Talking about Game development, HTML5, Javascript and Phaser.
Some days ago I showed you how to create an HTML5 level selection screen with locked levels and stars with Phaser.
In the original example, completed level and stars situation was hardcoded, this time we will let the player “solve” the levels, unlock new levels, gain stars and so on.
Also, the prototype will be coded using states rather than having all code in one single file. This will allow to reuse the code more easily. If you aren’t familiar with Phaser states, check Phaser Tutorial: understanding Phaser states.
First, let’s have a look at the result, running fine using the new Phaser 2.2.1 version:
Play levels, complete them to earn as much stars as you can and unlock new levels as you progress in the game.
Here are the files I am using:
There isn’t that much to say about the images, let’s have a look at the files, bearing in mind most of the mechanic has already been explained in previous post.
index.html is the HTML page our game will run in:
<!DOCTYPE html> <html> <head> <style type="text/css"> body{ background: #000000; padding:0px; margin:0px; } </style> <script src="phaser.min.js"></script> <script src="loading.js"></script> <script src="levelselect.js"></script> <script src="playlevel.js"></script> <script src="game.js"></script> </head> <body> </body> </html>
game.js contains game declaration, global variables and states:
var game = new Phaser.Game(320, 480, Phaser.AUTO, ""); game.global = { thumbRows : 5, // number of thumbnail cololumns thumbCols : 4, // width of a thumbnail, in pixels thumbWidth : 64, // height of a thumbnail, in pixels thumbHeight : 64, // space among thumbnails, in pixels thumbSpacing : 8, // array with finished levels and stars collected. // 0 = playable yet unfinished level // 1, 2, 3 = level finished with 1, 2, 3 stars // 4 = locked starsArray : [0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4], // level currently playing level : 0 } // game states game.state.add("Loading", loading); game.state.add("LevelSelect", levelSelect); game.state.add("PlayLevel", playLevel); // we'll start loading game.state.start("Loading");
loading.js preloads graphic assets:
loading = { init: function(){ // going fullscreen game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.setScreenSize(true); }, preload: function(){ // preloading various assets game.load.spritesheet("levels", "levels.png", game.global.thumbWidth, game.global.thumbHeight); game.load.spritesheet("level_arrows", "level_arrows.png", 48, 48); game.load.spritesheet("game", "game.png", 200, 80); }, create: function(){ // going to level select state game.state.start("LevelSelect"); } }
levelselect.js is the core of the prototype and manages level selection screen:
// how many pages are needed to show all levels? var pages; // group where to place all level thumbnails var levelThumbsGroup; // current page var currentPage; // arrows to navigate through level pages var leftArrow; var rightArrow; levelSelect = { create: function(){ // how many pages are needed to show all levels? // CAUTION!! EACH PAGE SHOULD HAVE THE SAME AMOUNT OF LEVELS, THAT IS // THE NUMBER OF LEVELS *MUST* BE DIVISIBLE BY THUMBCOLS*THUMBROWS pages = game.global.starsArray.length/(game.global.thumbRows*game.global.thumbCols); // current page according to last played level, if any currentPage = Math.floor(game.global.level/(game.global.thumbRows*game.global.thumbCols)); if(currentPage>pages-1){ currentPage = pages-1; } // left arrow button, to turn one page left leftArrow = game.add.button(50,420,"level_arrows",this.arrowClicked,this); leftArrow.anchor.setTo(0.5); leftArrow.frame = 0; // can we turn one page left? if(currentPage==0){ leftArrow.alpha = 0.3; } // right arrow button, to turn one page right rightArrow = game.add.button(270,420,"level_arrows",this.arrowClicked,this); rightArrow.anchor.setTo(0.5); rightArrow.frame = 1; // can we turn one page right? if(currentPage==pages-1){ rightArrow.alpha = 0.3; } // creation of the thumbails group levelThumbsGroup = game.add.group(); // determining level thumbnails width and height for each page var levelLength = game.global.thumbWidth*game.global.thumbCols+game.global.thumbSpacing*(game.global.thumbCols-1); var levelHeight = game.global.thumbWidth*game.global.thumbRows+game.global.thumbSpacing*(game.global.thumbRows-1); // looping through each page for(var l = 0; l < pages; l++){ // horizontal offset to have level thumbnails horizontally centered in the page var offsetX = (game.width-levelLength)/2+game.width*l; // I am not interested in having level thumbnails vertically centered in the page, but // if you are, simple replace my "20" with // (game.height-levelHeight)/2 var offsetY = 20; // looping through each level thumbnails for(var i = 0; i < game.global.thumbRows; i ++){ for(var j = 0; j < game.global.thumbCols; j ++){ // which level does the thumbnail refer? var levelNumber = i*game.global.thumbCols+j+l*(game.global.thumbRows*game.global.thumbCols); // adding the thumbnail, as a button which will call thumbClicked function if clicked var levelThumb = game.add.button(offsetX+j*(game.global.thumbWidth+game.global.thumbSpacing), offsetY+i*(game.global.thumbHeight+game.global.thumbSpacing), "levels", this.thumbClicked, this); // shwoing proper frame levelThumb.frame=game.global.starsArray[levelNumber]; // custom attribute levelThumb.levelNumber = levelNumber+1; // adding the level thumb to the group levelThumbsGroup.add(levelThumb); // if the level is playable, also write level number if(game.global.starsArray[levelNumber]<4){ var style = { font: "18px Arial", fill: "#ffffff" }; var levelText = game.add.text(levelThumb.x+5,levelThumb.y+5,levelNumber+1,style); levelText.setShadow(2, 2, 'rgba(0,0,0,0.5)', 1); levelThumbsGroup.add(levelText); } } } } // scrolling thumbnails group according to level position levelThumbsGroup.x = currentPage * game.width * -1 }, arrowClicked:function(button){ // touching right arrow and still not reached last page if(button.frame==1 && currentPage<pages-1){ leftArrow.alpha = 1; currentPage++; // fade out the button if we reached last page if(currentPage == pages-1){ button.alpha = 0.3; } // scrolling level pages var buttonsTween = game.add.tween(levelThumbsGroup); buttonsTween.to({ x: currentPage * game.width * -1 }, 500, Phaser.Easing.Cubic.None); buttonsTween.start(); } // touching left arrow and still not reached first page if(button.frame==0 && currentPage>0){ rightArrow.alpha = 1; currentPage--; // fade out the button if we reached first page if(currentPage == 0){ button.alpha = 0.3; } // scrolling level pages var buttonsTween = game.add.tween(levelThumbsGroup); buttonsTween.to({ x: currentPage * game.width * -1 }, 400, Phaser.Easing.Cubic.None); buttonsTween.start(); } }, thumbClicked:function(button){ // the level is playable, then play the level!! if(button.frame < 4){ game.global.level = button.levelNumber; game.state.start("PlayLevel"); } // else, let's shake the locked levels else{ var buttonTween = game.add.tween(button) buttonTween.to({ alpha: 0.5 }, 20, Phaser.Easing.Cubic.None); buttonTween.to({ alpha: 1 }, 20, Phaser.Easing.Cubic.None); buttonTween.to({ alpha: 0.5 }, 20, Phaser.Easing.Cubic.None); buttonTween.to({ alpha: 1 }, 20, Phaser.Easing.Cubic.None); buttonTween.start(); } } }
playlevel.js just makes you play a fake level:
playLevel = { create: function(){ // showing level title var style = { font: "32px Arial", fill: "#ffffff" }; var levelTitle = game.add.text(0,0,"PLAYING LEVEL "+game.global.level,style); levelTitle.align = "center"; levelTitle.x = (game.width - levelTitle.width) / 2; // showing game thumbnails for(var i=0; i<=3; i++){ var gameThumb = game.add.button(game.width/2, 90*(i+1), "game", this.levelFinished, this); gameThumb.anchor.setTo(0.5); gameThumb.frame = i; } }, levelFinished: function(button){ // did we improved our stars in current level? if(game.global.starsArray[game.global.level-1]<button.frame){ game.global.starsArray[game.global.level-1] = button.frame; } // if we completed a level and next level is locked - and exists - then unlock it if(button.frame>0 && game.global.starsArray[game.global.level]==4 && game.global.level<game.global.starsArray.length){ game.global.starsArray[game.global.level] = 0; } // back to level selection game.state.start("LevelSelect"); } }
And that’s it, you should be able to understand everything thanks to the comments in the code, leave a comment if something is unclear and download the full project source code.
Never miss an update! Subscribe, and I will bother you by email only when a new game or full source code comes out.