Add bullets

This commit is contained in:
KGrzeg 2021-10-14 15:32:58 +02:00
parent f1689ba839
commit cf67656766
5 changed files with 85 additions and 25 deletions

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Width:  |  Height:  |  Size: 610 B

25
src/classes/Bullet.ts Normal file
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@ -0,0 +1,25 @@
import Phaser from 'phaser'
export default class Bullet extends Phaser.Physics.Arcade.Sprite {
constructor(scene, x, y) {
super(scene, x, y, 'bullet');
}
fire(x, y) {
this.body.reset(x, y);
this.setActive(true);
this.setVisible(true);
this.setVelocityY(-300);
}
preUpdate(time, delta) {
super.preUpdate(time, delta);
if (this.y <= -32) {
this.setActive(false);
this.setVisible(false);
}
}
}

24
src/classes/Bullets.ts Normal file
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@ -0,0 +1,24 @@
import Phaser from 'phaser'
import Bullet from './Bullet'
export default class Bullets extends Phaser.Physics.Arcade.Group {
constructor(scene: Phaser.Scene) {
super(scene.physics.world, scene);
this.createMultiple({
frameQuantity: 5,
key: 'bullet',
active: false,
visible: false,
classType: Bullet
});
}
fireBullet(x: number, y: number) {
let bullet = this.getFirstDead(false);
if (bullet) {
bullet.fire(x, y);
}
}
}

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@ -1,4 +1,5 @@
import Phaser from 'phaser'
import Bullets from './Bullets'
export default class Ship extends Phaser.Physics.Arcade.Sprite {
readonly acceleration = 5
@ -7,6 +8,8 @@ export default class Ship extends Phaser.Physics.Arcade.Sprite {
readonly colliderRadiusRatio = 0.43
readonly wrapMargin = 10
bullets?: Bullets
constructor(scene: Phaser.Scene) {
super(
scene,
@ -25,6 +28,8 @@ export default class Ship extends Phaser.Physics.Arcade.Sprite {
this.setDamping(true)
this.setDrag(this.dragForce)
this.body.setCircle(this.width * this.colliderRadiusRatio)
this.bullets = new Bullets(scene)
}
preUpdate(time, delta) {
@ -35,6 +40,8 @@ export default class Ship extends Phaser.Physics.Arcade.Sprite {
const keyLeft = this.scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A)
const keyRight = this.scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D)
const keyShoot = this.scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE)
const vec = new Phaser.Math.Vector2(0, 0)
if (keyUp.isDown) vec.y = -this.acceleration
@ -42,7 +49,10 @@ export default class Ship extends Phaser.Physics.Arcade.Sprite {
if (keyRight.isDown) vec.x = this.acceleration
if (keyLeft.isDown) vec.x = -this.acceleration
if (keyShoot.isDown) this.bullets.fireBullet(this.x, this.y);
this.body.velocity.add(vec)
this.scene.physics.world.wrap(this, this.wrapMargin)
}
}

View file

@ -2,38 +2,39 @@ import Phaser from 'phaser'
import Ship from '../classes/Ship'
export default class DefaultScene extends Phaser.Scene {
player?: Ship
player?: Ship
constructor() {
super('default-scene')
}
constructor() {
super('default-scene')
}
preload() {
this.load.image('sky', 'assets/img/nebula10.png')
this.load.image('logo', 'assets/img/phaser3-logo.png')
this.load.image('ship', 'assets/img/ship.png')
this.load.spritesheet('particles', 'assets/img/boom.png', { frameWidth: 192, frameHeight: 192 })
}
preload() {
this.load.image('sky', 'assets/img/nebula10.png')
this.load.image('logo', 'assets/img/phaser3-logo.png')
this.load.image('ship', 'assets/img/ship.png')
this.load.image('bullet', 'assets/img/bullet.png')
this.load.spritesheet('particles', 'assets/img/boom.png', { frameWidth: 192, frameHeight: 192 })
}
create() {
this.add.image(400, 300, 'sky')
create() {
this.add.image(400, 300, 'sky')
const particles = this.add.particles('particles', 21)
const particles = this.add.particles('particles', 21)
const emitter = particles.createEmitter({
speed: 300,
scale: { start: 1, end: 0 },
blendMode: 'ADD',
})
const emitter = particles.createEmitter({
speed: 300,
scale: { start: 1, end: 0 },
blendMode: 'ADD',
})
const logo = this.physics.add.image(400, 100, 'logo')
const logo = this.physics.add.image(400, 100, 'logo')
logo.setVelocity(100, 200)
logo.setBounce(1, 1)
logo.setCollideWorldBounds(true)
logo.setVelocity(100, 200)
logo.setBounce(1, 1)
logo.setCollideWorldBounds(true)
emitter.startFollow(logo)
emitter.startFollow(logo)
this.player = new Ship(this)
}
this.player = new Ship(this)
}
}