Build a HTML5 game like “Knife Hit” with Phaser 3 using only tweens and trigonometry
Talking about Knife Hit game, Game development, HTML5, Javascript and Phaser.
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// the game itself
var game;
// global game options
var gameOptions = {
// target rotation speed, in degrees per frame
rotationSpeed: 3,
// knife throwing duration, in milliseconds
throwSpeed: 150
}
// once the window loads...
window.onload = function() {
// game configuration object
var gameConfig = {
// render type
type: Phaser.CANVAS,
// game width, in pixels
width: 750,
// game height, in pixels
height: 1334,
// game background color
backgroundColor: 0x444444,
// scenes used by the game
scene: [playGame]
};
// game constructor
game = new Phaser.Game(gameConfig);
// pure javascript to give focus to the page/frame and scale the game
window.focus()
resize();
window.addEventListener("resize", resize, false);
}
// PlayGame scene
class playGame extends Phaser.Scene{
// constructor
constructor(){
super("PlayGame");
}
// method to be executed when the scene preloads
preload(){
// loading assets
this.load.image("target", "target.png");
this.load.image("knife", "knife.png");
}
// method to be executed once the scene has been created
create(){
// can the player throw a knife? Yes, at the beginning of the game
this.canThrow = true;
// group to store all rotating knives
this.knifeGroup = this.add.group();
// adding the knife
this.knife = this.add.sprite(game.config.width / 2, game.config.height / 5 * 4, "knife");
// adding the target
this.target = this.add.sprite(game.config.width / 2, 400, "target");
// moving the target on front
this.target.depth = 1;
// waiting for player input to throw a knife
this.input.on("pointerdown", this.throwKnife, this);
}
// method to throw a knife
throwKnife(){
// can the player throw?
if(this.canThrow){
// player can't throw anymore
this.canThrow = false;
// tween to throw the knife
this.tweens.add({
// adding the knife to tween targets
targets: [this.knife],
// y destination
y: this.target.y + this.target.width / 2,
// tween duration
duration: gameOptions.throwSpeed,
// callback scope
callbackScope: this,
// function to be executed once the tween has been completed
onComplete: function(tween){
// player can now throw again
this.canThrow = true;
// adding the rotating knife in the same place of the knife just landed on target
var knife = this.add.sprite(this.knife.x, this.knife.y, "knife");
// adding the rotating knife to knifeGroup group
this.knifeGroup.add(knife);
// bringing back the knife to its starting position
this.knife.y = game.config.height / 5 * 4;
}
});
}
}
// method to be executed at each frame
update(){
// rotating the target
this.target.angle += gameOptions.rotationSpeed;
// getting an array with all rotating knives
var children = this.knifeGroup.getChildren();
// looping through rotating knives
for (var i = 0; i < children.length; i++){
// rotating the knife
children[i].angle += gameOptions.rotationSpeed;
// turning knife angle in radians
var radians = Phaser.Math.DegToRad(children[i].angle + 90);
// trigonometry to make the knife rotate around target center
children[i].x = this.target.x + (this.target.width / 2) * Math.cos(radians);
children[i].y = this.target.y + (this.target.width / 2) * Math.sin(radians);
}
}
}
// pure javascript to scale the game
function resize() {
var canvas = document.querySelector("canvas");
var windowWidth = window.innerWidth;
var windowHeight = window.innerHeight;
var windowRatio = windowWidth / windowHeight;
var gameRatio = game.config.width / game.config.height;
if(windowRatio < gameRatio){
canvas.style.width = windowWidth + "px";
canvas.style.height = (windowWidth / gameRatio) + "px";
}
else{
canvas.style.width = (windowHeight * gameRatio) + "px";
canvas.style.height = windowHeight + "px";
}
}
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