Create web and mobile HTML5 games with Phaser framework

Talking about Game development, HTML5, Javascript and Phaser.

Do you already know Phaser?

As said in the official site, it’s a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games providing fast 2D Canvas and WebGL rendering.

In other words, it’s absolutely something I want to put my hands on, and which I recommend you.

In only a few minutes I was able to import a level made with Tiled and make it run with a basic platform engine.

Look what we have:

Use LEFT and RIGHTS arrow keys to move, UP to jump. Fast and easy.

And this is the fully commented source code, not more than 40 lines of code I fully commented for you:

<!doctype html>
<html>
	<head>
    		<script src="phaser.min.js"></script>
    		<style>
    			body{margin:0}
    		</style>
    		<script type="text/javascript">
			window.onload = function() {
				// here we define a new 640x480 game, with three core functions:
				// onPreload to be executed when the game preloads
				// onCreate to be executed once the game is firstly created
				// onUpdate to be called every time the game us updated
				var game = new Phaser.Game(640,480,Phaser.AUTO,"",{preload:onPreload, create:onCreate, update:onUpdate});
				
				// some other variables, we'll se later their meaning and how to use them
				var map;
				var tileset;
				var layer;
				var player;
				var cursors;	
				
				// THE GAME IS PRELOADING
				function onPreload() {
					// importing "level.json" file to load the level into "level" instance.
					// this is the file I created and exported with Tiled
					game.load.tilemap("level", "level.json", null, Phaser.Tilemap.TILED_JSON);
					// these are the tiles used in the levels, I am loading "tiles.png" file and I also
					// need to specify tile size (32x32) and the instance ("level").
					// I found tiles file must have at least two tiles horizontally and vertically,
					// or collisions won't work
					game.load.tileset("tiles", "tiles.png", 32, 32);
					// the hero of the game is loaded as an image, here is how I load hero.png and
					// assign it to "hero" instance
					game.load.image("hero", "hero.png");
				}
				
				// THE GAME HAS BEEN CREATED
				function onCreate() {
					// adding the "level" tilemap created at line 27 to the game
					map = game.add.tilemap("level");
					// adding the "tiles" tileset created at line 30 to the game
	                    tileset = game.add.tileset("tiles");
	                    // this is the way we tell the script every tile in our engine needs to be checked
	                    // for collision. This way all tiles are solid
	                    tileset.setCollisionRange(0, tileset.total-1, true, true, true, true);
	                    // now we need to create a game layer, and assign it a tile set and a map
					layer = game.add.tilemapLayer(0, 0, 640, 480, tileset, map, 0);
					// finally we create the player placing "hero" instance at x=32, y=416
					player = game.add.sprite(32, 416, "hero");
	                   	// this is the gravity applied to the player
					player.body.gravity.y = 8;
					// the fastest way to create game controls is "createCursorKeys" method
					// which automatically assigns up, down, left and right movement to
					// arrow keys
	                    cursors = game.input.keyboard.createCursorKeys();
				}
				
				// THE GAME IS GOING TO BE UPDATED
				function onUpdate() {
					// we are looking for collisions between the hero and the tiles
					game.physics.collide(player, layer);
					// setting player horizontal velocity to zero
					player.body.velocity.x = 0;
					// are we moving left?
					if (cursors.left.isDown){
	        				player.body.velocity.x = -150;
	        			}
	        			// are we moving right?
					if (cursors.right.isDown){
	        				player.body.velocity.x = 150;
	        			}
					// are we jumping? 
					if (cursors.up.isDown && player.body.touching.down){
	        				player.body.velocity.y = -250;
	     			}
	    			}
	    		};
		</script>
    </head>
    <body>
    </body>
</html>

And obviously Phaser is not intended just to build platform games, as it features physics, particles, advanced camera management and a lot of other features I suggest you to try.

Download the source code with all required libraries.