HTML5 platformer prototype inspired by iOS hit “Yeah Bunny” thanks to Phaser and ARCADE physics
Talking about Yeah Bunny game, Game development, HTML5, Javascript and Phaser.
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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 friction when on wall
playerGrip: 100,
// player horizontal speed
playerSpeed: 200,
// player jump force
playerJump: 400,
// player double jump force
playerDoubleJump: 300
}
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(300, 376, "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 hern cannot double jump
this.canDoubleJump = false;
// the hero is not on the wall
this.onWall = false;
// waiting for player input
game.input.onDown.add(this.handleJump, this);
// set workd bounds to allow camera to follow the player
game.world.setBounds(0, 0, 1920, 1440);
// making the camera follow the player
game.camera.follow(this.hero, Phaser.Camera.FOLLOW_PLATFORMER, 0.1, 0.1);
},
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){
// change the horizontal velocity too. This way the hero will jump off the wall
this.setPlayerXVelocity(true);
}
// hero can't jump anymore
this.canJump = false;
// hero is not on the wall anymore
this.onWall = false;
// the hero can now double jump
this.canDoubleJump = true;
}
else{
// cam the hero make the doubple jump?
if(this.canDoubleJump){
// the hero can't double jump anymore
this.canDoubleJump = false;
// applying double jump force
this.hero.body.velocity.y = -gameOptions.playerDoubleJump;
}
}
},
update: function(){
// set some default gravity values. Look at the function for more information
this.setDefaultValues();
// handling collision between the hero and the tiles
game.physics.arcade.collide(this.hero, this.layer, function(hero, layer){
// some temporary variables to determine if the player is blocked only once
var blockedDown = this.hero.body.blocked.down;
var blockedLeft = this.hero.body.blocked.left
var blockedRight = this.hero.body.blocked.right;
// if the hero hits something, no double jump is allowed
this.canDoubleJump = false;
// hero on the ground
if(blockedDown){
// hero can jump
this.canJump = true;
}
// hero on the ground and touching a wall on the right
if(blockedRight){
// horizontal flipping hero sprite
this.hero.scale.x = -1;
}
// hero on the ground and touching a wall on the right
if(blockedLeft){
// default orientation of hero sprite
this.hero.scale.x = 1;
}
// hero NOT on the ground and touching a wall on the right
if((blockedRight || blockedLeft) && !blockedDown){
// hero on a wall
this.onWall = true;
// remove gravity
this.hero.body.gravity.y = 0;
// setting new y velocity
this.hero.body.velocity.y = gameOptions.playerGrip;
}
// adjusting hero speed according to the direction it's moving
this.setPlayerXVelocity(!this.onWall || blockedDown);
}, null, this);
},
// default values to be set at the beginning of each update cycle,
// which may be changed according to what happens into "collide" callback function
// (if called)
setDefaultValues: function(){
this.hero.body.gravity.y = gameOptions.playerGravity;
this.onWall = false;
this.setPlayerXVelocity(true);
},
// sets player velocity according to the direction it's facing, unless "defaultDirection"
// is false, in this case multiplies the velocity by -1
setPlayerXVelocity(defaultDirection){
this.hero.body.velocity.x = gameOptions.playerSpeed * this.hero.scale.x * (defaultDirection ? 1 : -1);
}
}
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