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Phaser.js入门基础

热度:79   发布时间:2023-12-13 08:03:10.0

基础知识

<!DOCTYPE html>
<head><meta charset="utf-8"><title>Test Phaser</title><script src="js/phaser.js"></script><style>#container{ height:600px; width: 600px; margin: 10px auto; outline: 3px solid #f00; overflow: hidden;}</style>
</head>
<body><!-- 如果不指定phaser的容器,会默认挂在body下 --><div id="container"></div><script>//------------------创建游戏---------------// 画布wh// renderer:渲染方式, Phaser.CANVAS,Phaser.WEBGL,Phaser.AUTO// parent:存放画布元素的容器// state:游戏场景;transparent:画布元素是否透明,默认不透明;// antialias:是否开启抗锯齿模式;phCon:物理引擎配置// new Phaser.Game(width, height, renderer, parent, state, transparent, antialias,physicsConfig);var game = new Phaser.Game(300, 400, Phaser.AUTO, 'container', state);// true表示暂停// game.paused = false;// game.add; //对游戏工厂的引用// game.camera// game.input 游戏中的用户交互事件的引用// game.load 游戏资源加载模块的引用// game.scale 游戏缩放模块的引用// game.sound// game.stage// game.world// game.particles 游戏粒子系统的引用// game.physics// game.state 游戏场景管理对象的引用//------------------创建场景-------------------// 场景管理对象Phaser.StateManager// init()// preload() 加载游戏资源// create 创建游戏显示对象或注册资源// update()// render()// 五个函数的执行顺序,从上到下function state( ) {this.init = function () {};this.preload = function () {};this.create = function () {};this.update = function () {};this.render = function () {};}//------------------管理场景-----------------// 添加场景game.state.add('state', state);// 启动场景game.state.start('state');//------------------资源加载-----------------// 资源加载对象Phaser.Loader// 资源加载必须写在preload方法中// image(key, url)// spritesheet(key, url, frameWidht, frameHeight) //加载的图片由多张大小相同的图片合成// atlas(key, url, atlasURL, atlasData, format) //atlasURL,atlasData来描述小图片的信息,与spritesheet不同的地方,小图尺寸可以不同// audio(key, url, autoDecode)// autdiosprite(key, url, jsonURL, jsonData, autoDecode)// text()// xml()// binary()// 当某个资源加载完成时触发// game.load.onFileComplete.add(function(){})// game.load.process 表示所有资源的加载进度,百分制// 当所有资源加载完成时触发// game.load.onLoadComplete.add(function(){})//---------------------舞台---------------------// 舞台对象Phaser.Stage// game.stage.setBackgroundColor(backgroundColor); //改变舞台背景颜色function state(game) {this.create = function () {game.stage.setBackgroundColor(0xff0000);}}//----------------------世界--------------------// 世界对象Phaser.World// game.world.setBounds(x, y, width, height) //设置世界的边界大小//---------------------摄像机------------------// Phaser.Camera //原点在左上角// game.camera.x = 100;// game.camera.y = 100// game.camera.focusOn(disObj);// game.camera.focusOnXY(x, y)// game.camera.follow(target) //跟随function state(game) {var jiqimao;this.preload = function () {game.load.image('bg', 'assets/bg.jpg');game.load.image('jiqimao', 'assets/jiqimao.png');}this.create = function () {game.world.setBounds(0, 0, 2000, 600);game.add.image(0, 0, 'bg');jiqimao = game.add.image(200, 300, 'jiqimao');//创建一个机器猫jiqimao.anchor.set(0.5, 0.5);game.input.onDown.add(function(){game.camera.focusOn(jiqimao);});game.camera.follow(jiqimao);}this.update = function () {var keys = game.input.keyboard.createCursorKeys();if(keys.right.isDown) game.camera.x += 1;else if (keys.left.isDown) game.camera.x -= 1;else if (keys.up.isDown) game.camera.y -= 1;else if (keys.down.isDown) game.camera.y += 1;jiqimao.x += 1;}}// -------------------缩放控制--------------------// Phaser.ScaleManager// 三种模式: EXACT_FIT 缩放到父元素的大小,SHOW_ALL, USER_SCALE自定义缩放// game.scale.scaleMode = Phaser.ScaleManager.EXACT_FIT;function state(game) {this.init = function () {game.scale.pageAlignHorizontally = true ; //水平居中game.scale.pageAlignVertically = true;//game.scale.scaleMode =  Phaser.ScaleManager.EXACT_FIT;//game.scale.scaleMode =  Phaser.ScaleManager.SHOW_ALL;game.scale.scaleMode =  Phaser.ScaleManager.USER_SCALE;game.scale.setUserScale(0.5, 0.5);}this.preload = function () {game.load.image('jiqimao', 'assets/jiqimao.png');}this.create = function () {game.add.image(game.width/2, game.height/2, 'jiqimao').anchor.set(0.5, 0.5);}}</script>
</body>
</html>

实例(进度加载)

<!--index.html-->
<!DOCTYPE html>
<head><meta content="width=device-width, user-scalable=no" name="viewport"><meta charset="utf-8"><title>Flappy Bird</title><style>#container canvas {margin: 0 auto;}</style><script src="js/phaser.js"></script><script src="js/boot.js"></script><script src="js/loader.js"></script>
</head>
<body><div id="container"></div><script>var game = new Phaser.Game(320, 505, Phaser.AUTO, 'container');game.state.add('boot', bootState);game.state.add('loader', loaderState);game.state.start('boot');</script>
</body>
</html><!--boot.js-->
var bootState = function (game) {this.preload = function () {game.load.image('loading', 'assets/loading.gif');}this.create = function () {game.state.start('loader');}
}<!--loader.js-->
var loaderState = function (game) {this.init = function () {// 添加图片var sprite = game.add.image(game.world.centerX, game.world.centerY, 'loading');// 设置图片锚点sprite.anchor = { x:0.5, y:0.5 };progressText = game.add.text(game.world.centerX, game.world.centerY + 30,'0%', { fill:'#fff', fontSize:'16px' });progressText.anchor = { x:0.5, y:0.5 };}this.preload = function () {game.load.image('loading', 'assets/loading1.gif');game.load.onFileComplete.add(function(progress){progressText.text = progress + '%';});}
}