The basics behind “wall jump” in platform games. HTML5 prototype made with Phaser and ARCADE physics
Talking about Game development, HTML5, Javascript and Phaser.
Learn cross platform HTML5 game development
Check my Gumroad page for commented source code, games and books.
{ "height":15,
"layers":[
{
"data":[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
"height":15,
"name":"layer01",
"opacity":1,
"type":"tilelayer",
"visible":true,
"width":20,
"x":0,
"y":0
}],
"nextobjectid":1,
"orientation":"orthogonal",
"properties":
{
},
"renderorder":"right-down",
"tileheight":32,
"tilesets":[
{
"firstgid":1,
"image":"tile.png",
"imageheight":32,
"imagewidth":32,
"margin":0,
"name":"tileset01",
"properties":
{
},
"spacing":0,
"tilecount":1,
"tileheight":32,
"tilewidth":32
}],
"tilewidth":32,
"version":1,
"width":20
}
var game;
var gameOptions = {
// width of the game, in pixels
gameWidth: 640,
// height of the game, in pixels
gameHeight: 480,
// background color
bgColor: 0x444444,
// player gravity
playerGravity: 900,
// player horizontal speed
playerSpeed: 200,
// player force
playerJump: 400
}
window.onload = function() {
game = new Phaser.Game(gameOptions.gameWidth, gameOptions.gameHeight);
game.state.add("PreloadGame", preloadGame);
game.state.add("PlayGame", playGame);
game.state.start("PreloadGame");
}
var preloadGame = function(game){}
preloadGame.prototype = {
preload: function(){
game.stage.backgroundColor = gameOptions.bgColor;
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
game.scale.pageAlignHorizontally = true;
game.scale.pageAlignVertically = true;
game.stage.disableVisibilityChange = true;
// loading level tilemap
game.load.tilemap("level", 'level.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image("tile", "tile.png");
game.load.image("hero", "hero.png");
},
create: function(){
game.state.start("PlayGame");
}
}
var playGame = function(game){}
playGame.prototype = {
create: function(){
// starting ARCADE physics
game.physics.startSystem(Phaser.Physics.ARCADE);
// creatin of "level" tilemap
this.map = game.add.tilemap("level");
// adding tiles (actually one tile) to tilemap
this.map.addTilesetImage("tileset01", "tile");
// tile 1 (the black tile) has the collision enabled
this.map.setCollision(1);
// which layer should we render? That's right, "layer01"
this.layer = this.map.createLayer("layer01");
// adding the hero sprite
this.hero = game.add.sprite(game.width / 2, 440, "hero");
// setting hero anchor point
this.hero.anchor.set(0.5);
// enabling ARCADE physics for the hero
game.physics.enable(this.hero, Phaser.Physics.ARCADE);
// setting hero gravity
this.hero.body.gravity.y = gameOptions.playerGravity;
// setting hero horizontal speed
this.hero.body.velocity.x = gameOptions.playerSpeed;
// the hero can jump
this.canJump = true;
// the hero is not on the wall
this.onWall = false;
// waiting for player input
game.input.onDown.add(this.handleJump, this);
},
handleJump: function(){
// the hero can jump when:
// canJump is true AND the hero is on the ground (blocked.down)
// OR
// the hero is on the wall
if((this.canJump && this.hero.body.blocked.down) || this.onWall){
// applying jump force
this.hero.body.velocity.y = -gameOptions.playerJump;
// is the hero on a wall?
if(this.onWall){
// flip horizontally the hero
this.hero.scale.x *= -1;
// change the horizontal velocity too. This way the hero will jump off the wall
this.hero.body.velocity.x = gameOptions.playerSpeed * this.hero.scale.x;
}
// hero can't jump anymore
this.canJump = false;
// hero is not on the wall anymore
this.onWall = false;
}
},
update: function(){
// handling collision between the hero and the tiles
game.physics.arcade.collide(this.hero, this.layer, function(hero, layer){
// hero on the ground
if(hero.body.blocked.down){
// hero can jump
this.canJump = true;
// hero not on the wall
this.onWall = false;
}
// hero on the ground and touching a wall on the right
if(this.hero.body.blocked.right && this.hero.body.blocked.down){
// horizontal flipping hero sprite
this.hero.scale.x = -1;
}
// hero NOT on the ground and touching a wall on the right
if(this.hero.body.blocked.right && !this.hero.body.blocked.down){
// hero on a wall
this.onWall = true;
}
// same concept applies to the left
if(this.hero.body.blocked.left && this.hero.body.blocked.down){
this.hero.scale.x = 1;
}
if(this.hero.body.blocked.left && !this.hero.body.blocked.down){
this.onWall = true;
}
// adjusting hero speed according to the direction it's moving
this.hero.body.velocity.x = gameOptions.playerSpeed * this.hero.scale.x;
}, null, this);
}
}
Never miss an update! Subscribe, and I will bother you by email only when a new game or full source code comes out.