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Talking about Space is Key game, Game development, HTML5, Javascript and Phaser.

With the last Phaser official update at version 2.6.2, while we wait for Phaser v3 it’s time to update old prototypes made with previous Phaser versions to 2.6.2 in order to have an up-to-date series of prototypes. Space is Key prototype was made with Phaser almost three years ago using Phaser 1.1.3 – LOL – and its source code looks a bit obsolete now. So this is the first prototype to be rebuilt, using ARCADE physics and tweens rather than frame by frame operations I used in the original prototype This is the prototype we are going to build:
Click or touch the canvas to make the square jump. The completely rewritten source code is here, with full comments:
// the game itself
var game;

// global object with all game options
var gameOptions = {

     // game width
     gameWidth: 640,
     
     // game height 
	gameHeight: 480,
     
     // width of each floor
     floorWidth: 640,
     
     // height of each floor
     floorHeight: 20,
     
     // array with vertical floors potision
     floorY: [92,184,276,368,460],
     
     // horizontal floor position
     floorX: 0,
     
     // size of the hero
     squareSize: 16,
     
     // horizontal speed of the hero
     squareSpeed: 170,
     
     // game gravity
     squareGravity: 450,
     
     // force to be applied at each jump
     jumpForce: -210,
     
     // jump tween length, in milliseconds
     jumpTime: 500
}

// when the window loads
window.onload = function() {

     // game creation	
	game = new Phaser.Game(gameOptions.gameWidth, gameOptions.gameHeight);
     
     // adding game state
     game.state.add("TheGame", TheGame);
     
     // starting game state
     game.state.start("TheGame");
}

var TheGame = function(){};

TheGame.prototype = {

     // when the state preloads
     preload: function(){
     
          // setting the game on maximum scale mode
          game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
          game.scale.pageAlignHorizontally = true;
          game.scale.pageAlignVertically = true; 
          
          // preloading the only game assets, a tile which will be used both for the square and the floor
		game.load.image("tile", "assets/sprites/tile.png");   
     }, 
     
     // once the state is ready
     create: function(){
     
          // creation of a group where we will place all floors
          this.groundGroup = game.add.group();		
          
          // we start on the first floor
          this.levelFloor = 0;
          
          // adding the hero on the first floor
          this.theSquare = game.add.sprite(gameOptions.floorX + gameOptions.squareSize / 2, gameOptions.floorY[0] - gameOptions.squareSize / 2, "tile");
          
          // setting hero registration point
          this.theSquare.anchor.set(0.5);
          
          // setting hero width and height
          this.theSquare.width = gameOptions.squareSize;
          this.theSquare.height = gameOptions.squareSize;
          
          // chen the hero jump?
          this.theSquare.canJump = true;
          
          // enabling ARCADE physics on the hero
          game.physics.enable(this.theSquare, Phaser.Physics.ARCADE);
          
          // setting hero horizontal velocity
          this.theSquare.body.velocity.x = gameOptions.squareSpeed;
          
          // gravity applied to the square
          this.theSquare.body.gravity.y = gameOptions.squareGravity;
          
          // time to create the floors
          for(i = 0; i < gameOptions.floorY.length; i++){
          
               // each floor is a tile sprite
               var floor = game.add.tileSprite(gameOptions.floorX, gameOptions.floorY[i], gameOptions.floorWidth, gameOptions.floorHeight, "tile");	
               
               // let's enable ARCADE physics on floors too
               game.physics.enable(floor, Phaser.Physics.ARCADE);
               
               // floors can't move
               floor.body.immovable = true;
               
               // adding the floor to ground group
               this.groundGroup.add(floor);			
          }
          
          // waiting for player input, then call squareJump function
          game.input.onDown.add(this.squareJump, this);
     },
     
     // at each frame
     update: function(){
     
          // making the hero collide with floors so it won't fallo down
          game.physics.arcade.collide(this.theSquare, this.groundGroup);
          
          // if the hero leaves the floor to the right or to the left...
          if((this.theSquare.x > gameOptions.floorX + gameOptions.floorWidth && this.levelFloor % 2 == 0) || (this.theSquare.x < gameOptions.floorX && this.levelFloor % 2 == 1)){
               
               // increasing floor number or setting it back to zero
               this.levelFloor = (this.levelFloor + 1) % gameOptions.floorY.length; 
               
               // adjusting hero speed according to floor number: from left to right on even floors, from right to left on odd floors
               this.theSquare.body.velocity.x = (this.levelFloor % 2 == 0) ? gameOptions.squareSpeed : -gameOptions.squareSpeed; 
               
               // no vertical velocity
               this.theSquare.body.velocity.y = 0;
               
               // the hero can jump again 
               this.theSquare.canjump = true; 
               
               // adjusting hero vertical and horizontal position
               this.theSquare.y = gameOptions.floorY[this.levelFloor] - gameOptions.squareSize / 2;
               this.theSquare.x = (this.levelFloor % 2 == 0) ? gameOptions.floorX : gameOptions.floorX + gameOptions.floorWidth;   
               
               // stopping the jump tween if running
               if(this.jumpTween && this.jumpTween.isRunning){
                    this.jumpTween.stop();
                    this.theSquare.angle = 0;
               }    
          }
          
          // if the hero as its feet on the ground, it can jump
          if(this.theSquare.body.touching.down){
               this.theSquare.canJump = true;
          }
     },
     
     // when the player jumps
     squareJump: function(){
          
          // if the hero can jump...
          if(this.theSquare.canJump){
          
               // preventing it to jump while in the air
               this.theSquare.canJump = false;
               
               // adding a vertical force to the player
               this.theSquare.body.velocity.y = gameOptions.jumpForce;
               
               // setting a jump rotation angle just to make the square rotate
               var jumpAngle = this.levelFloor % 2 == 0 ? 90 : -90;
               
               // using a tween to rotate the player
               this.jumpTween = game.add.tween(this.theSquare).to({
                    angle: this.theSquare.angle + jumpAngle
               }, gameOptions.jumpTime, Phaser.Easing.Linear.None, true);
          }
     }    
}
This code is more readable and more modern, next time I will add obstacles, meanwhile you can download the source code.

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