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main.js
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234 lines (212 loc) · 7.93 KB
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import { Bee, Gold, Goblin, Wolf, Monsters } from './mosters.js';
import { Tower, CampFire } from './buildings.js';
var config = {
type: Phaser.AUTO,
width: 1280,
height: 720,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 0 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var game = new Phaser.Game(config);
function preload (){
this.load.image('map', './mapImages/mainMap.jpg');// 맵
this.load.spritesheet('campFire', './mapImages/campFire.png', // 캠프파이어
{ frameWidth: 32, frameHeight: 32 });
//몬스터 이미지
this.load.spritesheet('beeD', './mapImages/beeDWalk.png', // 벌
{ frameWidth: 48, frameHeight: 48 });
this.load.spritesheet('goblinU', './mapImages/goblinUWalk.png',
{ frameWidth: 48, frameHeight: 48 });
this.load.spritesheet('wolfS', './mapImages/wolfSWalk.png',
{frameWidth:48, frameHeight:48})
this.load.spritesheet('tower1', './mapImages/tower1.png', // 타워
{frameWidth:70, frameHeight:130})
this.load.image('arrowUp', './mapImages/arrowUp.png' ) //화살
this.load.image('towerUp', './mapImages/towerUp.png')
this.load.image('newTower', './mapImages/newTower.png')
this.load.image('speedUp', './mapImages/speedUp.png')
}
function create (){
//map이미지 넣기
let map = this.add.image(640, 360, 'map')
map.setScale(1)
//camp fire 생성
let campFire = new CampFire(this, 622, 335, 'campFire')
//gold텍스트
this.golds = 0
this.goldText = this.add.text(10, 10, 'Gold: 0', { fontSize: '24px', fill: '#fff' });
let gold = new Gold(this)
//게임시간
this.gameTimeText = this.add.text(200, 10, 'Time: 0',
{ fontSize: '24px', fill: '#fff' });
//공격 몬스터 카운트
this.monsterCount = 0
this.monsterCountText = this.add.text(400, 10, 'Attacked :' + this.monsterCount,
{ fontSize: '24px', fill: '#fff' });
//아이템 가격
this.newTowerText = this.add.text(1040, 600, '$1500', { fontSize: '22px', fill: '#fff' });
this.speedUpText = this.add.text(1140, 600, '$2000', { fontSize: '22px', fill: '#fff' });
//게임설명
this.newTowerText = this.add.text(800, 10, '몬스터 50 이상이면 게임 오버',
{ fontSize: '20px', fill: '#fff' });
this.newTowerText = this.add.text(800, 30, '새 건물 짓기 : 뉴 타워 클릭 후 드래그',
{ fontSize: '20px', fill: '#fff' });
this.isSpeedUpText = null
//설정 변수들
let isBuildingTower = false
let isTowerUp = false
let towerPreview
this.startTime = this.time.now;
//버튼 기능
let buttonTowerUp = this.add.image(950, 660, 'towerUp').setInteractive();
let buttonNewTower = this.add.image(1075, 660, 'newTower').setInteractive();
let buttonSpeedUp = this.add.image(1200, 660, 'speedUp').setInteractive();
//베이스 캠프 위치 지정(몹들이 올곳)
this.baseCamp = {x: 640, y:360}
//화살, 몬스터(벌) 생성
this.arrows = this.physics.add.group();
this.monGroup = this.physics.add.group();
//타워 생성
this.towers = []
this.tower1 = new Tower(this, 690, 260, 'tower1')
this.tower2 = new Tower(this, 500, 200, 'tower1')
this.towers.push(this.tower1)
this.towers.push(this.tower2)
var towerVar = this.towers
buttonTowerUp.on('pointerdown', function () {
console.log('버튼이 클릭되었습니다!');
// 버튼 클릭 시 실행할 로직
});
buttonNewTower.on('pointerdown', function () {
if(this.scene.golds >= 1500){
isBuildingTower = true
}
});
buttonSpeedUp.on('pointerdown',function () {
if(this.scene.golds >= 2000){
isTowerUp = true
towerVar.forEach(tower =>{
tower.fireRate *= 0.5
})
}
});
// 몬스터와 화살의 충돌 처리
this.physics.add.collider(this.arrows, this.monGroup, function(arrow, bee) {
arrow.destroy(); // 화살 제거
bee.takeDamage(gold, 25); // 몬스터의 takeDamage 메서드 호출
gold.countingMonster()
});
this.input.on('pointerup', (pointer) => {
if (isBuildingTower) {
let tower = new Tower(this, pointer.x, pointer.y-16, 'tower1')
this.towers.push(tower);
towerVar = this.towers
isBuildingTower = false
this.golds -= 1500
this.goldText.setText('Gold: ' +this.scene.golds);
towerPreview.destroy();
towerPreview = null
}
else if(isTowerUp){
isTowerUp = false
this.golds -= 2000
this.goldText.setText('Gold: ' +this.scene.golds);
this.isSpeedUpText = this.add.text(250, 700, '타워 공속 업!', { fontSize: '22px', fill: '#fff' });
setTimeout(()=>{
this.isSpeedUpText.setText('')
},2000)
}
});
this.input.on('pointermove', (pointer) => {
if (isBuildingTower) {
if (!towerPreview) {
towerPreview = this.add.image(pointer.x, pointer.y-16, 'tower1');
towerPreview.setAlpha(0.5);
}else{
towerPreview.x = pointer.x;
towerPreview.y = pointer.y-16;
}
}
});
let monsterZenWolf = 5
let monsterZenGoblin = 5
let monsterZenBee = 3
this.time.addEvent({ delay: 31000,
callback: ()=> {
monsterZenBee += 2
monsterZenWolf += 1
monsterZenGoblin +=2
},
callbackScope: this, loop: true });
// 타이머 이벤트 설정, 벌 등장
this.time.addEvent({ delay: 10000,
callback: ()=> createBeeD.call(this, monsterZenBee),
callbackScope: this, loop: true });
// 고블린 등장
this.time.addEvent({ delay: 30000,
callback: ()=> createGoblinU.call(this, monsterZenGoblin),
callbackScope: this, loop: true });
this.time.addEvent({ delay: 60000,
callback: ()=> createWolfS.call(this, monsterZenWolf),
callbackScope: this, loop: true });
}
function update (time){
this.gameTimeText.setText('Time : ' + Math.ceil((time)/1000))
this.monGroup.getChildren().forEach((beeD) =>{
this.physics.moveToObject(beeD, this.baseCamp, beeD.speed);
//몬스터(벌) 타워에서 감지
this.towers.forEach(tower => {
if (Phaser.Geom.Circle.ContainsPoint(tower.attackRange, beeD)) {
// 현재 시간이 마지막 발사 시간 + 발사 간격보다 클 경우 화살 발사
if (time > tower.LastFired + tower.fireRate) {
fireArrow.call(this, tower.x, tower.y, beeD.x, beeD.y);
tower.LastFired = time; // 마지막 발사 시간 업데이트
}
}
});
})
}
function fireArrow(x,y,targetX, targetY){
let arrow = this.arrows.create(x, y, 'arrowUp');
this.physics.moveToObject(arrow, { x: targetX, y: targetY }, 170);
}
function createBeeD(number){
for (let i = 0; i < number; i++) {
setTimeout(()=>{
let bee = new Bee(this, Phaser.Math.Between(580, 690),
Phaser.Math.Between(50, 60), 'beeD');
this.monGroup.add(bee);
bee = null
},i*2000)
}
}
function createGoblinU(number){
for (let i = 0; i < number; i++) {
setTimeout(()=>{
let goblin = new Goblin(this, Phaser.Math.Between(600, 710),
Phaser.Math.Between(670, 680), 'goblinU');
this.monGroup.add(goblin);
goblin = null
},i*2000)
}
}
function createWolfS(number){
for (let i = 0; i < number; i++) {
setTimeout(()=>{
let wolf = new Wolf(this, Phaser.Math.Between(1220, 1250),
Phaser.Math.Between(350, 400), 'wolfS');
this.monGroup.add(wolf);
wolf = null
},i*500)
}
}