说明

支持IE 9+、Firefox、Chrome、Safari、Opera以及Mobile Chrome(Android 2.2+)、Mobile Safari(iOS 5+)

var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });

function preload() {

    game.load.image('phaser', 'assets/sprites/phaser-dude.png');
    game.load.image('bullet', 'assets/misc/bullet0.png');
    game.load.spritesheet('veggies', 'assets/sprites/fruitnveg32wh37.png', 32, 32);

}

var sprite;
var bullets;
var veggies;
var cursors;

var bulletTime = 0;
var bullet;

function create() {

    game.stage.backgroundColor = '#2d2d2d';

    //  This will check Group vs. Group collision (bullets vs. veggies!)

    veggies = game.add.group();
    veggies.enableBody = true;
    veggies.physicsBodyType = Phaser.Physics.ARCADE;

    for (var i = 0; i < 50; i++)
    {
        var c = veggies.create(game.world.randomX, Math.random() * 500, 'veggies', game.rnd.integerInRange(0, 36));
        c.name = 'veg' + i;
        c.body.immovable = true;
    }

    bullets = game.add.group();
    bullets.enableBody = true;
    bullets.physicsBodyType = Phaser.Physics.ARCADE;

    for (var i = 0; i < 20; i++)
    {
        var b = bullets.create(0, 0, 'bullet');
        b.name = 'bullet' + i;
        b.exists = false;
        b.visible = false;
        b.checkWorldBounds = true;
        b.events.onOutOfBounds.add(resetBullet, this);
    }

    sprite = game.add.sprite(400, 550, 'phaser');
    game.physics.enable(sprite, Phaser.Physics.ARCADE);

    cursors = game.input.keyboard.createCursorKeys();
    game.input.keyboard.addKeyCapture([ Phaser.Keyboard.SPACEBAR ]);

}

function update() {

    //  As we don't need to exchange any velocities or motion we can the 'overlap' check instead of 'collide'
    game.physics.arcade.overlap(bullets, veggies, collisionHandler, null, this);

    sprite.body.velocity.x = 0;
    sprite.body.velocity.y = 0;

    if (cursors.left.isDown)
    {
        sprite.body.velocity.x = -300;
    }
    else if (cursors.right.isDown)
    {
        sprite.body.velocity.x = 300;
    }

    if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
    {
        fireBullet();
    }

}

function fireBullet () {

    if (game.time.now > bulletTime)
    {
        bullet = bullets.getFirstExists(false);

        if (bullet)
        {
            bullet.reset(sprite.x + 6, sprite.y - 8);
            bullet.body.velocity.y = -300;
            bulletTime = game.time.now + 150;
        }
    }

}

//  Called if the bullet goes out of the screen
function resetBullet (bullet) {

    bullet.kill();

}

//  Called if the bullet hits one of the veg sprites
function collisionHandler (bullet, veg) {

    bullet.kill();
    veg.kill();

}

下载

所有的demo源码都可以访问github项目主页下载

下载所有demo

在线代码编辑

使用这个在线代码编辑器可以不用下载和安装任何东西就可以看到运行效果

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