Talking about Game development, HTML5, Javascript and Phaser.
If you are planning to create a game with levels, you should also provide a level select screen. Also, in modern games, beating the level is not the main aim of the game, you will need to complete the level earning three stars if you want to say you really completed the level.
I am going to show you a Phaser prototype to create a multiple pages level select screen with scrolling and a shake effect if you try to play locked levels.
This is what we are going to build, the level select screen of a 60 levels game, with levels split on three 20-levels page:
It’s just a matter of managing buttons and sprite sheet, these are the graphic assets I used:
for the arrows, and
for level thumbnails.
Then, the fully commented script is very easy to understand and to expand:
var game = new Phaser.Game(320, 480, Phaser.AUTO, "", {preload: onPreload, create: onCreate}); // number of thumbnail rows var thumbRows = 5; // number of thumbnail cololumns var thumbCols = 4; // width of a thumbnail, in pixels var thumbWidth = 64; // height of a thumbnail, in pixels var thumbHeight = 64; // space among thumbnails, in pixels var thumbSpacing = 8; // array with finished levels and stars collected. // 0 = playable yet unfinished level // 1, 2, 3 = level finished with 1, 2, 3 stars // 4 = locked var starsArray = [1,2,1,2,3,3,3,2,2,1,3,1,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4]; // how many pages are needed to show all levels? // CAUTION!! EACH PAGE SHOULD HAVE THE SAME AMOUNT OF LEVELS, THAT IS // THE NUMBER OF LEVELS *MUST* BE DIVISIBLE BY THUMBCOLS*THUMBROWS var pages = starsArray.length/(thumbRows*thumbCols); // group where to place all level thumbnails var levelThumbsGroup; // current page var currentPage = 0; // arrows to navigate through level pages var leftArrow; var rightArrow; // preloading graphic assets function onPreload() { game.load.spritesheet("levels", "levels.png", 64, 64); game.load.spritesheet("level_arrows", "level_arrows.png", 48, 48); } // going fullscreen function goFullScreen(){ game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.setScreenSize(true); } function onCreate() { goFullScreen(); // placing left and right arrow buttons, will call arrowClicked function when clicked leftArrow = game.add.button(50,420,"level_arrows",arrowClicked); leftArrow.anchor.setTo(0.5); leftArrow.frame = 0; leftArrow.alpha = 0.3; rightArrow = game.add.button(270,420,"level_arrows",arrowClicked); rightArrow.anchor.setTo(0.5); rightArrow.frame = 1; // creation of the thumbails group levelThumbsGroup = game.add.group(); // determining level thumbnails width and height for each page var levelLength = thumbWidth*thumbCols+thumbSpacing*(thumbCols-1); var levelHeight = thumbWidth*thumbRows+thumbSpacing*(thumbRows-1); // looping through each page for(var l = 0; l < pages; l++){ // horizontal offset to have level thumbnails horizontally centered in the page var offsetX = (game.width-levelLength)/2+game.width*l; // I am not interested in having level thumbnails vertically centered in the page, but // if you are, simple replace my "20" with // (game.height-levelHeight)/2 var offsetY = 20; // looping through each level thumbnails for(var i = 0; i < thumbRows; i ++){ for(var j = 0; j < thumbCols; j ++){ // which level does the thumbnail refer? var levelNumber = i*thumbCols+j+l*(thumbRows*thumbCols); // adding the thumbnail, as a button which will call thumbClicked function if clicked var levelThumb = game.add.button(offsetX+j*(thumbWidth+thumbSpacing), offsetY+i*(thumbHeight+thumbSpacing), "levels", thumbClicked, this); // shwoing proper frame levelThumb.frame=starsArray[levelNumber]; // custom attribute levelThumb.levelNumber = levelNumber+1; // adding the level thumb to the group levelThumbsGroup.add(levelThumb); // if the level is playable, also write level number if(starsArray[levelNumber]<4){ var style = { font: "18px Arial", fill: "#ffffff" }; var levelText = game.add.text(levelThumb.x+5,levelThumb.y+5,levelNumber+1,style); levelText.setShadow(2, 2, 'rgba(0,0,0,0.5)', 1); levelThumbsGroup.add(levelText); } } } } } function thumbClicked(button){ // the level is playable, then play the level!! if(button.frame < 4){ alert("playing level " + button.levelNumber); } // else, let's shake the locked levels else{ var buttonTween = game.add.tween(button) buttonTween.to({ x: button.x+thumbWidth/15 }, 20, Phaser.Easing.Cubic.None); buttonTween.to({ x: button.x-thumbWidth/15 }, 20, Phaser.Easing.Cubic.None); buttonTween.to({ x: button.x+thumbWidth/15 }, 20, Phaser.Easing.Cubic.None); buttonTween.to({ x: button.x-thumbWidth/15 }, 20, Phaser.Easing.Cubic.None); buttonTween.to({ x: button.x }, 20, Phaser.Easing.Cubic.None); buttonTween.start(); } } function arrowClicked(button){ // touching right arrow and still not reached last page if(button.frame==1 && currentPage<pages-1){ leftArrow.alpha = 1; currentPage++; // fade out the button if we reached last page if(currentPage == pages-1){ button.alpha = 0.3; } // scrolling level pages var buttonsTween = game.add.tween(levelThumbsGroup); buttonsTween.to({ x: currentPage * game.width * -1 }, 500, Phaser.Easing.Cubic.None); buttonsTween.start(); } // touching left arrow and still not reached first page if(button.frame==0 && currentPage>0){ rightArrow.alpha = 1; currentPage--; // fade out the button if we reached first page if(currentPage == 0){ button.alpha = 0.3; } // scrolling level pages var buttonsTween = game.add.tween(levelThumbsGroup); buttonsTween.to({ x: currentPage * game.width * -1 }, 400, Phaser.Easing.Cubic.None); buttonsTween.start(); } }
Now, you just have to locally save completed levels to allow players to continue playing starting from where they left. You can also download the source code of the entire project.
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