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tmlib.jsの避けゲーチュートリアルをphina.jsで作りなおしてみた

More than 3 years have passed since last update.

比較記事を書こうと思っていたのですが、他の方も同じだったみたいなのでさくっとコードだけ書いておこうと思います。
というかほとんどtmlib.jsと同じで、よりシンプルにした感じなので特に比較するまでも無かった感が半端ないです。
だって200行ちょっとで避けゲー作れちゃうわけですし。

(チュートリアル構成にしたらブログ書いて公開しようかなぁ...)

前のプロジェクトは以下です。
tmlib.js_tutorial_avoidgame

今回はこちら
phina.js_tutorial_avoidgame

遊んでみたいかたはこちら(音がなるので注意)
game start

上記のgithubかrunstantを見たら分かるんですが、ソース張っておきます。(あまりにもあっさりすぎるので)

/**
 * ゲーム用定数作成
 */
var SCREEN_WIDTH  = 960;
var SCREEN_HEIGHT = 640;
var RESULT_PARAM = {
  score: 256,
  msg:      "【避けゲー制作チュートリアル】",
  hashtags: ["omatoro", "phina.js"],
  url:      "https://github.com/omatoro/phina.js_tutorial_avoidgame/",
  width:    SCREEN_WIDTH,
  height:   SCREEN_HEIGHT,
};

var PLAYER_WIDTH  = 20;
var PLAYER_HEIGHT = 16;
var PLAYER_GROUND_LIMIT_LEFT  = PLAYER_WIDTH/2;
var PLAYER_GROUND_LIMIT_RIGHT = SCREEN_WIDTH - PLAYER_WIDTH/2;
var ENEMY_WIDTH  = 38;
var ENEMY_HEIGHT = 30;

/**
 * リソースの読み込み
 */
var ASSETS = {
  image: {
    "player":   "./rsc/[Animal]Chicken.png",
    "enemy":    "./rsc/[Monster]Dragon_B_pochi.png",
    "backMap":  "./rsc/map.png",
  },
  spritesheet: {
    "playerSS": "./rsc/playerSS.ss",
  },
  sound: {
    "bgm": "./rsc/Comical01_Koya_short2.mp3",
  },
};


/**
 * ゲーム起動処理
 */
phina.globalize();
phina.main(function() {
  var app = GameApp({
    startLabel: 'title',
    assets: ASSETS,
    width: SCREEN_WIDTH,
    height: SCREEN_HEIGHT,
  });
  app.run();
});


/**
 * TitleScene
 */
phina.define("TitleScene", {
  superClass : "phina.game.TitleScene",
  init: function() {
    this.superInit({
      title :  "避けゲー制作チュートリアル",
      backgroundColor: 'rgb(20,20,20)',
      width: SCREEN_WIDTH,
      height: SCREEN_HEIGHT,
    });
  },
});


/**
 * MainScene
 */
phina.define("MainScene", {
  superClass : "CanvasScene",

  init : function() {
    this.superInit({
      width: SCREEN_WIDTH,
      height: SCREEN_HEIGHT,
    });

    // BGM再生
    this.bgm = phina.asset.AssetManager.get("sound", "bgm");
    this.bgm.setLoop(true).play();

    // Map
    this.map = phina.display.Sprite("backMap")
      .setOrigin(0, 0)
      .setScale(2)
      .addChildTo(this);

    // Player
    this.player = Player().addChildTo(this);
    this.player.position.set(150, 600);

    // enemy
    this.enemyGroup = phina.display.CanvasElement().addChildTo(this);

    // スコア用カウントアップ
    this.timer = 0;

    // ラベル表示
    this.timeLabel = phina.display.Label({
      text: " ",
      fill: "white",
      fontSize: 40,
    }).setPosition(200, 60).addChildTo(this);
  },

  update: function (app) {
    // カウントアップを行う
    ++this.timer;

    // 制限時間を表示する
    this.timeLabel.text = "生き残ってる時間 : " + ((this.timer / 30) |0);

    // 敵の生成(難易度をどんどん上げる)
    if (this.timer % 30 === 0) {
      for (var i = 0, n = (this.timer / 300); i < n; ++i) {
        var enemy = Enemy().addChildTo(this.enemyGroup);
        enemy.x = Math.randint(0, SCREEN_WIDTH);
        enemy.y = 0 - enemy.height;
      }
    }

    var self = this;
    var ec = this.enemyGroup.children;
    ec.each(function(enemy) {
      if (self.player.hitTestElement(enemy)) {
        self.bgm.stop();
        app.replaceScene(EndScene(self.timer))
      };
    });
  },
});


/**
 * EndScene
 */
phina.define("EndScene", {
  superClass : "phina.game.ResultScene",

  init : function(time) {
    // スコア計算
    RESULT_PARAM.score = (Math.floor(time*100/30)/100) + "秒生き残ることができました。";

    // スコア
    this.superInit(RESULT_PARAM);
  },

  // Backボタンを押したらTitleSceneに戻る
  onnextscene: function (e) {
    e.target.app.replaceScene(TitleScene());
  },
});


/*
 * player
 */
phina.define("Player", {
  superClass: "phina.display.Sprite",

  init: function () {
    this.superInit("player", PLAYER_WIDTH, PLAYER_HEIGHT);
    this.setScale(4);
    var ss = phina.accessory.FrameAnimation("playerSS");
    ss.attachTo(this);
    this.ss = ss;
    // 移動の方向を保持
    this.direct = "right";
    this.ss.gotoAndPlay(this.direct);
    // スマホだったら加速度を使うので、タッチ入力での移動を行わない
    this.update = this.updateNotMobile;

  },

  moveLimit: function () {
    // 画面からはみ出ないようにする
    if (this.x < PLAYER_GROUND_LIMIT_LEFT) {
      this.x = PLAYER_GROUND_LIMIT_LEFT;
    }
    if (this.x > PLAYER_GROUND_LIMIT_RIGHT) {
      this.x = PLAYER_GROUND_LIMIT_RIGHT;
    }
  },

  clickLeft: function () {
    this.x -= 4;
  },

  clickRight: function () {
    this.x += 4;
  },

  updateNotMobile: function (app) {
    // タッチしたら動く方向を逆にする
    if (app.pointer.getPointingStart()) {
      this.direct = (this.direct === "left") ? "right" : "left";
      this.ss.gotoAndPlay(this.direct);
    }
    // 移動処理
    switch (this.direct) {
      case "left":
        this.clickLeft();
        break;
      case "right":
        this.clickRight();
        break;
    }
    // 移動の限界
    this.moveLimit();
  },
});

/*
 * enemy
 */
phina.define("Enemy", {
  superClass: "phina.display.Sprite",

  init: function() {
    this.superInit("enemy");
    this.width = ENEMY_WIDTH*4;
    this.height = ENEMY_HEIGHT*4;
    this.speed = Math.randint(6, 12);
  },

  update: function() {
    this.y += this.speed;

    // 画面から見えなくなったら消す
    if (this.y > SCREEN_HEIGHT + this.height) {
      this.remove();
    }
  }
});

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