响应的网站,郑州短视频拍摄,做外贸没有网站需要注意什么,创客网站建设mario jumper在线测试地址#xff1a;http://www.ifiero.com/uploads/phaserjs3/jumper/ 空格键#xff1a;轻按#xff1a;跳低 #xff0c;长按#xff1a;跳高键盘#xff1a;-- 向右 , -- 向左 请确保已打开电脑的音乐开关 var config {type: Phaser.AUTO,w… mario jumper 在线测试地址http://www.ifiero.com/uploads/phaserjs3/jumper/ 空格键轻按跳低 长按跳高键盘-- 向右 , -- 向左 请确保已打开电脑的音乐开关 var config {type: Phaser.AUTO,width: 650,height: 450, parent: ifierocom, physics: { default: arcade, arcade: { gravity: { y: 350 }, debug: false } }, scene: { preload: preload, create: create, update: update } }; var player; var stars; var bombs; var platforms; var cursors; var score 0; var gameOver false; var scoreText; // var jumpTimer 0; var game new Phaser.Game(config); var isSmall true; // small jump music var isSuper true; // super jump music function init() { this.jumpTimer 0; this.isCanJump false; this.isCanLeft false; this.isCanRight false; this.isCanStand true; this.velocityL 0; this.velocityR 0; } function preload() { this.load.image(sky, assets/sky.png); this.load.image(ground, assets/platform.png); this.load.image(star, assets/star.png); this.load.image(bomb, assets/bomb.png); // this.load.spritesheet(dude, assets/dude.png, { // frameWidth: 32, // frameHeight: 48 // }); this.load.spritesheet(mario, assets/mario_mario.png, { frameWidth: 16, frameHeight: 16, margin: 1, spacing: 1 }); //music: small this.load.audio(jumpSmall, assets/audio/JumpSmall.mp3); //music: super this.load.audio(jumpSuper, assets/audio/JumpSuper.mp3); //music: super this.load.audio(coin, assets/audio/Coin.mp3); } function create() { this.spaceBar this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE); // A simple background for our game this.add.image(400, 300, sky); // The platforms group contains the ground and the 2 ledges we can jump on platforms this.physics.add.staticGroup(); // Here we create the ground. // Scale it to fit the width of the game (the original sprite is 400x32 in size) platforms.create(400, 568, ground).setScale(2).refreshBody(); // Now lets create some ledges platforms.create(600, 400, ground); platforms.create(50, 250, ground); platforms.create(750, 220, ground); // The player and its settings // player this.physics.add.sprite(100, 450, dude); player this.physics.add.sprite(100, 450, mario, 0); player.setScale(2.5); // Player physics properties. Give the little guy a slight bounce. player.setBounce(0.2); player.setCollideWorldBounds(true); // Our player animations, turning, walking left and walking right. this.anims.create({ key: run, frames: this.anims.generateFrameNumbers(mario, { start: 1, end: 3 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: shift, frames: [{ key: mario, frame: 4 }], frameRate: 20 }); this.anims.create({ key: stand, frames: [{ key: mario, frame: 0 }], frameRate: 20 }); this.anims.create({ key: jump, frames: [{ key: mario, frame: 5 }], frameRate: 20 }); // Input Events cursors this.input.keyboard.createCursorKeys(); // Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis stars this.physics.add.group({ key: star, repeat: 11, setXY: { x: 12, y: 0, stepX: 70 } }); stars.children.iterate(function (child) { // Give each star a slightly different bounce child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8)); }); bombs this.physics.add.group(); // The score scoreText this.add.text(16, 16, score: 0, { fontSize: 32px, fill: #000 }); scoreText.setScrollFactor(0); // Collide the player and the stars with the platforms this.physics.add.collider(player, platforms, function () { // console.log(hit ground); // console.groupEnd(); this.isCanJump false; }, null, this); this.physics.add.collider(stars, platforms); this.physics.add.collider(bombs, platforms); // Checks to see if the player overlaps with any of the stars, if he does call the collectStar function this.physics.add.overlap(player, stars, collectStar, null, this); this.physics.add.collider(player, bombs, hitBomb, null, this); this.cameras.main.setBounds(0, 0, 800, 600); 转载于:https://www.cnblogs.com/apiapia/p/10057239.html