El-Gato-Gordo / MageKnight

JOGO
MIT License
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Protótipo Extra com WALL JUMP simples e funcional #16

Closed pedrykolas closed 2 years ago

pedrykolas commented 2 years ago

<!doctype html> 
<html lang="en"> 
<head> 
    <meta charset="UTF-8" />
    <title>Jogão</title>
    <script src="//cdn.jsdelivr.net/npm/phaser@3.11.0/dist/phaser.js"></script>
    <style type="text/css">
        body {
            margin: 0;
        }
    </style>
</head>
<body>

<script type="text/javascript">

var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    physics: {
        default: 'arcade',
        arcade: {
            gravity: { y: 700 },
            debug: false
        }
    },
    scene: {
        preload: preload,
        create: create,
        update: update
    }
};

var player;
var platforms;
var cursors;
var gameOver = false;
var last_direction = "null"
var wall_jumped = false

var game = new Phaser.Game(config);

function preload ()
{
    this.load.image('sky', 'assets/sky.png');
    this.load.image('ground', 'assets/platform.png');
    this.load.image('star', 'assets/star.png');
    this.load.image('bomb', 'assets/bomb.png');
    this.load.spritesheet('player', 'assets/player.png', { frameWidth: 64, frameHeight: 64 });
}

function create ()
{
    //  A simple background for our game
    this.add.image(400, 300, 'sky');

    //  The platforms group contains the ground and the 2 ledges we can jump on
    platforms = this.physics.add.staticGroup();

    //  Here we create the ground.
    //  Scale it to fit the width of the game (the original sprite is 400x32 in size)
    platforms.create(400, 568, 'ground').setScale(2).refreshBody();

    //  Now let's create some ledges
    platforms.create(600, 400, 'ground');
    platforms.create(50, 250, 'ground');
    platforms.create(750, 220, 'ground');

    // The player and its settings
    player = this.physics.add.sprite(100, 450, 'player');

    //  Player physics properties. Give the little guy a slight bounce.
    player.setCollideWorldBounds(true);

    //  Our player animations, turning, walking left and walking right.
    this.anims.create({
        key: 'walkLeft',
        frames: this.anims.generateFrameNumbers('player', { start: 30, end: 35 }),
        frameRate: 10,
        repeat: -1
    });

    this.anims.create({
        key: 'idleRight',
        frames: this.anims.generateFrameNumbers('player', {start: 0, end: 6}),
        frameRate: 15,
        repeat: -1
    });

    this.anims.create({
        key: 'idleLeft',
        frames: this.anims.generateFrameNumbers('player', {start: 7, end: 12}),
        frameRate: 15,
        repeat: -1
    });

    this.anims.create({
        key: 'walkRight',
        frames: this.anims.generateFrameNumbers('player', { start: 24, end: 29 }),
        frameRate: 10,
        repeat: -1
    });

    this.anims.create({
        key: 'risingRight',
        frames: [ { key: 'player', frame: 20 } ],
        frameRate: 20
    });

    this.anims.create({
        key: 'risingLeft',
        frames: [ { key: 'player', frame: 21 } ],
        frameRate: 20
    });

    //  Input Events
    cursors = this.input.keyboard.createCursorKeys(); //Informa que o jogo tem input das keys

    //  Collide the player and the stars with the platforms
    this.physics.add.collider(player, platforms);

}

function update ()
{
    if (gameOver)
    {
        return;
    }

    if (cursors.left.isDown)
    {
        player.setVelocityX(-160);

        if (player.body.touching.down){}
        player.anims.play('walkLeft', true);
        last_direction = "LEFT"
    }
    else if (cursors.right.isDown)
    {
        player.setVelocityX(160);

        player.anims.play('walkRight', true)
        last_direction = "RIGHT";
    }
    else
    {
        player.setVelocityX(0);

        //A variável last_direction serve para checar para qual direção o jogador estava olhando antes de soltar os botões LEFT e RIGHT,
        //Assim podemos usar sprites de IDLE diferentes
        if (last_direction === "RIGHT")
        {
            player.anims.play('idleRight', true);
        }

        if (last_direction === "LEFT")
        {
            player.anims.play('idleLeft', true);
        }
    }

    if (player.body.touching.down){
        wall_jumped = false
    }
    //Verifica se a tecla CIMA está apertada e se está tocando no chão à baixo    
    if (cursors.up.isDown && player.body.touching.down)
    {
        player.setVelocityY(-400);
    }
    if (cursors.up.isDown && (player.body.touching.left || player.body.touching.right) && wall_jumped === false){
        player.setVelocityY(-350);
        wall_jumped = true
    }
}

</script>

</body>
</html>