Как заставить Phaser 3 выводить итоговый счет - PullRequest
0 голосов
/ 29 сентября 2019

Я создаю свою первую игру Phaser 3, и мне нужно вывести окончательный счет, который будет использоваться другим файлом .js, который будет выводиться в базу данных mysql. Мне также нужно иметь возможность импортировать текущий рекорд из указанной базы данных в игру phaser.

окончательный счет - это хранилища, а var final: таблица базы данных finalScore - это highScores со столбцами id, userName, score, date (date isтаким образом, мы можем отсортировать высокие баллы по рекордам за все время, по месяцам и по дням)

Но мне просто нужна помощь, чтобы получить finalScore из phaser и currentHighScore в phaser

<!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>
...