Carreras con arcade y tiles

Contactar con el profesor

Cargamos el escenario usando Tiled

preload() {
    this.load.tilemapTiledJSON('level1', '../img/map.json');
    this.load.image('nombreDelTilesetEnPhaser', '../img/tiles-galactico.jpg');
}
create() {
    const map = this.make.tilemap({key: 'level1'});
    const tileset = map.addTilesetImage('nombreDelTilesetEnTiled', 'nombreDelTilesetEnPhaser');
    this.backgroundLayer = map.createDynamicLayer('backgroundLayer', tileset, 0, 0);
}

Cargamos los 4 players

this.load.spritesheet('player0', '../img/player0.png', {frameWidth: 32, frameHeight: 32});
this.load.spritesheet('player1', '../img/player1.png', {frameWidth: 32, frameHeight: 32});
this.load.spritesheet('player2', '../img/player2.png', {frameWidth: 32, frameHeight: 32});
this.load.spritesheet('player3', '../img/player3.png', {frameWidth: 32, frameHeight: 32});
this.coordenadasPlayers = [
    {x: 280, y: 500},
    {x: 360, y: 500},
    {x: 300, y: 550},
    {x: 380, y: 550},
];
this.players = [];
this.n_jugadores = 4;
this.creaPlayers();
creaPlayers() {
    for (let i = 0; i < this.n_jugadores; i++) {

    //Creamos el jugador. Lo almacenamos en un array de jugadores porque nos será más fácil en adelante aplicar funcionalidades a todos los jugadores
    this.players[i] = this.physics.add.sprite(this.coordenadasPlayers[i].x, this.coordenadasPlayers[i].y, `player${i}`);

    //Creamos la animación del jugador
    this.anims.create({
        key: `volar${i}`,
        frames: this.anims.generateFrameNumbers(`player${i}`, {start: 0, end: 1}),
        frameRate: 10,
        repeat: -1,
    });

    //Vinculamos la animación al jugador creado y comenzamos su reproducción.
        //El primer parámetro de la función volar es el nombre de la animación, y el segundo, si la animación se va a ejecutar indefinidamente
        this.players[i].play(`volar${i}`);
    }
}

Mover los coches hacia delante

this.players[i].velocidad = 0;
update(){
    for (let i = 0; i < this.n_jugadores; i++) {
        const player = this.players[i];
        if (player.velocidad <= 200) {
            player.velocidad += 7;
        }
        player.body.setAcceleration(
            player.velocidad * Math.cos(Phaser.Math.DegToRad(player.angle - 180)),
            player.velocidad * Math.sin(Phaser.Math.DegToRad(player.angle - 180))
        );
    }
}

Rotar player

this.cursors = this.input.keyboard.createCursorKeys();
update(){
    ...
    if (this.cursors.left.isDown) player.rotation -= 0.05;
    else if (this.cursors.right.isDown) player.rotation += 0.05;
}

Controles visuales

this.load.image('leftbtn', '../img/flecha.png');
this.coordenadasPlayers = [
    {x: 280, y: 500, leftbtn: {x: 30, y: 540, rotacion :45}, rightbtn: {x: 90, y: 600, rotacion :45}},
    {x: 360, y: 500, leftbtn: {x: 870, y: 30, rotacion :45}, rightbtn: {x: 930, y: 90, rotacion :45}},
    {x: 300, y: 550, leftbtn: {x: 30, y: 90, rotacion :-45}, rightbtn: {x: 90, y: 30, rotacion :-45}},
    {x: 380, y: 550, leftbtn: {x: 870, y: 600, rotacion :-45}, rightbtn: {x: 930, y: 540, rotacion :-45}}
];
creaPlayers() {
    this.playersGroup = this.physics.add.group();

    for (let i = 0; i < this.n_jugadores; i++) {
        this.players[i] = this.playersGroup.create(this.coordenadasPlayers[i].x, this.coordenadasPlayers[i].y, `car${i}`);
        ...
    }
    this.physics.add.collider(this.playersGroup, this.playersGroup );
    this.physics.add.collider(this.playersGroup, this.backgroundLayer);
}
controlesVisuales(n) {
    this.players[n].setData('direccionHorizontal', 0);
    const leftbtn = this.add.sprite(this.coordenadasPlayers[n].leftbtn.x, this.coordenadasPlayers[n].leftbtn.y, 'leftbtn').setInteractive();
    leftbtn.angle = this.coordenadasPlayers[n].leftbtn.rotacion;
    const rightbtn = this.add.sprite(this.coordenadasPlayers[n].rightbtn.x, this.coordenadasPlayers[n].rightbtn.y, 'leftbtn').setInteractive();
    rightbtn.angle = this.coordenadasPlayers[n].leftbtn.rotacion;
    rightbtn.flipX = true;
    rightbtn.on('pointerdown', function() {
        this.scene.players[n].setData('direccionHorizontal', 1);
    });
    leftbtn.on('pointerdown', function() {
        this.scene.players[n].setData('direccionHorizontal', -1);
    });
    rightbtn.on('pointerup', function() {
        this.scene.players[n].setData('direccionHorizontal',  0);
    });
    leftbtn.on('pointerup', function() {
        this.scene.players[n].setData('direccionHorizontal', 0);
    });
}
update(){
    for (let i = 0; i < this.n_jugadores; i++) {
        const player = this.players[i];
        ...
        if (this.cursors.left.isDown || this.players[i].getData('direccionHorizontal') === -1)
            player.rotation -=0.05;
        else if (this.cursors.right.isDown || this.players[i].getData('direccionHorizontal') === 1)
            player.rotation +=0.05;
    }
}

Colisión con las paredes

this.backgroundLayer.setCollisionBetween(5, 11);
this.backgroundLayer.setCollisionBetween(16, 21);
this.backgroundLayer.setCollisionBetween(27, 32);
this.backgroundLayer.setCollisionBetween(38, 88);
creaPlayers() {
    this.playersGroup = this.physics.add.group();

    for (let i = 0; i < this.n_jugadores; i++) {
        this.players[i] = this.playersGroup.create(this.coordenadasPlayers[i].x, this.coordenadasPlayers[i].y, `car${i}`);
        ...
        this.physics.add.collider(this.playersGroup, this.playersGroup );
        this.physics.add.collider(this.playersGroup, this.backgroundLayer);
    }
}

Marcadores

pintarMarcador() {
    this.add.text(200, 275, 'P1:', {fontFamily: 'font1', fontSize: 24, color: '#00ff00'});
    this.add.text(280, 275, 'P2:', {fontFamily: 'font1', fontSize: 24, color: '#00ff00'});
    this.add.text(200, 315, 'P3:', {fontFamily: 'font1', fontSize: 24, color: '#00ff00'});
    this.add.text(280, 315, 'P4:', {fontFamily: 'font1', fontSize: 24, color: '#00ff00'});
    this.marcadorCoche0 = this.add.text(240, 275, '0', {fontFamily: 'font1', fontSize: 24, color: '#ffffff'});
    this.marcadorCoche1 = this.add.text(320, 275, '0', {fontFamily: 'font1', fontSize: 24, color: '#ffffff'});
    this.marcadorCoche2 = this.add.text(240, 315, '0', {fontFamily: 'font1', fontSize: 24, color: '#ffffff'});
    this.marcadorCoche3 = this.add.text(320, 315, '0', {fontFamily: 'font1', fontSize: 24, color: '#ffffff'});
}

Detectar vueltas colocando una marca en el suelo

La posición y tamaño de esta marca habrá sido definida con Tiled.

create(){
    ...
    this.pintarMeta(map, this.playersGroup);
}
creaPlayers() {
    ...   
    for (let i = 0; i < this.n_jugadores; i++) {
        ...
        this.players[i].numero = i;
	this.players[i].marcador = 0;
	...
pintarMeta(map, coches){
    const metaIN = this.findObjectsByType('meta', map, 'metas')[0];
    const metaObjIN = this.add.zone(metaIN.x, metaIN.y + 32, metaIN.width, metaIN.height).setOrigin(0, 0);
    this.physics.world.enable(metaObjIN);
    this.physics.add.overlap(coches, metaObjIN, this.entraArea, null, this);
}

findObjectsByType(type, tilemap, layer) {
    const result = [];
    tilemap.objects.forEach(function (element) {
        if (element.name === layer) {
            element.objects.forEach(function (element2) {
                 if (element2.type === type) {
                    element2.y -= tilemap.tileHeight;
                    result.push(element2);
                }
            });
        }
    });
 return result;
}

entraArea(objectZone1, objectCar) {
    objectCar.marcador++;
    this['marcadorCoche' + objectCar.numero].setText(objectCar.marcador);
}

Evitar que el jugador haga trampas

create(){
	...
	this.createMarkers();
}
createMarkers (){
    this.markers = this.physics.add.staticGroup();
    this.markers.create(128, 460, '__DEFAULT').setSize(128, 8).setData('id', 0).setData('direction', Phaser.UP);
    this.markers.create(128, 200, '__DEFAULT').setSize(128, 8).setData('id', 1).setData('direction', Phaser.UP);
    this.markers.create(800, 64, '__DEFAULT').setSize(8, 64).setData('id', 2).setData('direction', Phaser.RIGHT);
    this.markers.create(900, 360, '__DEFAULT').setSize(96, 8).setData('id', 3).setData('direction', Phaser.DOWN);
    this.markers.create(416, 32*14, '__DEFAULT').setSize(8, 96).setData('id', 4).setData('direction', Phaser.LEFT);

 
    this.physics.add.overlap(this.playersGroup, this.markers, this.hitMarker, null, this);
}

hitMarker (player, marker) {
    let id = marker.getData('id');
    let nextMarker = player.getData('nextMarker');
    /*Si la id del marker coincide con el siguiente marker que debe atravesar el usuario...*/
    if (id === nextMarker) {
        player.setData('nextMarker', id + 1);
    }
}

entraArea(objectZone1, objectCar) {
    let nextMarker = objectCar.getData('nextMarker');
    if (nextMarker === this.markers.getChildren().length){
        objectCar.marcador++;
        this['marcadorCoche' + objectCar.numero].setText(objectCar.marcador)
        objectCar.setData('nextMarker', 0);
    }
}
creaPlayers() {
    ...   
    for (let i = 0; i < this.n_jugadores; i++) {
        this.players[i] = this.playersGroup.create(this.coordenadasPlayers[i].x, this.coordenadasPlayers[i].y, `car${i}`);
        this.players[i].setData('nextMarker', 0);

Contar correctamente las vueltas

entraArea(objectZone1, objectCar) {
    let nextMarker = objectCar.getData('nextMarker');
    if (nextMarker === this.markers.getChildren().length){
        objectCar.marcador++;
        if(objectCar.marcador ==3){
            alert('3 vueltas completadas!');
        }
        this['marcadorCoche' + objectCar.numero].setText(objectCar.marcador)
        objectCar.setData('nextMarker', 0);
    }
}

Escena final

class GanarEscena extends Phaser.Scene {
    constructor() {
        super({key:'ganarScene'});
    }
    preload() {
        this.load.image(‘fin’, '../img/ganar-juego.jpg');
    }
    create() {
        this.add.image(480, 320, 'fin');
        this.input.keyboard.on('keydown',  event => {
            if (event.keyCode === 32) {
                this.scene.volverAJugar();
            }
        });
        this.input.on('pointerdown', () => this.volverAJugar())
    }
    volverAJugar() {
        this.scene.start('Escena');
    }
}
← Plataformas con Phaser
Carreras con arcade y tiles →

Aviso Legal | Política de privacidad