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https://github.com/wassname/phaser.git
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Final 1.0.5 release.
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+134
-14
@@ -7,21 +7,37 @@
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
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function preload() {
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game.load.atlas('breakout', 'assets/sprites/breakout.png', 'assets/sprites/breakout.json');
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game.load.atlas('breakout', 'assets/games/breakout/breakout.png', 'assets/games/breakout/breakout.json');
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game.load.image('starfield', 'assets/misc/starfield.jpg');
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}
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var ball;
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var paddle;
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var bricks;
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var ballOnPaddle = true;
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var lives = 3;
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var score = 0;
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var scoreText;
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var livesText;
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var introText;
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var s;
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function create() {
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// We do this so the ball can still rebound with the world bounds, but it will look like it has gone off the bottom of the screen
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game.world.height = 620;
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s = game.add.tileSprite(0, 0, 800, 600, 'starfield');
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var brick;
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bricks = game.add.group();
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@@ -35,15 +51,22 @@
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}
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}
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ball = game.add.sprite(game.world.centerX, 534, 'breakout', 'ball_1.png');
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paddle = game.add.sprite(game.world.centerX, 500, 'breakout', 'paddle_big.png');
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paddle.anchor.setTo(0.5, 0.5);
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paddle.body.collideWorldBounds = true;
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paddle.body.bounce.setTo(1, 1);
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paddle.body.immovable = true;
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ball = game.add.sprite(game.world.centerX, paddle.y - 16, 'breakout', 'ball_1.png');
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ball.anchor.setTo(0.5, 0.5);
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ball.body.collideWorldBounds = true;
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ball.body.bounce.setTo(1, 1);
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ball.animations.add('spin', [ 'ball_1.png', 'ball_2.png', 'ball_3.png', 'ball_4.png', 'ball_5.png' ], 50, true, false);
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paddle = game.add.sprite(game.world.centerX, 550, 'breakout', 'paddle_big.png');
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paddle.body.collideWorldBounds = true;
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paddle.body.bounce.setTo(1, 1);
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paddle.body.immovable = true;
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scoreText = game.add.text(32, 550, 'score: 0', { font: "20px Arial", fill: "#ffffff", align: "left" });
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livesText = game.add.text(680, 550, 'lives: 3', { font: "20px Arial", fill: "#ffffff", align: "left" });
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introText = game.add.text(game.world.centerX, 400, '- click to start -', { font: "40px Arial", fill: "#ffffff", align: "center" });
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introText.anchor.setTo(0.5, 0.5);
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game.input.onDown.add(releaseBall, this);
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@@ -51,36 +74,133 @@
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function update () {
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// Fun, but a little sea-sick inducing :) Uncomment if you like!
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// s.tilePosition.x += (game.input.speed.x / 2);
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paddle.x = game.input.x;
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if (paddle.x < 24)
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{
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paddle.x = 24;
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}
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else if (paddle.x > game.width - 24)
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{
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paddle.x = game.width - 24;
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}
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if (ballOnPaddle)
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{
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ball.x = paddle.x + 16;
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ball.x = paddle.x;
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}
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else
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{
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game.physics.collide(paddle, ball);
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game.physics.collide(ball, paddle, ballHitPaddle, null, this);
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game.physics.collide(ball, bricks, ballHitBrick, null, this);
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}
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// Out?
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if (ball.y > 600 && ballOnPaddle == false)
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{
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ballLost();
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}
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}
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function releaseBall () {
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ballOnPaddle = false;
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ball.body.velocity.y = -300;
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ball.body.velocity.x = -75;
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ball.animations.play('spin');
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if (ballOnPaddle)
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{
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ballOnPaddle = false;
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ball.body.velocity.y = -300;
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ball.body.velocity.x = -75;
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ball.animations.play('spin');
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introText.visible = false;
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}
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}
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function ballLost () {
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lives--;
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if (lives == 0)
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{
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gameOver();
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}
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else
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{
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livesText.text = 'lives: ' + lives;
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ballOnPaddle = true;
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ball.body.velocity.setTo(0, 0);
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ball.x = paddle.x + 16;
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ball.y = paddle.y - 16;
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ball.animations.stop();
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}
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}
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function gameOver () {
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ball.body.velocity.setTo(0, 0);
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introText.text = "Game Over!";
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introText.visible = true;
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}
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function ballHitBrick (_ball, _brick) {
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_brick.kill();
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score += 10;
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scoreText.text = 'score: ' + score;
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// Are they any bricks left?
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if (bricks.countLiving() == 0)
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{
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// New level starts
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score += 1000;
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scoreText.text = 'score: ' + score;
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introText = '- Next Level -';
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// Let's move the ball back to the paddle
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ballOnPaddle = true;
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ball.body.velocity.setTo(0, 0);
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ball.x = paddle.x + 16;
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ball.y = paddle.y - 16;
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ball.animations.stop();
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// And bring the bricks back from the dead :)
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bricks.callAll('revive', this);
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}
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}
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function render () {
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function ballHitPaddle (_ball, _paddle) {
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var diff = 0;
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if (_ball.x < _paddle.x)
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{
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// Ball is on the left-hand side of the paddle
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diff = _paddle.x - _ball.x;
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_ball.body.velocity.x = (-10 * diff);
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}
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else if (_ball.x > _paddle.x)
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{
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// Ball is on the right-hand side of the paddle
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diff = _ball.x -_paddle.x;
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_ball.body.velocity.x = (10 * diff);
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}
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else
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{
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// Ball is perfectly in the middle
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// Add a little random X to stop it bouncing straight up!
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_ball.body.velocity.x = 2 + Math.random() * 8;
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}
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}
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})();
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