Also habe ich einen Quellcode, von dem ich lerne, aber ich habe Probleme damit, Bilder wie den Hintergrund und die Sprites auf verschiedenen Geräten zu erstellen. Hier ist das, was ich bisher:Phaser - Wie Bilder auf alle Geräte passen
var game = new Phaser.Game(800, 600, Phaser.AUTO, '');
game.state.add('play', {
preload: function() {
this.game.load.image('forest-back', 'assets/parallax_forest_pack/layers/parallax-forest-back-trees.png');
this.game.load.image('forest-lights', 'assets/parallax_forest_pack/layers/parallax-forest-lights.png');
this.game.load.image('forest-middle', 'assets/parallax_forest_pack/layers/parallax-forest-middle-trees.png');
this.game.load.image('forest-front', 'assets/parallax_forest_pack/layers/parallax-forest-front-trees.png');
this.game.load.image('aerocephal', 'assets/allacrost_enemy_sprites/aerocephal.png');
this.game.load.image('arcana_drake', 'assets/allacrost_enemy_sprites/arcana_drake.png');
this.game.load.image('aurum-drakueli', 'assets/allacrost_enemy_sprites/aurum-drakueli.png');
this.game.load.image('bat', 'assets/allacrost_enemy_sprites/bat.png');
this.game.load.image('daemarbora', 'assets/allacrost_enemy_sprites/daemarbora.png');
this.game.load.image('deceleon', 'assets/allacrost_enemy_sprites/deceleon.png');
this.game.load.image('demonic_essence', 'assets/allacrost_enemy_sprites/demonic_essence.png');
this.game.load.image('dune_crawler', 'assets/allacrost_enemy_sprites/dune_crawler.png');
this.game.load.image('green_slime', 'assets/allacrost_enemy_sprites/green_slime.png');
this.game.load.image('nagaruda', 'assets/allacrost_enemy_sprites/nagaruda.png');
this.game.load.image('rat', 'assets/allacrost_enemy_sprites/rat.png');
this.game.load.image('scorpion', 'assets/allacrost_enemy_sprites/scorpion.png');
this.game.load.image('skeleton', 'assets/allacrost_enemy_sprites/skeleton.png');
this.game.load.image('snake', 'assets/allacrost_enemy_sprites/snake.png');
this.game.load.image('spider', 'assets/allacrost_enemy_sprites/spider.png');
this.game.load.image('stygian_lizard', 'assets/allacrost_enemy_sprites/stygian_lizard.png');
this.game.load.image('gold_coin', 'assets/496_RPG_icons/I_GoldCoin.png');
this.game.load.image('dagger', 'assets/496_RPG_icons/W_Dagger002.png');
this.game.load.image('swordIcon1', 'assets/496_RPG_icons/S_Sword15.png');
// build panel for upgrades
var bmd = this.game.add.bitmapData(250, 500);
bmd.ctx.fillStyle = '#9a783d';
bmd.ctx.strokeStyle = '#35371c';
bmd.ctx.lineWidth = 12;
bmd.ctx.fillRect(0, 0, 250, 500);
bmd.ctx.strokeRect(0, 0, 250, 500);
this.game.cache.addBitmapData('upgradePanel', bmd);
var buttonImage = this.game.add.bitmapData(476, 48);
buttonImage.ctx.fillStyle = '#e6dec7';
buttonImage.ctx.strokeStyle = '#35371c';
buttonImage.ctx.lineWidth = 4;
buttonImage.ctx.fillRect(0, 0, 225, 48);
buttonImage.ctx.strokeRect(0, 0, 225, 48);
this.game.cache.addBitmapData('button', buttonImage);
// the main player
this.player = {
clickDmg: 1,
gold: 50,
dps: 0
};
// world progression
this.level = 1;
// how many monsters have we killed during this level
this.levelKills = 0;
// how many monsters are required to advance a level
this.levelKillsRequired = 10;
},
create: function() {
var state = this;
this.background = this.game.add.group();
// setup each of our background layers to take the full screen
['forest-back', 'forest-lights', 'forest-middle', 'forest-front']
.forEach(function(image) {
var bg = state.game.add.tileSprite(0, 0, state.game.world.width,
state.game.world.height, image, '', state.background);
bg.tileScale.setTo(4,4);
});
this.upgradePanel = this.game.add.image(10, 70, this.game.cache.getBitmapData('upgradePanel'));
var upgradeButtons = this.upgradePanel.addChild(this.game.add.group());
upgradeButtons.position.setTo(8, 8);
var upgradeButtonsData = [
{icon: 'dagger', name: 'Attack', level: 0, cost: 5, purchaseHandler: function(button, player) {
player.clickDmg += 1;
}},
{icon: 'swordIcon1', name: 'Auto-Attack', level: 0, cost: 25, purchaseHandler: function(button, player) {
player.dps += 5;
}}
];
var button;
upgradeButtonsData.forEach(function(buttonData, index) {
button = state.game.add.button(0, (50 * index), state.game.cache.getBitmapData('button'));
button.icon = button.addChild(state.game.add.image(6, 6, buttonData.icon));
button.text = button.addChild(state.game.add.text(42, 6, buttonData.name + ': ' + buttonData.level, {font: '16px Arial Black'}));
button.details = buttonData;
button.costText = button.addChild(state.game.add.text(42, 24, 'Cost: ' + buttonData.cost, {font: '16px Arial Black'}));
button.events.onInputDown.add(state.onUpgradeButtonClick, state);
upgradeButtons.addChild(button);
});
var monsterData = [
{name: 'Aerocephal', image: 'aerocephal', maxHealth: 10},
{name: 'Arcana Drake', image: 'arcana_drake', maxHealth: 20},
{name: 'Aurum Drakueli', image: 'aurum-drakueli', maxHealth: 30},
{name: 'Bat', image: 'bat', maxHealth: 5},
{name: 'Daemarbora', image: 'daemarbora', maxHealth: 10},
{name: 'Deceleon', image: 'deceleon', maxHealth: 10},
{name: 'Demonic Essence', image: 'demonic_essence', maxHealth: 15},
{name: 'Dune Crawler', image: 'dune_crawler', maxHealth: 8},
{name: 'Green Slime', image: 'green_slime', maxHealth: 3},
{name: 'Nagaruda', image: 'nagaruda', maxHealth: 13},
{name: 'Rat', image: 'rat', maxHealth: 2},
{name: 'Scorpion', image: 'scorpion', maxHealth: 2},
{name: 'Skeleton', image: 'skeleton', maxHealth: 6},
{name: 'Snake', image: 'snake', maxHealth: 4},
{name: 'Spider', image: 'spider', maxHealth: 4},
{name: 'Stygian Lizard', image: 'stygian_lizard', maxHealth: 20}
];
this.monsters = this.game.add.group();
var monster;
monsterData.forEach(function(data) {
// create a sprite for them off screen
monster = state.monsters.create(1000, state.game.world.centerY, data.image);
// use the built in health component
monster.health = monster.maxHealth = data.maxHealth;
// center anchor
monster.anchor.setTo(0.5, 1);
// reference to the database
monster.details = data;
//enable input so we can click it!
monster.inputEnabled = true;
monster.events.onInputDown.add(state.onClickMonster, state);
// hook into health and lifecycle events
monster.events.onKilled.add(state.onKilledMonster, state);
monster.events.onRevived.add(state.onRevivedMonster, state);
});
// display the monster front and center
this.currentMonster = this.monsters.getRandom();
this.currentMonster.position.set(this.game.world.centerX + 100, this.game.world.centerY + 50);
this.monsterInfoUI = this.game.add.group();
this.monsterInfoUI.position.setTo(this.currentMonster.x - 220, this.currentMonster.y + 120);
this.monsterNameText = this.monsterInfoUI.addChild(this.game.add.text(0, 0, this.currentMonster.details.name, {
font: '48px Arial Black',
fill: '#fff',
strokeThickness: 4
}));
this.monsterHealthText = this.monsterInfoUI.addChild(this.game.add.text(0, 80, this.currentMonster.health + ' HP', {
font: '32px Arial Black',
fill: '#ff0000',
strokeThickness: 4
}));
this.dmgTextPool = this.add.group();
var dmgText;
for (var d=0; d<50; d++) {
dmgText = this.add.text(0, 0, '1', {
font: '64px Arial Black',
fill: '#fff',
strokeThickness: 4
});
// start out not existing, so we don't draw it yet
dmgText.exists = false;
dmgText.tween = game.add.tween(dmgText)
.to({
alpha: 0,
y: 100,
x: this.game.rnd.integerInRange(100, 700)
}, 1000, Phaser.Easing.Cubic.Out);
dmgText.tween.onComplete.add(function(text, tween) {
text.kill();
});
this.dmgTextPool.add(dmgText);
}
// create a pool of gold coins
this.coins = this.add.group();
this.coins.createMultiple(50, 'gold_coin', '', false);
this.coins.setAll('inputEnabled', true);
this.coins.setAll('goldValue', 1);
this.coins.callAll('events.onInputDown.add', 'events.onInputDown', this.onClickCoin, this);
this.playerGoldText = this.add.text(30, 30, 'Gold: ' + this.player.gold, {
font: '24px Arial Black',
fill: '#fff',
strokeThickness: 4
});
// 100ms 10x a second
this.dpsTimer = this.game.time.events.loop(100, this.onDPS, this);
// setup the world progression display
this.levelUI = this.game.add.group();
this.levelUI.position.setTo(this.game.world.centerX, 30);
this.levelText = this.levelUI.addChild(this.game.add.text(0, 0, 'Level: ' + this.level, {
font: '24px Arial Black',
fill: '#fff',
strokeThickness: 4
}));
this.levelKillsText = this.levelUI.addChild(this.game.add.text(0, 30, 'Kills: ' + this.levelKills + '/' + this.levelKillsRequired, {
font: '24px Arial Black',
fill: '#fff',
strokeThickness: 4
}));
},
onDPS: function() {
if (this.player.dps > 0) {
if (this.currentMonster && this.currentMonster.alive) {
var dmg = this.player.dps/10;
this.currentMonster.damage(dmg);
// update the health text
this.monsterHealthText.text = this.currentMonster.alive ? Math.round(this.currentMonster.health) + ' HP' : 'DEAD';
}
}
},
onUpgradeButtonClick: function(button, pointer) {
// make this a function so that it updates after we buy
function getAdjustedCost() {
return Math.ceil(button.details.cost + (button.details.level * 1.46));
}
if (this.player.gold - getAdjustedCost() >= 0) {
this.player.gold -= getAdjustedCost();
this.playerGoldText.text = 'Gold: ' + this.player.gold;
button.details.level++;
button.text.text = button.details.name + ': ' + button.details.level;
button.costText.text = 'Cost: ' + getAdjustedCost();
button.details.purchaseHandler.call(this, button, this.player);
}
},
onClickCoin: function(coin) {
if (!coin.alive) {
return;
}
// give the player gold
this.player.gold += coin.goldValue;
// update UI
this.playerGoldText.text = 'Gold: ' + this.player.gold;
// remove the coin
coin.kill();
},
onKilledMonster: function(monster) {
// move the monster off screen again
monster.position.set(1000, this.game.world.centerY);
var coin;
// spawn a coin on the ground
coin = this.coins.getFirstExists(false);
coin.reset(this.game.world.centerX + this.game.rnd.integerInRange(-100, 100), this.game.world.centerY);
coin.goldValue = Math.round(this.level * 1.33);
this.game.time.events.add(Phaser.Timer.SECOND * 3, this.onClickCoin, this, coin);
this.levelKills++;
if (this.levelKills >= this.levelKillsRequired) {
this.level++;
this.levelKills = 0;
}
this.levelText.text = 'Level: ' + this.level;
this.levelKillsText.text = 'Kills: ' + this.levelKills + '/' + this.levelKillsRequired;
// pick a new monster
this.currentMonster = this.monsters.getRandom();
// upgrade the monster based on level
this.currentMonster.maxHealth = Math.ceil(this.currentMonster.details.maxHealth + ((this.level - 1) * 10.6));
// make sure they are fully healed
this.currentMonster.revive(this.currentMonster.maxHealth);
},
onRevivedMonster: function(monster) {
monster.position.set(this.game.world.centerX + 100, this.game.world.centerY + 50);
// update the text display
this.monsterNameText.text = monster.details.name;
this.monsterHealthText.text = monster.health + 'HP';
},
onClickMonster: function(monster, pointer) {
// apply click damage to monster
this.currentMonster.damage(this.player.clickDmg);
// grab a damage text from the pool to display what happened
var dmgText = this.dmgTextPool.getFirstExists(false);
if (dmgText) {
dmgText.text = this.player.clickDmg;
dmgText.reset(pointer.positionDown.x, pointer.positionDown.y);
dmgText.alpha = 1;
dmgText.tween.start();
}
// update the health text
this.monsterHealthText.text = this.currentMonster.alive ? this.currentMonster.health + ' HP' : 'DEAD';
}
});
game.state.start('play');
Mögliche Duplikate von [Phaser: Hintergrundbildbreite statt Inhaltsbreite erstellen] (http: // stackoverfl ow.com/questions/28227090/phaser-make-background-screen-width-instead-of-content-width) –