Phaser 是一个快速,免费且有趣的开源 HTML5 游戏框架,可在台式机和移动 Web 浏览器上提供 WebGL 和 Canvas 渲染。可以使用第三方工具将游戏编译为 iOS,Android 和本机应用程序。可以使用 JavaScript 或 TypeScript 进行开发。

查看 html 页面前我先通过 npm 安装了 http-server,建议阅读完 Getting Started with Phaser 3 后再进行操作。
最新 phaser3 下载地址 Phaser 3.24.1 下载
我直接下载了 phaser.min.js 文件来进行使用。
index.html
<!doctype html>
<html lang="en">
<head>
    <meta charset="UTF-8" />
    <title>Making your first Phaser 3 Game - Part 1</title>
    <script src="js/phaser.min.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,
            // 添加 Arcade (游乐场)物理系统(Physics system)到游戏配置中
            physics: {
                default: ‘arcade‘,
                arcade: {
                    gravity: { y: 300 },
                    debug: false
                }
            },
            scene: {
                preload: preload,
                create: create,
                update: update
            }
        };
        var game = new Phaser.Game(config);
        function preload() {
            this.load.image(‘sky‘, ‘assets/sky.png‘);
            this.load.image(‘platform‘, ‘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 });
        }
        // 搭建场景
        var platforms;
        var player;
        var score = 0;
        var scoreText;
        function create() {
            this.add.image(400, 300, ‘sky‘); // 图片的中心坐标
            // 如果你先放 star 图像,它将被 sky 图像盖住
            // this.add.image(400, 300, ‘star‘);
            platforms = this.physics.add.staticGroup();
            // 用函数setScale(2)把它按 x2 缩放。现在它的尺寸是800 x 64 了。要调用refreshBody(),这是因为我们缩放的是一个静态物体,所以必须把所作变动告诉物理世界(physics world)
            platforms.create(400, 568, ‘platform‘).setScale(2).refreshBody();
            platforms.create(600, 400, ‘platform‘);
            platforms.create(50, 250, ‘platform‘);
            platforms.create(750, 220, ‘platform‘);
            // 人物
            player = this.physics.add.sprite(100, 450, ‘dude‘);
            player.setBounce(0.2); // 跳起后着地时始终会弹起那么一点点
            player.setCollideWorldBounds(true); // (通过player.setCollideWorldBounds(true))把游戏(的世界边界)设置为800 x 600后,玩家就不能不跑出这个区域了
            this.anims.create({
                // ‘left‘动画使用0, 1, 2, 3帧,跑动时每秒10帧。‘repeat -1‘告诉动画要循环播放
                key: ‘left‘,
                frames: this.anims.generateFrameNumbers(‘dude‘, { start: 0, end: 3 }),
                frameRate: 10,   // 跑动时每秒10帧
                repeat: -1       // 告诉动画要循环播放
            });
            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
            });
            cursors = this.input.keyboard.createCursorKeys();
            stars = this.physics.add.group({
                key: ‘star‘,
                repeat: 11,
                setXY: { x: 12, y: 0, stepX: 70 }
            });
            stars.children.iterate(function (child) {
                child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
            });
            this.physics.add.collider(stars, platforms);
            this.physics.add.collider(player, platforms); // 它接收两个对象,检测二者之间的碰撞,并使二者分开
            this.physics.add.overlap(player, stars, collectStar, null, this);
            scoreText = this.add.text(16, 16, ‘score: 0‘, { fontSize: ‘32px‘, fill: ‘#000‘ });
            bombs = this.physics.add.group();
            this.physics.add.collider(bombs, platforms);
            this.physics.add.collider(player, bombs, hitBomb, null, this);
        }
        function update() {
            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);
            score += 10;
            scoreText.setText(‘Score: ‘ + score);
            if (stars.countActive(true) === 0) {
                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);
            }
        }
        function hitBomb(player, bomb) {
            this.physics.pause();
            player.setTint(0xff0000);
            player.anims.play(‘turn‘);
            gameOver = true;
        }
    </script>
</body>
</html>
原文:https://www.cnblogs.com/gullrye/p/13551211.html