e-book An introduction to HTML5 game development with Phaser.js

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That progress of the loaded assets is visualized by the framework with the use of one image. After all the assets are loaded, the MainMenu state is launched. The MainMenu state shows the main menu of the game, where you can start playing by clicking the button. To create a new button there's add. The anchor. In our case it's anchored half the way from the left edge and at the start of the top edge, so it can be easily horizontally centered on the screen without the need to know its width.

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When the start button is pressed, instead of jumping directly into the action the game will show the screen with the information on how to play the game. The Howto state shows the gameplay instructions on the screen before starting the game.

After clicking the screen the actual game is launched. The Game state from the Game. All the initialization is in the create function launched once at the beginning of the game. After that some functionality will require further code to control — we will write our own functions to handle more complicated tasks. In particular, take note of the update function executed at every frame , which updates things such as the ball position. The create and update functions are framework-specific, while others will be our own creations:.

An Introduction to HTML5 Game Development with Phaser.js

The bounce property is used to set the bounciness of the ball when it hits the obstacles. Now we will add the ability to control the ball with the keyboard on the desktop devices, and then we will move to the implementation of the Device Orientation API. Next we will add the following code to the update function, so it will be fired on every frame.

The this. That way we can check which key is pressed at the given frame and apply the defined force to the ball, thus increase the velocity in the proper direction. Probably the most interesting part of the game is its usage of the Device Orientation API for control on mobile devices. Thanks to this you can play the game by tilting the device in the direction you want the ball to roll. The more you tilt the device, the more force is applied to the ball, therefore the faster it moves the velocity is higher.

Note : To find more out about implementing device orientation and what raw code would look like, read Keep it level: responding to device orientation changes. The main objective in the game is to move the ball from the starting position to the ending position: a hole in the ground. Implementation looks very similar to the part where we created the ball, and it's also added in the create function of our Game state:.

To make the game harder and more interesting we will add some obstacles between the ball and the exit. We could use a level editor, but for the sake of this tutorial let's create something on our own. To hold the block information we'll use a level data array: for each block we'll store the top and left absolute positions in pixels x and y and the type of the block — horizontal or vertical t with the 'w' value meaning width and 'h' meaning height.

Then, to load the level we'll parse the data and show the blocks specific for that level. In the initLevels function we have:.

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HTML5 Game Development with Phaser

Every array element holds a collection of blocks with an x and y position and t value for each. After levelData , but still in the initLevels function, we're adding the blocks into an array in the for loop using some of the framework-specific methods:. First, add. The newLevel. If you don't want to loop through the list of items again to add a property to every single one explicitly, you can use setAll on a group to apply it to all the items in that group.

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The objects are stored in the this. To load specific levels, we make sure the previous levels are hidden, and show the current one:. Thanks to that the game gives the player a challenge - now he have to roll the ball across the play area and guide it through the labyrinth built from the blocks. It's just an example of loading the levels, and there are only 5 of them just to showcase the idea, but you can work on expanding that on your own.

At this point we've got the ball that is controlled by the player, the hole to reach and the obstacles blocking the way. The good news is that the framework will take care of calculating the collision detection, we only have to specify the colliding objects in the update function:. This will tell the framework to execute the wallCollision function when the ball hits any of the walls. We can use the wallCollision function to add any functionality we want like playing the bounce sound and implementing the Vibration API.

Among the preloaded assets there was an audio track in various formats for browser compatibility , which we can use now. It has to be defined in the create function first:. If the status of the audio is true so the sounds in the game are enabled , we can play it in the wallCollision function:. When collision detection works as expected let's add some special effects with the help from the Vibration API. The best way to use it in our case is to vibrate the phone every time the ball hits the walls — inside the wallCollision function:.

If the vibrate method is supported by the browser and available in the window. That's it! To improve replayability and give players the option to compete with each other we will store the elapsed time — players can then try to improve on their best game completion time.

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To implement this we have to create a variable for storing the actual number of seconds elapsed from the start of the game, and to show it for the player in the game. Then, right after that, we can initialize the necessary text objects to display this information to the user:. Gaming Masculinity explains how the term "gamer" has been constructed in the popular imagination by a core group of male online users in an attempt to shore up an embattled form of geeky masculinity.


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