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let config = { | ||
type: Phaser.AUTO, | ||
width: 800, | ||
height: 600, | ||
physics: { | ||
default: 'arcade', | ||
arcade: { | ||
debug: true | ||
} | ||
type: Phaser.AUTO, | ||
width: 1200, | ||
height: 800, | ||
physics: { | ||
default: "arcade", | ||
arcade: { | ||
debug: true, | ||
}, | ||
backgroundColor: '#000000', | ||
scene: [ preloadScene, npcShoot ] | ||
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}, | ||
backgroundColor: "#000000", | ||
scale: { | ||
mode: Phaser.Scale.FIT, | ||
autoCenter: Phaser.Scale.CENTER_BOTH, | ||
}, | ||
scene: [preloadScene, npcShoot], | ||
}; | ||
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let game = new Phaser.Game(config); | ||
let game = new Phaser.Game(config); |
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class npcShoot extends Phaser.Scene { | ||
constructor() { | ||
super({ key: 'npcShoot' }); | ||
} | ||
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preload() { | ||
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this.load.spritesheet('coin', 'assets/coin.png', { frameWidth: 32, frameHeight: 32 }); | ||
this.load.spritesheet('fire', 'assets/fire.png', { frameWidth: 40, frameHeight: 70 }); | ||
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this.load.spritesheet('gen', 'assets/char-blank2-64x64.png', { frameWidth: 64, frameHeight: 64 }); | ||
this.load.spritesheet('gen-bow', 'assets/char-bow-64x64.png', { frameWidth: 64, frameHeight: 64 }); | ||
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this.load.spritesheet('knifeImg', 'assets/knife-32x32.png', {frameWidth: 32, frameHeight: 32}); | ||
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} // end of preload // | ||
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create() { | ||
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console.log("npc shoot knife") | ||
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this.anims.create({ | ||
key: 'gen-up', | ||
frames: this.anims.generateFrameNumbers('gen', | ||
{ start: 105, end: 112 }), | ||
frameRate: 5, | ||
repeat: -1 | ||
}); | ||
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this.anims.create({ | ||
key: 'gen-left', | ||
frames: this.anims.generateFrameNumbers('gen', | ||
{ start: 118, end: 125 }), | ||
frameRate: 5, | ||
repeat: -1 | ||
}); | ||
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this.anims.create({ | ||
key: 'gen-down', | ||
frames: this.anims.generateFrameNumbers('gen', | ||
{ start: 131, end: 138 }), | ||
frameRate: 5, | ||
repeat: -1 | ||
}); | ||
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this.anims.create({ | ||
key: 'gen-right', | ||
frames: this.anims.generateFrameNumbers('gen', | ||
{ start: 144, end: 151 }), | ||
frameRate: 5, | ||
repeat: -1 | ||
}); | ||
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this.anims.create({ | ||
key: 'gen-bow-up', | ||
frames: this.anims.generateFrameNumbers('gen-bow', | ||
{ start: 105, end: 112 }), | ||
frameRate: 5, | ||
repeat: -1 | ||
}); | ||
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this.anims.create({ | ||
key: 'gen-bow-left', | ||
frames: this.anims.generateFrameNumbers('gen-bow', | ||
{ start: 118, end: 125 }), | ||
frameRate: 5, | ||
repeat: -1 | ||
}); | ||
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this.anims.create({ | ||
key: 'gen-bow-down', | ||
frames: this.anims.generateFrameNumbers('gen-bow', | ||
{ start: 131, end: 138 }), | ||
frameRate: 5, | ||
repeat: -1 | ||
}); | ||
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this.anims.create({ | ||
key: 'gen-bow-right', | ||
frames: this.anims.generateFrameNumbers('gen-bow', | ||
{ start: 144, end: 151 }), | ||
frameRate: 5, | ||
repeat: -1 | ||
}); | ||
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this.anims.create({ | ||
key: 'gen-bow-shoot-left', | ||
frames: this.anims.generateFrameNumbers('gen-bow', | ||
{ start: 221, end: 233 }), | ||
frameRate: 5, | ||
repeat: -1 | ||
}); | ||
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this.anims.create({ | ||
key: "knifeAnim", | ||
frames: this.anims.generateFrameNumbers("knifeImg", { start: 0, end: 15 }), | ||
frameRate: 20, | ||
repeat: -1, | ||
constructor() { | ||
super({ key: "npcShoot" }); | ||
} | ||
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preload() { | ||
this.load.spritesheet("coin", "assets/coin.png", { frameWidth: 32, frameHeight: 32 }); | ||
this.load.spritesheet("fire", "assets/fire.png", { frameWidth: 40, frameHeight: 70 }); | ||
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this.load.spritesheet("gen", "assets/char-blank2-64x64.png", { | ||
frameWidth: 64, | ||
frameHeight: 64, | ||
}); | ||
this.load.spritesheet("gen-bow", "assets/char-bow-64x64.png", { | ||
frameWidth: 64, | ||
frameHeight: 64, | ||
}); | ||
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this.load.spritesheet("knifeImg", "assets/knife-32x32.png", { | ||
frameWidth: 32, | ||
frameHeight: 32, | ||
}); | ||
} // end of preload // | ||
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create() { | ||
console.log("npc shoot knife"); | ||
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this.timer1 = this.time.addEvent({ | ||
delay: 3000, | ||
callback: this.shootKnife, | ||
callbackScope: this, | ||
loop: true, | ||
}); | ||
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this.player = this.physics.add.sprite(200, 300, 'gen') | ||
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this.npc1 = this.physics.add.sprite(600, 100, 'gen-bow').play("gen-bow-shoot-left") | ||
this.npc2 = this.physics.add.sprite(600, 400, 'gen-bow').play("gen-bow-shoot-left") | ||
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this.knife1 = this.physics.add.sprite(580, 100, "knifeImg").play("knifeAnim") | ||
this.knife2 = this.physics.add.sprite(580, 400, "knifeImg").play("knifeAnim") | ||
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this.timer1= this.time.addEvent({ | ||
delay: 2000, | ||
callback: this.shootKnife, | ||
callbackScope: this, | ||
loop: true, | ||
}); | ||
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this.timer2= this.time.addEvent({ | ||
delay: 4000, | ||
callback: this.resetKnife, | ||
callbackScope: this, | ||
loop: true, | ||
}); | ||
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this.cursors = this.input.keyboard.createCursorKeys(); | ||
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} // end of create // | ||
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update() { | ||
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this.angle1= Phaser.Math.Angle.BetweenPoints(this.npc1, this.player); | ||
this.angle2 = Phaser.Math.Angle.BetweenPoints(this.npc2, this.player); | ||
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if (this.cursors.left.isDown) { | ||
this.player.setVelocityX(-160); | ||
this.player.anims.play('gen-left', true); | ||
} | ||
else if (this.cursors.right.isDown) { | ||
this.player.setVelocityX(160); | ||
this.player.anims.play('gen-right', true); | ||
} | ||
else if (this.cursors.up.isDown) { | ||
this.player.setVelocityY(-160); | ||
this.player.anims.play('gen-up', true); | ||
} | ||
else if (this.cursors.down.isDown) { | ||
this.player.setVelocityY(160); | ||
this.player.anims.play('gen-down', true); | ||
} | ||
else { | ||
this.player.setVelocity(0); | ||
this.player.anims.stop(); | ||
} | ||
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} // end of update // | ||
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shootKnife (){ | ||
let deg1 = Phaser.Math.RadToDeg(this.angle1) | ||
let deg2 = Phaser.Math.RadToDeg(this.angle2) | ||
console.log("shoot knife degree: ",90-deg1, 90-deg2) | ||
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this.physics.velocityFromRotation(this.angle1, 300, this.knife1.body.velocity); | ||
this.physics.velocityFromRotation(this.angle2, 300, this.knife2.body.velocity); | ||
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} | ||
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resetKnife() { | ||
console.log("Reset knife location") | ||
this.knife1.x = this.npc1.x | ||
this.knife1.y = this.npc1.y | ||
this.knife2.x = this.npc2.x | ||
this.knife2.y = this.npc2.y | ||
} | ||
} | ||
this.player = this.physics.add.sprite(100, 300, "gen"); | ||
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this.npc1 = this.physics.add.sprite(1000, 100, "gen-bow").play("gen-bow-shoot-left"); | ||
this.npc2 = this.physics.add.sprite(1000, 600, "gen-bow").play("gen-bow-shoot-left"); | ||
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this.knife1 = this.physics.add.sprite(this.npc1.x, this.npc1.y, "knifeImg").play("knifeAnim").setVisible(false); | ||
this.knife2 = this.physics.add.sprite(this.npc2.x, this.npc2.y, "knifeImg").play("knifeAnim").setVisible(false); | ||
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this.cursors = this.input.keyboard.createCursorKeys(); | ||
} // end of create // | ||
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update() { | ||
this.angle1 = Phaser.Math.Angle.BetweenPoints(this.npc1, this.player); | ||
this.angle2 = Phaser.Math.Angle.BetweenPoints(this.npc2, this.player); | ||
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this.physics.velocityFromRotation(this.angle1, 300, this.knife1.body.velocity); | ||
this.physics.velocityFromRotation(this.angle2, 300, this.knife2.body.velocity); | ||
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if (this.cursors.left.isDown) { | ||
this.player.setVelocityX(-160); | ||
this.player.anims.play("gen-left", true); | ||
} else if (this.cursors.right.isDown) { | ||
this.player.setVelocityX(160); | ||
this.player.anims.play("gen-right", true); | ||
} else if (this.cursors.up.isDown) { | ||
this.player.setVelocityY(-160); | ||
this.player.anims.play("gen-up", true); | ||
} else if (this.cursors.down.isDown) { | ||
this.player.setVelocityY(160); | ||
this.player.anims.play("gen-down", true); | ||
} else { | ||
this.player.setVelocity(0); | ||
this.player.anims.stop(); | ||
} | ||
} // end of update // | ||
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shootKnife() { | ||
let deg1 = Phaser.Math.RadToDeg(this.angle1); | ||
let deg2 = Phaser.Math.RadToDeg(this.angle2); | ||
console.log("shoot knife degree: ", 90 - deg1, 90 - deg2); | ||
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this.knife1.setVisible(true); | ||
this.knife2.setVisible(true); | ||
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// remove knife after 5 seconds | ||
this.time.delayedCall(5000, this.resetKnife, [], this); | ||
} | ||
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resetKnife() { | ||
console.log("Reset knifes"); | ||
this.knife1.x = this.npc1.x; | ||
this.knife1.y = this.npc1.y; | ||
this.knife2.x = this.npc2.x; | ||
this.knife2.y = this.npc2.y; | ||
} | ||
} |