class Score attr_accessor :score attr_reader :scoreText def initialize(game) @game = game end def preload # nothing in here for this class end def create @score = 0 @scoreText = @game.add.text(16, 16, 'score: 0', {fontSize: '32px', fill: '#000'}) end end class Star attr_accessor :stars def initialize(game) @sprite_key = 'star' @sprite_url = 'assets/star.png' @game = game end def preload @game.load.image(@sprite_key, @sprite_url) end def create @stars = @game.add.group stars.enable_body = true 12.times do |n| star = @game.add.sprite(n * 70, 0, 'star') @game.physics.arcade.enable(star) star.body.gravity.y = 6 star.body.bounce.y = 0.7 + rand * 0.2 stars.add(star) end end end class Sky def initialize(game) @sprite_key = 'sky' @sprite_url = 'assets/sky.png' @game = game end def preload @game.load.image(@sprite_key, @sprite_url) end def create @game.add.sprite(0, 0, @sprite_key) end end class Platforms attr_accessor :platforms def initialize(game) @sprite_key = 'ground' @sprite_url = 'assets/platform.png' @game = game end def preload @game.load.image(@sprite_key, @sprite_url) end def create @game.physics.start_system(Phaser::Physics::ARCADE) @platforms = @game.add.group @platforms.enable_body = true create_ground create_ledge(400, 400) create_ledge(-150, 250) end private def create_ground ground = @platforms.create(0, @game.world.height - 64, @sprite_key) ground.scale.setTo(2, 2) ground.body.immovable = true end def create_ledge(x, y) ledge = @platforms.create(x, y, @sprite_key) ledge.body.immovable = true end end class Player attr_accessor :player def initialize(game) @game = game @sprite_key = 'dude' @sprite_url = 'assets/dude.png' @x = 32 @y = @game.world.height - 150 end def preload @game.load.spritesheet(@sprite_key, @sprite_url, 32, 48) end def create @player = @game.add.sprite(@x, @y, @sprite_key) @game.physics.arcade.enable(@player) player.body.bounce.y = 0.2 player.body.gravity.y = 300 player.body.collide_world_bounds = true player.animations.add('left', [0, 1, 2, 3], 10, true) player.animations.add('right', [5, 6, 7, 8], 10, true) end def update cursors = @game.input.keyboard.create_cursor_keys movement(cursors) end def movement(cursors) player.body.velocity.x = 0 case when cursors.left.isDown player.body.velocity.x = -150 player.animations.play('left') when cursors.right.isDown player.body.velocity.x = 150 player.animations.play('right') else player.animations.stop player.frame = 4 end if cursors.up.isDown && player.body.touching.down player.body.velocity.y = -350 end end end class Game def initialize run end def run game = Phaser::Game.new state = MainLevel.new(game) game.state.add(:main, state, true) end end class MainLevel < Phaser::State def preload pp game puts "preload" initialize_entities entities_call :preload end def create puts "create" entities_call :create end def update game.physics.arcade.collide(@player.player, @platforms.platforms) game.physics.arcade.collide(@star.stars, @platforms.platforms) game.physics.arcade.overlap(@player.player, @star.stars) do |p, s| s.kill @score.score += 10 @score.scoreText.text = "score: #{@score.score}" end @player.update end private def collect_star(player, star, score) star = Phaser::Sprite.new(star) star.kill @score.score += 10 @score.scoreText.text = "score: #{@score.score}" end def initialize_entities @sky = Sky.new(game) @platforms = Platforms.new(game) @player = Player.new(game) @star = Star.new(game) @score = Score.new(game) @entities ||= [@sky, @platforms, @player, @star, @score] end def entities_call(method) @entities.each { |e| e.send(method) } end end