game world to be a 2000 x 2000 square
game.world.setBounds(-1000, -1000, 2000, 2000);
// Our tiled scrolling background
land = game.add.tileSprite(0, 0, 800, 600, 'earth');
land.fixedToCamera = true;
// The base of our tank
tank = game.add.sprite(0, 0, 'tank', 'tank1');
tank.anchor.setTo(0.5, 0.5);
tank.animations.add('move', ['tank1', 'tank2', 'tank3', 'tank4', 'tank5', 'tank6'], 20, true);
// This will force it to decelerate and limit its speed
game.physics.enable(tank, Phaser.Physics.ARCADE);
tank.body.drag.set(0.2);
tank.body.maxVelocity.setTo(400, 400);
tank.body.collideWorldBounds = true;
// Finally the turret that we place on-top of the tank body
turret = game.add.sprite(0, 0, 'tank', 'turret');
turret.anchor.setTo(0.3, 0.5);
// The enemies bullet group
enemyBullets = game.add.group();
enemyBullets.enableBody = true;
enemyBullets.physicsBodyType = Phaser.Physics.ARCADE;
enemyBullets.createMultiple(100, 'bullet');
enemyBullets.setAll('anchor.x', 0.5);
enemyBullets.setAll('anchor.y', 0.5);
enemyBullets.setAll('outOfBoundsKill', true);
enemyBullets.setAll('checkWorldBounds', true);
// Create some baddies to waste :)
enemies = [];
enemiesTotal = 20;
enemiesAlive = 20;
for (var i = 0; i < enemiesTotal; i++)
{
enemies.push(new EnemyTank(i, game, tank, enemyBullets));
}
// A shadow below our tank
shadow = game.add.sprite(0, 0, 'tank', 'shadow');
shadow.anchor.setTo(0.5, 0.5);
// Our bullet group
bullets = game.add.group();
bullets.enableBody = true;
bullets.physicsBodyType = Phaser.Physics.ARCADE;
bullets.createMultiple(30, 'bullet', 0, false);
bullets.setAll('anchor.x', 0.5);
bullets.setAll('anchor.y', 0.5);
bullets.setAll('outOfBoundsKill', true);
bullets.setAll('checkWorldBounds', true);
// Explosion pool
explosions = game.add.group();
for (var i = 0; i < 10; i++)
{
var explosionAnimation = explosions.create(0, 0, 'kaboom', [0], false);
explosionAnimation.anchor.setTo(0.5, 0.5);
explosionAnimation.animations.add('kaboom');
}
tank.bringToTop();
turret.bringToTop();
logo = game.add.sprite(0, 200, 'logo');
logo.fixedToCamera = true;
game.input.onDown.add(removeLogo, this);
game.camera.follow(tank);
game.camera.deadzone = new Phaser.Rectangle(150, 150, 500, 300);
game.camera.focusOnXY(0, 0);
cursors = game.input.keyboard.createCursorKeys();
}
function removeLogo () {
game.input.onDown.remove(removeLogo, this);
logo.kill();
}
function update () {
game.physics.arcade.overlap(enemyBullets, tank, bulletHitPlayer, null, this);
enemiesAlive = 0;
for (var i = 0; i < enemies.length; i++)
{
if (enemies[i].alive)
{
enemiesAlive++;
game.physics.arcade.collide(tank, enemies[i].tank);
game.physics.arcade.overlap(bullets, enemies[i].tank, bulletHitEnemy, null, this);
enemies[i].update();
}
}
if (cursors.left.isDown)
{
tank.angle -= 4;
}
else if (cursors.right.isDown)
{
tank.angle += 4;
}
if (cursors.up.isDown)
{
// The speed we'll travel at
currentSpeed = 300;
}
else
{
if (currentSpeed > 0)
{
currentSpeed -= 4;
}
}
if (currentSpeed > 0)
{
game.physics.arcade.velocityFromRotation(tank.rotation, currentSpeed, tank.body.velocity);
}
land.tilePosition.x = -game.camera.x;
land.tilePosition.y = -game.camera.y;
// Position all the parts and align rotations
shadow.x = tank.x;
shadow.y = tank.y;
shadow.rotation = tank.rotation;
turret.x = tank.x;
turret.y = tank.y;
turret.rotation = game.physics.arcade.angleToPointer(turret);
if (game.input.activePointer.isDown)
{
// Boom!
fire();
}
}
function bulletHitPlayer (tank, bullet) {
bullet.kill();
}
function bulletHitEnemy (tank, bullet) {
bullet.kill();
var destroyed = enemies[tank.name].damage();
if (destroyed)
{
var explosionAnimation = explosions.getFirstExists(false);
explosionAnimation.reset(tank.x, tank.y);
explosionAnimation.play('kaboom', 30, false, true);
}
}
function fire () {
if (game.time.now > nextFire && bullets.countDead() > 0)
{
nextFire = game.time.now + fireRate;
var bullet = bullets.getFirstExists(false);
bullet.reset(turret.x, turret.y);
bullet.rotation = game.physics.arcade.moveToPointer(bullet, 1000, game.input.activePointer, 500);
}
}
function render () {
// game.debug.text('Active Bullets: ' + bullets.countLiving() + ' / ' + bullets.length, 32, 32);
game.debug.text('Enemies: ' + enemiesAlive + ' / ' + enemiesTotal, 32, 32);
}