7

前言

phaser是一个优秀的前端canvas库,封装了很多底层的实现,可以用来制作游戏,h5场景等。今年1月新发布了phaser3,到今天为止已经更新到了3.30。

声明

本游戏来自于phaser小站的官方教程,加入了一些个人的注释,本文旨在帮助各位观众老爷快速上手。

各位看官也可以直接移步phaser官网查看教程

小贴士

每一个步骤后面都贴了代码,如果因为我的写作方式让您难以接受,可以直接到每个步骤后面复制代码

准备工作

你需要一份phaser3.js
也可能需要一份文档
如果有一份随时查阅的范例当然更好
一个本地服务器
一份包含素材的空[项目]()

开始制作

这里是为观众老爷们准备的github仓库,有我们需要的素材和脚本文件

git clone https://github.com/YexChen/canvas_game.git

制作基本的游戏场景

打开我们的项目文件夹,修改index.html

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <meta http-equiv="X-UA-Compatible" content="ie=edge">
  <title>Document</title>
  <script src="js/phaser.min.js"></script>
  <style>
    body{

    }
  </style>
</head>
<body>
  <script>
    //生成配置文件
    const config = {
      //初始化游戏类型
      type : Phaser.AUTO,
      width : 800,
      height : 600,
      //物理引擎
      physics : {
        default : 'arcade',
        arcade : {
          //重力设置
          gravity : {y : 300},
          debug : false
        }
      },
      //场景设置
      scene : {
        preload,
        create,
        update
      }
    }
    //初始化游戏
    let game = new Phaser.Game(config)
    //游戏主要函数
    function preload(){

    }

    function create(){

    }

    function update(){

    }
  </script>
</body>
</html>

然后在命令行运行http-server,打开浏览器,效果是不是出来了呢?
空白的游戏界面

在上面的脚本中,我们定义了三个函数,preload,create,update,分别代表游戏中的预加载,初始化函数,更新函数。

加载主要素材

在preload函数中加入以下代码段:

      this.load.image("sky","./img/sky.png")
      this.load.image("star","./img/star.png")
      this.load.image("ground","./img/platform.png")
      this.load.image("bomb","./img/bomb.png")
      this.load.spritesheet("dude","./img/dude.png",{frameWidth:32,frameHeight:48})

spritesheet是精灵图的加载方式,frameWidth是每帧的宽度,frameHeight是帧的高度,有兴趣的朋友们可以量一量

加载主要场景

摸了这么久的鱼,也该看点成果了吧,我们来制作主场景:
在create函数中加入:

  this.add.image(400,300,"sky")

保存,刷新,我们的界面上是不是出现了一片蓝天呢?
图片描述

this.add.image(offsetX,offSetY,imagename)
有兴趣的朋友们可以调下参数,试一下(0,0,'sky')是在哪个地方的

让我们来继续添加场景吧,紧跟着上一句输入以下代码:

      platforms = this.physics.add.staticGroup()
      platforms.create(400,568,"ground").setScale(2,2).refreshBody()
      platforms.create(600,400,"ground")
      platforms.create(0,300,"ground")
      platforms.create(600,200,"ground")
      platforms.create(0,100,"ground")
create(x,y,imagename)
selScale(x,y):把图片缩放x,y倍,如果不设置y的话就按x的倍数缩放
这个refreshbody大家可以去掉,后面会有惊喜的

图片描述

这样场景就绘制出来了,各位看官也可以自己设置参数,制作属于自己的游戏场景

图片描述

尽量不要做出这种反人类设计就行。。emmm,你的游戏你做主咯

可能内容多,大家可能会打错地方,发一下完整的代码段:

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <meta http-equiv="X-UA-Compatible" content="ie=edge">
  <title>Document</title>
  <script src="js/phaser.min.js"></script>
  <style>
    body{

    }
  </style>
</head>
<body>
  <script>
    //生成配置文件
    const config = {
      //初始化游戏类型
      type : Phaser.AUTO,
      width : 800,
      height : 600,
      //物理引擎
      physics : {
        default : 'arcade',
        arcade : {
          //重力设置
          gravity : {y : 300},
          debug : false
        }
      },
      //场景设置
      scene : {
        preload,
        create,
        update
      }
    }
    //初始化游戏
    let game = new Phaser.Game(config)
    //游戏主要函数
    function preload()
    {
      this.load.image("sky","./img/sky.png")
      this.load.image("star","./img/star.png")
      this.load.image("ground","./img/platform.png")
      this.load.image("bomb","./img/bomb.png")
      this.load.spritesheet("dude","./img/dude.png",{frameWidth:32,frameHeight:48})
    }

    function create()
    {
      this.add.image(400,300,"sky")

      platforms = this.physics.add.staticGroup()

      platforms.create(400,568,"ground").setScale(2,2).refreshBody()

      platforms.create(600,400,"ground")
      platforms.create(0,300,"ground")
      platforms.create(600,200,"ground")
      platforms.create(0,100,"ground")

    }

    function update()
    {

    }
  </script>
</body>
</html>

人物的制作

什么都有了,主角怎么能少呢?
紧接着上一行,写下代码:
player = this.physics.add.sprite(100,450,'dude')    

刷新一下,是不是看到我们的男主角生成出来。。然后又入土为安了呢?
聪明的你应该会想到:是缺少了碰撞函数,那么,让我们来添加碰撞函数吧,紧接着添加:

      player.setBounce(0.2)
      player.setCollideWorldBounds(true)

刷新页面,哇塞
图片描述

我们的男主真入土为安了!

嗯,这不是我们想要的结果,至少不是我的。。我们好像忘记给障碍物添加碰撞了,我们来加一下吧:

      this.physics.add.collider(player,platforms)
大家还记得哪个refreshbody吗?如果你当时删掉了它,那么碰撞就还是不会成立(话说这种东西作者去内置一个方法不就好了么)

这里贴出目前完整的代码:

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <meta http-equiv="X-UA-Compatible" content="ie=edge">
  <title>Document</title>
  <script src="js/phaser.min.js"></script>
  <style>
    body{

    }
  </style>
</head>
<body>
  <script>
    //生成配置文件
    const config = {
      //初始化游戏类型
      type : Phaser.AUTO,
      width : 800,
      height : 600,
      //物理引擎
      physics : {
        default : 'arcade',
        arcade : {
          //重力设置
          gravity : {y : 300},
          debug : false
        }
      },
      //场景设置
      scene : {
        preload,
        create,
        update
      }
    }
    //初始化游戏
    let game = new Phaser.Game(config)
    //游戏主要函数
    function preload()
    {
      this.load.image("sky","./img/sky.png")
      this.load.image("star","./img/star.png")
      this.load.image("ground","./img/platform.png")
      this.load.image("bomb","./img/bomb.png")
      this.load.spritesheet("dude","./img/dude.png",{frameWidth:32,frameHeight:48})
    }

    function create()
    {
      this.add.image(400,300,"sky")

      platforms = this.physics.add.staticGroup()

      platforms.create(400,568,"ground").setScale(2,2).refreshBody()

      platforms.create(600,400,"ground")
      platforms.create(0,300,"ground")
      platforms.create(600,200,"ground")
      platforms.create(0,100,"ground")

      player = this.physics.add.sprite(100,450,'dude')
      player.setBounce(0.2)
      player.setCollideWorldBounds(true)

      this.physics.add.collider(player,platforms)
    }

    function update()
    {

    }
  </script>
</body>
</html>

添加动画效果和键盘控制器

要是不能操控的话,那这游戏也太佛系了,我们来添加一动画效果吧
Phaser类有个anims成员,用来管理所有的动画效果(说白了就是改变图片嘛),接下来我们通过代码感受一下,添加到上述代码后面:


      this.anims.create({
        key : 'left',
        frames : this.anims.generateFrameNumbers('dude',{start : 0,end : 3}),
        frameRate : 10,
        repeat : -1
      })

      this.anims.create({
        key : 'turn',
        frames : [{key : 'dude',frame : 4}],
        frameRate : 20
      })

      this.anims.create({
        key : 'right',
        frames : this.anims.generateFrameNumbers('dude',{
          start : 5,end : 8
        }),
        frameRate : 10,
        repeat : -1
      })

然后我们初始化遥控器吧:

      cursors = this.input.keyboard.createCursorKeys()

按下键盘方向键上下左右,诶?为什么没反应?
我们好像忘记在update函数中监听键盘了,难怪没反应,
在update函数中添加以下代码:

if(cursors.left.isDown)
      {
        player.setVelocityX(-50)

        player.anims.play("left",true)
      }
      else if(cursors.right.isDown)
      {
        player.setVelocityX(50)

        player.anims.play("right",true)
      }
      else{
        player.setVelocityX(0)

        player.anims.play('turn')
      }
      
      if(cursors.up.isDown && player.body.touching.down){
        player.setVelocityY(-300)
      }

好,现在移动我们人物,哇,走的怎么这么慢!各位自己改下参数吧,每个人都有不同的游戏爱好,你一定可以找到最适合自己的配置的,当然啦,也可以玩出滑冰模式,月球模式,鬼畜模式,神仙模式,鬼人正邪模式等等。。开发游戏主要靠想象力对吧

贴一下我们的代码

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <meta http-equiv="X-UA-Compatible" content="ie=edge">
  <title>Document</title>
  <script src="js/phaser.min.js"></script>
  <style>
    body{

    }
  </style>
</head>
<body>
  <script>
    //生成配置文件
    const config = {
      //初始化游戏类型
      type : Phaser.AUTO,
      width : 800,
      height : 600,
      //物理引擎
      physics : {
        default : 'arcade',
        arcade : {
          //重力设置
          gravity : {y : 300},
          debug : false
        }
      },
      //场景设置
      scene : {
        preload,
        create,
        update
      }
    }
    //初始化游戏
    let game = new Phaser.Game(config)
    //游戏主要函数
    function preload()
    {
      this.load.image("sky","./img/sky.png")
      this.load.image("star","./img/star.png")
      this.load.image("ground","./img/platform.png")
      this.load.image("bomb","./img/bomb.png")
      this.load.spritesheet("dude","./img/dude.png",{frameWidth:32,frameHeight:48})
    }

    function create()
    {
      this.add.image(400,300,"sky")

      platforms = this.physics.add.staticGroup()

      platforms.create(400,568,"ground").setScale(2,2).refreshBody()

      platforms.create(600,400,"ground")
      platforms.create(0,300,"ground")
      platforms.create(600,200,"ground")
      platforms.create(0,100,"ground")

      player = this.physics.add.sprite(100,450,'dude')
      player.setBounce(0.2)
      player.setCollideWorldBounds(true)

      this.physics.add.collider(player,platforms)

      this.anims.create({
        key : 'left',
        frames : this.anims.generateFrameNumbers('dude',{start : 0,end : 3}),
        frameRate : 10,
        repeat : -1
      })

      this.anims.create({
        key : 'turn',
        frames : [{key : 'dude',frame : 4}],
        frameRate : 20
      })

      this.anims.create({
        key : 'right',
        frames : this.anims.generateFrameNumbers('dude',{
          start : 5,end : 8
        }),
        frameRate : 10,
        repeat : -1
      })

      cursors = this.input.keyboard.createCursorKeys()
    }

    function update()
    {
      if(cursors.left.isDown)
      {
        player.setVelocityX(-50)

        player.anims.play("left",true)
      }
      else if(cursors.right.isDown)
      {
        player.setVelocityX(50)

        player.anims.play("right",true)
      }
      else{
        player.setVelocityX(0)

        player.anims.play('turn')
      }
      
      if(cursors.up.isDown && player.body.touching.down){
        player.setVelocityY(-300)
      }
    }
  </script>
</body>
</html>

早苗教你画星星

好了,人物有了,接下来应该做点道具了吧,我们来画点星星,在create函数中添加代码:

  stars = this.physics.add.group({
        key : 'star',
        repeat : 11,
        setXY : {x: 20,y: 0,stepX:70}
      })

      stars.children.iterate(function(child){
        //设置一下碰撞效果
        child.setBounceY(Phaser.Math.FloatBetween(0.4,0.8))
      })

      this.physics.add.collider(stars,platforms)
      
我们初始化了一些星星,添加了小小的碰撞效果,然而。。。

吃不到!!

并不能吃到星星!就像一大盘香喷喷羊蝎子在你面前你却不能吃(我这篇博客定到晚12点发就好了)

因为没有写星星和男主的碰撞函数,我们来在后面写一行

this.physics.add.overlap(player,stars,collectStar,null,this)
overlap(obj1,obj2,overcallback,processcallback,回掉中的上下文(this))

然后在文件底部加一个函数:

function collectStar(player,star)
    {
      //让star实体消失
      star.disableBody(true,true)
    }

好了,现在可以正常的吃星星了

贴上目前的代码段:

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <meta http-equiv="X-UA-Compatible" content="ie=edge">
  <title>Document</title>
  <script src="js/phaser.min.js"></script>
  <style>
    body{

    }
  </style>
</head>
<body>
  <script>
    //生成配置文件
    const config = {
      //初始化游戏类型
      type : Phaser.AUTO,
      width : 800,
      height : 600,
      //物理引擎
      physics : {
        default : 'arcade',
        arcade : {
          //重力设置
          gravity : {y : 300},
          debug : false
        }
      },
      //场景设置
      scene : {
        preload,
        create,
        update
      }
    }
    //初始化游戏
    let game = new Phaser.Game(config)
    //游戏主要函数
    function preload()
    {
      this.load.image("sky","./img/sky.png")
      this.load.image("star","./img/star.png")
      this.load.image("ground","./img/platform.png")
      this.load.image("bomb","./img/bomb.png")
      this.load.spritesheet("dude","./img/dude.png",{frameWidth:32,frameHeight:48})
    }

    function create()
    {
      this.add.image(400,300,"sky")

      platforms = this.physics.add.staticGroup()

      platforms.create(400,568,"ground").setScale(2,2).refreshBody()

      platforms.create(600,400,"ground")
      platforms.create(0,300,"ground")
      platforms.create(600,200,"ground")

      player = this.physics.add.sprite(100,450,'dude')
      player.setBounce(0.2)
      player.setCollideWorldBounds(true)

      this.physics.add.collider(player,platforms)

      this.anims.create({
        key : 'left',
        frames : this.anims.generateFrameNumbers('dude',{start : 0,end : 3}),
        frameRate : 10,
        repeat : -1
      })

      this.anims.create({
        key : 'turn',
        frames : [{key : 'dude',frame : 4}],
        frameRate : 20
      })

      this.anims.create({
        key : 'right',
        frames : this.anims.generateFrameNumbers('dude',{
          start : 5,end : 8
        }),
        frameRate : 10,
        repeat : -1
      })

      cursors = this.input.keyboard.createCursorKeys()

      stars = this.physics.add.group({
        key : 'star',
        repeat : 11,
        setXY : {x: 20,y: 0,stepX:70}
      })

      stars.children.iterate(function(child){
        //设置一下碰撞效果
        child.setBounceY(Phaser.Math.FloatBetween(0.4,0.8))
      })

      this.physics.add.collider(stars,platforms)
      this.physics.add.overlap(player,stars,collectStar,null,this)
    }

    function update()
    {
      if(cursors.left.isDown)
      {
        player.setVelocityX(-200)

        player.anims.play("left",true)
      }
      else if(cursors.right.isDown)
      {
        player.setVelocityX(200)

        player.anims.play("right",true)
      }
      else{
        player.setVelocityX(0)

        player.anims.play('turn')
      }

      if(cursors.up.isDown && player.body.touching.down){
        player.setVelocityY(-400)
      }
    }

    function collectStar(player,star)
    {
      //让star实体消失
      star.disableBody(true,true)
    }

  </script>
</body>
</html>

计分系统和炸弹,以及游戏结束

如果这个游戏没有计分系统和炸弹的话,那么这个游戏也太过于佛系了
在preload前面加上一行:

let score = 0
let scoreText
let gameover = false

然后在create函数中尾部添加:

      bombs = this.physics.add.group()
      scoreText = this.add.text(16,16,"score : 0",{fontSize: '32px',fill: "#000"})
这是一个炸弹群组,我们在所有星星被吃光以后使用这个群组添加炸弹

修改collectstar函数为:

function collectStar(player,star)
    {
      //让star实体消失
      star.disableBody(true,true)

      score += 1000
      scoreText.setText("score :"+ score)
      if(stars.countActive(true) === 0)
      {
        stars.children.iterate(function(child)
        {
          child.enableBody(true,child.x,0,true,true)
        })
        var x = (player.x<400)?Phaser.Math.Between(400,800):Phaser.Math.Between(0,400)

        var bomb = bombs.create(x,16,'bomb')
        bomb.setBounce(true)
        bomb.setCollideWorldBounds(true)
        bomb.setVelocity(Phaser.Math.Between(-200,200),20)
        bomb.allowGravity = false
      }
    }

然后在create函数中加上碰撞:

      this.physics.add.collider(bombs,platforms)
      this.physics.add.collider(player,bombs,bombbbb,null,this)

在文件尾部加上撞击函数:


  function bombbbb()
  {
    this.physics.pause()

    //涂色,我觉得绿绿的比较好看
    player.setTint(0x00ff00)

    player.anims.play("turn")

    gameover = true
  }

至此,我们的游戏就大功告成啦。。诶,好像我的人物还能动?这个问题就留给大家自己解决了哈哈
图片描述
完整代码:

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <meta http-equiv="X-UA-Compatible" content="ie=edge">
  <title>Document</title>
  <script src="js/phaser.min.js"></script>
  <style>
    body{

    }
  </style>
</head>
<body>
  <script>
    //生成配置文件
    const config = {
      //初始化游戏类型
      type : Phaser.AUTO,
      width : 800,
      height : 600,
      //物理引擎
      physics : {
        default : 'arcade',
        arcade : {
          //重力设置
          gravity : {y : 300},
          debug : false
        }
      },
      //场景设置
      scene : {
        preload,
        create,
        update
      }
    }
    //初始化游戏
    let game = new Phaser.Game(config)
    let score = 0
    let scoreText
    let gameover = false
    //游戏主要函数
    function preload()
    {
      this.load.image("sky","./img/sky.png")
      this.load.image("star","./img/star.png")
      this.load.image("ground","./img/platform.png")
      this.load.image("bomb","./img/bomb.png")
      this.load.spritesheet("dude","./img/dude.png",{frameWidth:32,frameHeight:48})
    }

    function create()
    {
      this.add.image(400,300,"sky")

      platforms = this.physics.add.staticGroup()

      platforms.create(400,568,"ground").setScale(2,2).refreshBody()

      platforms.create(600,400,"ground")
      platforms.create(0,300,"ground")
      platforms.create(600,200,"ground")

      player = this.physics.add.sprite(100,450,'dude')
      player.setBounce(0.2)
      player.setCollideWorldBounds(true)

      this.physics.add.collider(player,platforms)

      this.anims.create({
        key : 'left',
        frames : this.anims.generateFrameNumbers('dude',{start : 0,end : 3}),
        frameRate : 10,
        repeat : -1
      })

      this.anims.create({
        key : 'turn',
        frames : [{key : 'dude',frame : 4}],
        frameRate : 20
      })

      this.anims.create({
        key : 'right',
        frames : this.anims.generateFrameNumbers('dude',{
          start : 5,end : 8
        }),
        frameRate : 10,
        repeat : -1
      })

      cursors = this.input.keyboard.createCursorKeys()

      stars = this.physics.add.group({
        key : 'star',
        repeat : 11,
        setXY : {x: 20,y: 0,stepX:70}
      })

      stars.children.iterate(function(child){
        //设置一下碰撞效果
        child.setBounceY(Phaser.Math.FloatBetween(0.4,0.8))
      })

      this.physics.add.collider(stars,platforms)
      this.physics.add.overlap(player,stars,collectStar,null,this)
      bombs = this.physics.add.group()
      scoreText = this.add.text(16,16,"score : 0",{fontSize: '32px',fill: "#000"})
      this.physics.add.collider(bombs,platforms)
      this.physics.add.collider(player,bombs,bombbbb,null,this)
    }

    function update()
    {
      if(cursors.left.isDown)
      {
        player.setVelocityX(-200)

        player.anims.play("left",true)
      }
      else if(cursors.right.isDown)
      {
        player.setVelocityX(200)

        player.anims.play("right",true)
      }
      else{
        player.setVelocityX(0)

        player.anims.play('turn')
      }

      if(cursors.up.isDown && player.body.touching.down){
        player.setVelocityY(-400)
      }
    }

    function collectStar(player,star)
    {
      //让star实体消失
      star.disableBody(true,true)

      score += 1000
      scoreText.setText("score :"+ score)
      if(stars.countActive(true) === 0)
      {
        stars.children.iterate(function(child)
        {
          child.enableBody(true,child.x,0,true,true)
        })
        var x = (player.x<400)?Phaser.Math.Between(400,800):Phaser.Math.Between(0,400)

        var bomb = bombs.create(x,16,'bomb')
        bomb.setBounce(true)
        bomb.setCollideWorldBounds(true)
        bomb.setVelocity(Phaser.Math.Between(-200,200),20)
        bomb.allowGravity = false
      }
    }

  function bombbbb()
  {
    this.physics.pause()

    //涂色,我觉得绿绿的比较好看
    player.setTint(0x00ff00)

    player.anims.play("turn")

    gameover = true
  }
  </script>
</body>
</html>

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