如何获取Phaser 3以输出最终分数
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我正在创建我的第一个Phaser 3游戏,我需要输出最终得分,以供另一个.js文件使用,该得分将输出到mysql数据库。我还需要能够将当前的高分从所述数据库导入到相位游戏中。
最终得分是商店,而var finalScore数据库表名称为highScores,其ID,用户名,得分,日期列(日期是这样,因此我们可以按历史最高得分,每月最高得分和每日最高得分对高得分进行排序)
但是我只需要帮助将finalScore移出移相器并将currentHighScore移入移相器
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Making your first Phaser 3 Game - Part 10</title>
<script src="//cdn.jsdelivr.net/npm/phaser@3.11.0/dist/phaser.js"></script>
<style type="text/css">
body
margin: 0;
</style>
</head>
<body>
<script type="text/javascript">
var config =
type: Phaser.AUTO,
width: 800,
height: 600,
physics:
default: 'arcade',
arcade:
gravity: y: 300 ,
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 userName;
var game = new Phaser.Game(config);
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 );
function create()
// 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 let's 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 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: 'left',
frames: this.anims.generateFrameNumbers('dude', start: 0, end: 3 ),
frameRate: 10,
repeat: -1
);
this.anims.create(
key: 'turn',
frames: [ key: 'dude', frame: 4 ],
frameRate: 20
);
this.anims.create(
key: 'right',
frames: this.anims.generateFrameNumbers('dude', start: 5, end: 8 ),
frameRate: 10,
repeat: -1
);
// 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' );
// Collide the player and the stars with the platforms
this.physics.add.collider(player, platforms);
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);
function update()
if (gameOver)
var timeStamp = Math.floor(Date.now()) / 1000;
// gets the userName from the player
var userName = prompt("Please enter your name", "name");
//localStorage.setItem("playerName", userName);
// Save score to final score, score will be reset to zero when game restarts
finalScore = score;
console.log("User: " + userName + "'s score is " + finalScore + " at " + timeStamp + ".");
// Reset gameOver to prevent update() loop and prepare game to restart
gameOver = false;
window.confirm("Would you like to play again?");
// add call to start function again
// if (confirm("Press a button!"))
// this.game.state.restart()
// else
return;
//
if (cursors.left.isDown)
player.setVelocityX(-160);
player.anims.play('left', true);
else if (cursors.right.isDown)
player.setVelocityX(160);
player.anims.play('right', true);
else
player.setVelocityX(0);
player.anims.play('turn');
if (cursors.up.isDown && player.body.touching.down)
player.setVelocityY(-330);
function collectStar(player, star)
star.disableBody(true, true);
// Add and update the score
score += 10;
scoreText.setText('Score: ' + score);
if (stars.countActive(true) === 0)
// A new batch of stars to collect
stars.children.iterate(function (child)
child.enableBody(true, child.x, 0, true, true);
);
var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
var bomb = bombs.create(x, 16, 'bomb');
bomb.setBounce(1);
bomb.setCollideWorldBounds(true);
bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
bomb.allowGravity = false;
function hitBomb(player, bomb)
this.physics.pause();
player.setTint(0xff0000);
player.anims.play('turn');
gameOver = true;
// Function to post data to database
// need to get api input format from Zack
module.exports =
userName: userName,
score: finalScore,
last_date: timeStamp
;
</script>
</body>
</html>
使用Ajax将高分发送到特定页面,然后可以在php中使用$ _POST将其放入数据库中。您可以使用PHP保存日期,时间,分数,用户名等。确保游戏名称是唯一的,并使用PHP引用该名称来引用您在数据库表中为游戏分数创建的索引。
这是我帮助开发的游戏的一个示例保存功能(针对IBP Arcade或SMF Arcade):
function submitScore(score)
let pathArray = window.location.pathname.split('/'), newpath = '', currentPath = '';
for (i = 0; i < pathArray.length; i++)
currentPath = pathArray[i].toString().toLowerCase();
if (currentPath == 'arcade' || currentPath == 'games')
break;
newpath += '/' + pathArray[i];
scorepost(window.location.protocol + '//' + window.location.hostname.replace(/[/]+$/, '') + '/' + newpath.replace(/^[/]+/, '') + '/index.php?act=Arcade&do=newscore',
gname : 'html5_game_name',
gscore: score
);
您可能必须稍微编辑一下它如何确定URL。上面的功能是针对2个不同的Arcade开发的,旨在用于父路径或子路径中包含的网站。使用控制台日志在需要的位置调用该函数。
为了从数据库中获得高分以便在游戏中进行访问,您可以使用PHP创建包含基本所需数据的API页面。使用javascript调用以游戏名称为参考的页面,然后使用DOM收集数据。 API页面上的HTML可以包含在父pre标签中。您可以使用DOM访问其子项,该子项具有日期,分数,用户名等数据。
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