Talking about Jet Set Willy game, Game development, HTML5, Javascript and Phaser.
What can make a game to be a great game, apart from game design and gameplay is the animation of the sprites. If you played computer games in stone age, you will surely remember the first Prince of Persia. It was a fair platform game, but the animation of the captive prince was awesome in 1989 – and it still rocks anyway – and made the game fly to worldwide success. While I can’t teach you how to create woderful sprite animations – my graphic skills are around “3 years old baby” level – I can show you how to manage animations in your HTML5 games with Phaser. In today’s example we have the ero taken from Jet Set Willy game, and you can make it “walk” – actually it does not move yet – by pressing Z or X keys. Try it by yourself: Pressing X it will walk right, pressing Z it will walk left, and doing any other thing than pressing X or Z will make it stop. Remember to mantain the focus in the small game window. All starts from this sprite sheet, which I zoomed in a bit: Then, here is the fully commented source code to turn this sprite sheet into a walk animation:
<pre class="wp-block-syntaxhighlighter-code">var game;
window.onload = function() {
game = new Phaser.Game(480, 60, Phaser.AUTO, "");
game.state.add("PlayGame", playGame);
game.state.start("PlayGame");
}
var playGame = function(game){};
playGame.prototype = {
preload: function(){
// the hero is a spritesheet with all animation frames
game.load.spritesheet("hero", "hero.png", 20, 32);
},
create: function(){
// the hero is initally placed like a normal sprite
this.hero = game.add.sprite(game.width / 2, game.height / 2, "hero");
// flag to determine if the hero is supposed to move right
this.hero.goingRight = false;
// flag to determine if the hero is supposed to move left
this.hero.goingLeft = false;
// default idle frame, with the hero facing right
this.hero.idleFrame = 0;
// this is how we set an animation, we give it a name and an array with the frames.
var walkRightAnimation = this.hero.animations.add("walkRight", [0, 1, 2, 3]);
var walkLeftAnimation = this.hero.animations.add("walkLeft", [4, 5, 6, 7]);
// these are just listeners for X and Z keys
this.rightKeyPressed = game.input.keyboard.addKey(Phaser.Keyboard.X);
this.leftKeyPressed = game.input.keyboard.addKey(Phaser.Keyboard.Z);
// setting goingRight to true if X is pressed
this.rightKeyPressed.onDown.add(function(){
this.hero.goingRight = true;
}, this);
// setting goingRight to false if X is released
this.rightKeyPressed.onUp.add(function(){
this.hero.goingRight = false;
}, this);
// setting goingLeft to true if Y is pressed
this.leftKeyPressed.onDown.add(function(){
this.hero.goingLeft = true;
}, this);
// setting goingLeft to false if Y is released
this.leftKeyPressed.onUp.add(function(){
this.hero.goingLeft = false;
}, this);
},
update: function(){
// if we are going left and not right (we don't want two keys to be pressed at the same time)
if(this.hero.goingRight && !this.hero.goingLeft){
this.hero.animations.play("walkRight", 10, true); // <- Look!! This is how I play "walkRight" animation at 10fps with looping
// idle frame with hero facing right
this.hero.idleFrame = 0;
}
else{
// if we are going right and not left
if(!this.hero.goingRight && this.hero.goingLeft){
this.hero.animations.play("walkLeft", 10, true); // <- Look!! This is how I play "walkLeft" animation at 10fps with looping
// idle frame with hero facing left
this.hero.idleFrame = 4;
}
else{
// show idle frame
this.hero.frame = this.hero.idleFrame;
}
}
}
}</pre>
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