基于ES6模块标准通过webpack打包HTM5项目

时间:2023-03-09 18:05:55
基于ES6模块标准通过webpack打包HTM5项目

本篇主要演示通过webpack打包phaser项目,webpack安装方法在此处就不一一赘述了

经常用phaser来写html5游戏的朋友可能会发现,当游戏场景比较多时,如果都写在一个js文件中那么将来会很难维护,如果分成多个JS分别来管理不同的场景将会很方便

1. 首先来到项目根目录

基于ES6模块标准通过webpack打包HTM5项目

在该目录中打开命令行,然后启动webpack

2、在app目录中建立一个文件夹,主要用来放置打包前的文件

基于ES6模块标准通过webpack打包HTM5项目

从图中可以很看到,分成了专门用来引导,预加载,游戏菜单,游戏主逻辑,等js文件,由于用的是ES6的模块语法,ES6的module是动态引用的,即对外暴露的是该模块的引用, 可以新建一个public.js专门用来存放共享的变量

//public.js  用来存放phaser对象,然后其他js文件都import该文件就可以使用phaser对象了
export default {
game: null, }
// main.js 是模块的入口,这里把需要打包的js文件引入进来,从上面的public文件代码中可以看到export了一个对象,在这里把phaser对象传递给public中的game属性。


import vars from './public.js';
import Boot from './boot.js';
import Preloader from './preloader.js';
import Menu from './menu.js';
import Game from './game.js'; var gameScore = 0;
var h = $(window).height();
var game = vars.game = new Phaser.Game(640, h, Phaser.CANVAS, 'game');//就是这里啦,
game.state.add('Boot',Boot);
game.state.add('Preloader',Preloader); game.state.add('Menu',Menu); game.state.add('Game',Game);
game.state.start('Boot');
//boot.js 用来添加加载条图片和启动加载页面

import vars from './public.js';

export default {
preload:function(){
vars.game.load.image('preloaderBar','assets/loading-bar.png');
},
create:function(){
vars.game.state.start('Preloader');
}
}
//preloader.js
import vars from './public.js'; export default {
preload : function(){
var preloadSprite = vars.game.add.sprite(vars.game.world.width/4,vars.game.world.height / 2 ,'preloaderBar');
var preloadText = vars.game.add.text(vars.game.width/2,vars.game.height/2+60,'0%',{font:'40px Arial',align:"center",color:"#fff"})
console.log(preloadSprite);
vars.game.load.setPreloadSprite(preloadSprite);
// vars.game.load.audio('drivin-home', 'assets/world.wav');
// vars.game.load.audio('ho-ho-ho', 'assets/bonbon.wav');
// vars.game.load.audio('hop', 'assets/bomb.wav');
vars.game.load.image('platform', 'assets/1.png');
vars.game.load.spritesheet('santa-running', 'assets/runman.png', 493/5, 174,5);
vars.game.load.image('snow-bg', 'assets/beijing1.png');
vars.game.load.image('snow-bg-2', 'assets/yuanjing1.jpg');
vars.game.load.image('snowflake', 'assets/xiaoshixiaoguo.png');
vars.game.load.image('logo', 'assets/name.png');
vars.game.load.image('startbtn', 'assets/bangzhujiantou.png'); vars.game.load.onFileComplete.add(function(){
var progress = vars.game.load.progress;
preloadText.text = progress+'%';
});
vars.game.load.onLoadComplete.add(function(){//所有资源加载完成
preloadText.kill();
vars.game.state.start('Menu');
})
},
create:function(){ }
}
//main.js
import vars from './public.js'; export default {
create : function(){
vars.game.add.tileSprite(0,0,vars.game.width,vars.game.height,'snow-bg-2').autoScroll(-50,0);
vars.game.add.tileSprite(0, 0, vars.game.width, vars.game.height, 'snow-bg').autoScroll(-100,0);
vars.logo = vars.game.add.sprite(vars.game.width / 2 - 158, 20, 'logo');
vars.logo.alpha = 0;
vars.game.add.tween(vars.logo).to({
alpha:1
},1000,Phaser.Easing.Linear.None,true,0);
vars.startBtn = vars.game.add.button(vars.game.width/2-89,vars.game.height -120,'startbtn',function(){ vars.game.state.start('Game');});
vars.startBtn.alpha = 0;
vars.game.add.tween(vars.startBtn).to({
alpha:1
},1000,Phaser.Easing.Linear.None,true,1000); }
}
//game.js 游戏主逻辑
import vars from './public.js'; export default {
create : function(){
vars.gameScore = 0;
vars.currentFrame = 0;
vars.particleInterval = 2*60;
vars.gameSpeed = 580;
vars.isGameOver = false;
vars.game.physics.startSystem(Phaser.Physics.ARCADE);
vars.bg_heaven = vars.game.add.tileSprite(0, 0, vars.game.width,vars.game.height, 'snow-bg-2').autoScroll(-50,0);
vars.bg = vars.game.add.tileSprite(0, 0, vars.game.width, vars.game.height, 'snow-bg');
vars.bg.fixedToCamera = true;
vars.bg.autoScroll(-vars.gameSpeed / 6, 0);
vars.platforms = vars.game.add.group();
vars.platforms.enableBody = true;
vars.platforms.createMultiple(5,'platform',0,false);
vars.platforms.setAll('anchor.x',0.5)
vars.platforms.setAll('anchor.y',0.5)
var plat;
for (var i = 0; i < 5; i++) {
plat = vars.platforms.getFirstExists(false);
plat.reset(i * 192, vars.game.world.height - 44);
plat.width = 300*0.6;
plat.height = 88*0.6;
vars.game.physics.arcade.enable(plat);
plat.body.immovable = true;
plat.body.bounce.set(0);
}
vars.lastPlatform = plat;
vars.man = vars.game.add.sprite(100,vars.game.height - 200,'santa-running');
vars.man.animations.add('run');
vars.man.animations.play('run',15,true);
vars.man.width = (493/5)*0.5;
vars.man.height = 174*0.5;
vars.game.physics.arcade.enable(vars.man);
vars.man.body.gravity.y = 1500;
vars.man.body.collideWorldBounds = true;
vars.game.camera.follow(vars.man);
vars.cursors = vars.game.input.keyboard.createCursorKeys();
vars.spacebar = vars.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
vars.score = vars.game.add.text(20,20,'',{
font: '24px Arial',
fill: 'white'
});
},
update:function(){
if (!vars.isGameOver) {
vars.gameScore += 0.5;
vars.gameSpeed += 0.03;
vars.score.text = 'Score:' + Math.floor(vars.gameScore);
vars.currentFrame++;
var moveAmount = vars.gameSpeed / 100;
vars.game.physics.arcade.collide(vars.man,vars.platforms);
if (vars.man.body.bottom >= vars.game.world.bounds.bottom) {
vars.isGameOver = true;
vars.endGame();
}
if (vars.cursors.up.isDown && vars.man.body.touching.down || vars.spacebar.isDown && vars.man.body.touching.down|| vars.game.input.mousePointer.isDown && vars.man.body.touching.down || vars.game.input.pointer1.isDown && vars.man.body.touching.down) {
vars.man.body.velocity.y = -500;
}
vars.platforms.children.forEach(function(platform){
platform.body.position.x -= moveAmount;
if (platform.body.right <= 0) {
platform.kill();
var plat = vars.platforms.getFirstExists(false);//获得第一个不存在的子元素,参数为true则为获得第一个存在的子元素
plat.reset(vars.lastPlatform.body.right + 192,vars.game.world.height - Math.floor(Math.random() * 50) -24);
plat.body.immovable = true;
vars.lastPlatform = plat;
}
});
}
}
}

最后可以就可以通过webpack开始打包了