phaser2小游戏基本没什么什么问题,可以下常开发游戏.如果遇到什么问题, 可以提出来共同讨论.
下面来个例子
import './lib/weapp-adapter'; import Phaser from './lib/phaser'; let systemInfo = wx.getSystemInfoSync(); let {windowWidth, windowHeight, pixelRatio} = systemInfo; var config = { windowWidth * pixelRatio, height: windowHeight * pixelRatio, renderer: Phaser.WEBGL, antialias: true, multiTexture: true, resolution:1, canvas:canvas } let game = new Phaser.Game(config); game.state.add("boot", Boot, true); function Boot() { } Boot.prototype.preload = function() { game.input.scale.x = pixelRatio; game.input.scale.y = pixelRatio; this.load.baseURL = "assets/"; game.load.image("crate", "crate.png"); } Boot.prototype.create = function() { // adding P2 physics to the game game.physics.startSystem(Phaser.Physics.P2JS); // setting gravity game.physics.p2.gravity.y = 250; // adding event listener for mousedown/touch event game.input.onDown.add(this.addRemove, this); } Boot.prototype.addRemove = function(pointer){ // checking for bodies under the mouse var bodyClicked = game.physics.p2.hitTest(pointer.position); if (bodyClicked.length==0){ // creation of physics body and its graphic asset var crate = game.add.sprite(pointer.position.x, pointer.position.y, "crate"); game.physics.p2.enable(crate); } else{ // destruction of physics body and its graphic asset bodyClicked[0].parent.sprite.kill(); } };
基于一般的全屏小游戏的宽高是640,高度是动态的.这里也是需要做下处理的
import './lib/weapp-adapter'; import Phaser from './lib/phaser'; let systemInfo = wx.getSystemInfoSync(); let {windowWidth, windowHeight, pixelRatio} = systemInfo; let width = 640; let height = 640 * windowHeight / windowWidth; var config = { width, height, renderer: Phaser.WEBGL, antialias: true, multiTexture: true, resolution:1, canvas:canvas } let game = new Phaser.Game(config); game.state.add("boot", Boot, true); function Boot() { } Boot.prototype.preload = function() { game.input.scale.x = config.width / windowWidth; game.input.scale.y = config.height / windowHeight; this.load.baseURL = "assets/"; game.load.image("crate", "crate.png"); } Boot.prototype.create = function() { // adding P2 physics to the game game.physics.startSystem(Phaser.Physics.P2JS); // setting gravity game.physics.p2.gravity.y = 250; // adding event listener for mousedown/touch event game.input.onDown.add(this.addRemove, this); } Boot.prototype.addRemove = function(pointer){ // checking for bodies under the mouse var bodyClicked = game.physics.p2.hitTest(pointer.position); if (bodyClicked.length==0){ // creation of physics body and its graphic asset var crate = game.add.sprite(pointer.position.x, pointer.position.y, "crate"); game.physics.p2.enable(crate); } else{ // destruction of physics body and its graphic asset bodyClicked[0].parent.sprite.kill(); } };
phaser开发小游戏一点问题都没,笔者已经用phaser开发三款小游戏。没有遇到什么大问题...
声音的话,sound.play方法,然后用wx的播放声音的方法代替.
github: https://gitee.com/redw1234567/phaser-ce
有问题留言或 QQ群 881784250. 谢谢~~~