-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathlevelAlmeida.html
More file actions
executable file
·336 lines (261 loc) · 9.88 KB
/
levelAlmeida.html
File metadata and controls
executable file
·336 lines (261 loc) · 9.88 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>World of SINFO - Daniel Almeida</title>
<script type="text/javascript" src="js/phaser.min.js"></script>
<script type="text/javascript" src="js/misc.js"></script>
<style type="text/css">
body {
margin: 0;
background-color: #fff;
}
canvas {
background-color: #fff;
}
</style>
</head>
<body>
<script type="text/javascript">
var game = new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.AUTO, '', { preload: preload, create: create, update: update/*, render: render*/ });
function preload() {
game.load.image('banner', 'assets/banner.png');
game.load.image('final', 'assets/finalAlmeida.png');
game.load.image('gameover', 'assets/gameover.png');
game.load.spritesheet('enemy', 'assets/spotify.png', 32, 32);
game.load.image('ground', 'assets/platform.png');
for(var i=0; i<=19; i++) {
game.load.spritesheet('dude'+i, 'assets/dude'+i+'.png', 32, 86);
}
game.load.image('sinfo', 'assets/sinfo.png');
game.load.image('boss', 'assets/bossAlmeida.png');
//Firefox nao lê ficheiros mp3
game.load.audio('musicTrack', /*'assets/Super Mario Bros. Soundtrack.mp3',*/ 'assets/banana');
game.load.audio('jump', 'assets/jump.wav');
game.load.audio('shoot', 'assets/shoot.wav');
game.load.audio('die', 'assets/die.wav');
game.load.audio('destroy', 'assets/destroy.wav');
}
var worldSize=5000;
var clouds;
var player;
var boss;
var platforms;
var sinfoBullets;
var cursors;
var enemies;
var score = 0;
var scoreText,
titleText;
var canShoot = true;
var ended = false;
var ledges;
var music;
var jumpSound;
var lives;
var banner;
function create() {
lives = eval(getParameterByName("l")) || 19;
score = eval(getParameterByName("s")) || 0;
game.world.setBounds(0, 0, worldSize, window.innerHeight);
// A simple background for our game
game.stage.backgroundColor = '#9BD9E9';
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = game.add.group();
music = game.add.audio('musicTrack');
music.override = true;
music.play();
banner = game.add.sprite((window.innerWidth - 1024) / 2, (window.innerHeight - 768) / 2, 'banner');
// Now let's create two ledges
ledges = [];
ledges.push(platforms.create(0, window.innerHeight/2, 'ground'))
ledges[0].body.immovable = true;
for (var i = 1; ledges[i - 1].x < worldSize - 2*ledges[i - 1].width; i++)
{
var ledgeX = ledges[i - 1].x + ledges[i-1].width + getRandomInt(0, 300);
var ledgeY = ledges[i - 1].y + getRandomInt(-100, 100);
if(ledgeY < 200) ledgeY = 200;
if(ledgeY > window.innerHeight - 100) ledgeY = window.innerHeight - 100;
ledges.push(platforms.create(ledgeX, ledgeY, 'ground'));
ledges[i].body.immovable = true;
}
boss = game.add.sprite(ledges[ledges.length - 1].x, 0, 'boss');
boss.body.gravity.y = 6;
// The player and its settings
player = game.add.sprite(32, 0, 'dude'+lives);
//camera
game.camera.follow(player);
// Player physics properties. Give the little guy a slight bounce.
player.body.bounce.y = 0.2;
player.body.gravity.y = 6;
player.body.collideWorldBounds = false;
// Our two animations, walking left and right.
player.animations.add('right', [0, 1, 2, 3], 10, true);
player.animations.add('left', [4, 5, 6, 7], 10, true);
// The score
scoreText = game.add.text(16, 16, 'Level 3 Score: ' + score + '\nLives: ' + lives, { fontSize: '32px', fill: '#fff' });
//Created a Sprite with fixedToCamera = true
var sprite = game.add.sprite(0,0);
sprite.fixedToCamera = true;
//addChild of my text at x:0, y:0
sprite.addChild(scoreText);
//position the cameraOffset of my Sprite
sprite.cameraOffset.x = 10;
sprite.cameraOffset.y = 10;
// Our controls.
cursors = game.input.keyboard.createCursorKeys();
sinfoBullets = game.add.group();
// Dog physics properties. Give the little dog a big bounce.
enemies = game.add.group();
setInterval(function () {
// Create a star inside of the 'stars' group
var dog = enemies.create(boss.x - 48, boss.y, 'enemy');
dog.body.velocity.x = -getRandomInt(50, 300);
dog.body.velocity.y = -getRandomInt(0, 300);
// Let gravity do its thing
dog.body.gravity.y = getRandomInt(0, 15);
// This just gives each dog a slightly random bounce value
dog.body.bounce.y = 1;
dog.body.bounce.x = 1;
dog.animations.add('move', [0, 1], 10, true);
dog.animations.add('geek', [2], 10, true);
dog.animations.play('move');
}, 750);
}
function update() {
// Collide the player and the stars with the platforms
game.physics.collide(player, platforms);
game.physics.collide(enemies, platforms);
game.physics.collide(boss, platforms);
game.physics.collide(platforms, sinfoBullets);
// Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
game.physics.overlap(enemies, sinfoBullets, killEnemy, null, this);
game.physics.overlap(enemies, player, killPlayer, null, this);
// Reset the players velocity (movement)
player.body.velocity.x = 0;
if (cursors.down.isDown && canShoot) {
var shootSound = game.add.audio('shoot');
shootSound.override = true;
shootSound.play();
var bullet;
if (cursors.left.isDown) {
bullet = sinfoBullets.create(player.x, player.y+40, 'sinfo');
bullet.body.velocity.x = -750;
} else {
bullet = sinfoBullets.create(player.x+30, player.y+40, 'sinfo');
bullet.body.velocity.x = 750;
}
// This just gives each bullet a slightly random bounce value
bullet.body.bounce.y = 0.5;
bullet.body.bounce.x = 0.5;
bullet.body.velocity.y = 100;
bullet.lifespan = 1500;
canShoot = false;
setTimeout(function () { canShoot = true; }, 100);
}
else if (cursors.left.isDown) {
// Move to the left
player.body.velocity.x = -250;
player.animations.play('left');
}
else if (cursors.right.isDown) {
// Move to the right
player.body.velocity.x = 250;
player.animations.play('right');
}
else {
// Stand still
player.animations.stop();
player.frame = 2;
}
// Allow the player to jump if they are touching the ground.
if (cursors.up.isDown && player.body.touching.down)
{
var jumpSound = game.add.audio('jump');
jumpSound.override = true;
jumpSound.play();
player.body.velocity.y = -350;
}
if(player.y > window.innerHeight) {
restartGame();
}
if(player.x > boss.x + 100) {
//game.add.sprite((window.innerWidth-1024)/2, (window.innerHeight-768)/2, 'banner');
if( !ended) {
game.add.sprite(player.x-1024/2, (window.innerHeight-768)/2, 'final');
ended = true;
setTimeout(function () { location.href = "levelSilva.html?l=" + lives + "&s=" + score; }, 5000);
} else if(player.x > boss.x + 500) {
location.href = "levelSilva.html?l=" + lives + "&s=" + score;
}
}
//clouds.tilePosition.x = -game.camera.x;
//clouds.tilePosition.y = -game.camera.y;
}
function killEnemy(dog, bullet) {
var destroySound = game.add.audio('destroy');
destroySound.override = true;
destroySound.play();
bullet.kill();
//dog.kill();
dog.animations.play('geek');
dog.body.gravity.y = 0;
dog.body.velocity.x = 0;
dog.body.velocity.y = 0;
dog.y = window.innerHeight-64;
score += 5;
scoreText.content = 'Level 3 Score: ' + score + '\n' + 'Lives: ' + lives;
}
function killPlayer(enemy, player) {
restartGame();
}
function restartGame(){
var dieSound = game.add.audio('die');
dieSound.override = true;
dieSound.play();
platforms.removeAll();
sinfoBullets.removeAll();
enemies.removeAll();
//score = 0; // Reset the score to zero
lives = lives - 1;
if (lives < 0) {
gameOver();
} else {
ledges = [];
ledges.push(platforms.create(0, window.innerHeight / 2, 'ground'))
ledges[0].body.immovable = true;
for (var i = 1; ledges[i - 1].x < worldSize - 2 * ledges[i - 1].width; i++) {
var ledgeX = ledges[i - 1].x + ledges[i - 1].width + getRandomInt(0, 300);
var ledgeY = ledges[i - 1].y + getRandomInt(-100, 100);
if (ledgeY < 200) ledgeY = 200;
if (ledgeY > window.innerHeight - 100) ledgeY = window.innerHeight - 100;
ledges.push(platforms.create(ledgeX, ledgeY, 'ground'));
ledges[i].body.immovable = true;
}
player.x = 32; // Reset the players position
player.y = 32; // Reset the players position
boss.x = ledges[ledges.length - 1].x;
boss.y = 0;
scoreText.content = 'Level 3 Score: ' + score + '\n' + 'Lives: ' + lives;
//player.kill();
player.loadTexture('dude' + lives);
// Our two animations, walking left and right.
player.animations.add('right', [0, 1, 2, 3], 10, true);
player.animations.add('left', [4, 5, 6, 7], 10, true);
}
}
function gameOver() {
banner.kill();
player.kill();
game.add.sprite(game.camera.x, game.camera.y, 'gameover');
setTimeout(function () { location.href = "index.html"; }, 5000);
}
function getParameterByName(name) {
name = name.replace(/[\[]/, "\\[").replace(/[\]]/, "\\]");
var regex = new RegExp("[\\?&]" + name + "=([^&#]*)"),
results = regex.exec(location.search);
return results == null ? "" : decodeURIComponent(results[1].replace(/\+/g, " "));
}
</script>
</body>
</html>