Talking about Trick Shot game, Box2D, Game development, HTML5, Javascript and Phaser.
Do you know Trick Shot game by Jonathan Topf? It’s a game where all you have to do is throw a ball into a box, simple, a minimalist physics puzzler with 90 levels and an infinite supply of bouncy balls to get that perfect shot. But more than this, it’s the perfect game to deconstruct to see how you can make it with Phaser and Box2D. In this first part, we are going to create the routine which fires the ball, along with predictive trajectory. This is what we are going to do: Click and drag inside the red rectangle to create and charge the ball, release to launch it. The predictive trajectory, just not to reinvent the wheel, has been taken from this official Phaser example, but if you want to see another attempt to create predictive trajectory, check the post develop a Flash game like Angry Birds using Box2D – predictive trajectory line. I said we can make it with less than 100 lines of code, and here it is the full commented source code, 98 lines if I am not wrong.
// the game itself
var game;
// the ball you are about to fire
var ball;
// the rectangle where you can place the ball and charge the launch power
var launchRectangle = new Phaser.Rectangle(250, 250, 200, 150);
// here we will draw the predictive trajectory
var trajectoryGraphics;
// a simply multiplier to increase launch power
var forceMult = 5;
// here we will store the launch velocity
var launchVelocity;
// function to be executed when the window loads
window.onload = function() {
// starting the game itself
game = new Phaser.Game(800, 600, Phaser.AUTO, "");
// creation and execution of "PlayGame" state
game.state.add("PlayGame",playGame);
game.state.start("PlayGame");
}
var playGame = function(game){};
playGame.prototype = {
// preloading graphic assets (only the ball)
preload: function(){
game.load.image("ball", "ball.png");
},
// function to be executed onche game has been created
create: function(){
// adding a new graphics and drawing the launch rectangle in it
var launchGraphics = game.add.graphics(0, 0);
launchGraphics.lineStyle(5, 0xff0000);
launchGraphics.drawRect(launchRectangle.x, launchRectangle.y, launchRectangle.width, launchRectangle.height);
// also adding the graphics where we'll draw the trajectory
trajectoryGraphics = game.add.graphics(0, 0);
// setting initial launch velocity to zero
launchVelocity = new Phaser.Point(0, 0);
// changing game background to dark grey
game.stage.backgroundColor = "#222222";
// initializing Box2D physics
game.physics.startSystem(Phaser.Physics.BOX2D);
// setting gravity
game.physics.box2d.gravity.y = 500;
// waiting for player input then call placeBall function
game.input.onDown.add(placeBall);
}
}
// this function will place the ball
function placeBall(e){
// we place a new ball only if we are inside launch rectangle
if(launchRectangle.contains(e.x, e.y)){
// adding ball sprite
ball = game.add.sprite(e.x, e.y, "ball");
// enabling physics to ball sprite
game.physics.box2d.enable(ball);
// temporarily set ball gravity to zero, so it won't fall down
ball.body.gravityScale = 0;
// telling Box2D we are dealing with a circle shape
ball.body.setCircle(ball.width / 2);
// removing onDown listener
game.input.onDown.remove(placeBall);
// when the player ends the input call launchBall function
game.input.onUp.add(launchBall);
// when the player moves the input call chargeBall
game.input.addMoveCallback(chargeBall);
}
}
// this function will allow the player to charge the ball before the launch, and it's the core of the example
function chargeBall(pointer, x, y, down){
// we does not allow multitouch, so we are only handling pointer which id is zero
if(pointer.id == 0){
// clearing trajectory graphics, setting its line style and move the pen on ball position
trajectoryGraphics.clear();
trajectoryGraphics.lineStyle(3, 0x00ff00);
trajectoryGraphics.moveTo(ball.x, ball.y);
// now we have two options: the pointer is inside the launch rectangle...
if(launchRectangle.contains(x, y)){
// ... and in this case we simply draw a line to pointer position
trajectoryGraphics.lineTo(x, y);
launchVelocity.x = ball.x - x;
launchVelocity.y = ball.y - y;
}
// ... but the pointer cal also be OUTSIDE launch rectangle
else{
// ... in this case we have to check for the intersection between launch line and launch rectangle
var intersection = lineIntersectsRectangle(new Phaser.Line(x, y, ball.x, ball.y), launchRectangle);
trajectoryGraphics.lineTo(intersection.x, intersection.y);
launchVelocity.x = ball.x - intersection.x;
launchVelocity.y = ball.y - intersection.y;
}
// now it's time to draw the predictive trajectory
trajectoryGraphics.lineStyle(1, 0x00ff00);
launchVelocity.multiply(forceMult, forceMult);
for (var i = 0; i < 180; i += 6){
var trajectoryPoint = getTrajectoryPoint(ball.x, ball.y, launchVelocity.x, launchVelocity.y, i);
trajectoryGraphics.moveTo(trajectoryPoint.x - 3, trajectoryPoint.y - 3);
trajectoryGraphics.lineTo(trajectoryPoint.x + 3, trajectoryPoint.y + 3);
trajectoryGraphics.moveTo(trajectoryPoint.x - 3, trajectoryPoint.y + 3);
trajectoryGraphics.lineTo(trajectoryPoint.x + 3, trajectoryPoint.y - 3);
}
}
}
// function to launch the ball
function launchBall(){
// adjusting callbacks
game.input.deleteMoveCallback(0);
game.input.onUp.remove(launchBall);
game.input.onDown.add(placeBall);
// setting ball velocity
ball.body.velocity.x = launchVelocity.x;
ball.body.velocity.y = launchVelocity.y;
// applying the gravity to the ball
ball.body.gravityScale = 1;
}
// simple function to check for intersection between a segment and a rectangle
function lineIntersectsRectangle(l, r){
return l.intersects(new Phaser.Line(r.left, r.top, r.right, r.top), true) ||
l.intersects(new Phaser.Line(r.left, r.bottom, r.right, r.bottom), true) ||
l.intersects(new Phaser.Line(r.left, r.top, r.left, r.bottom), true) ||
l.intersects(new Phaser.Line(r.right, r.top, r.right, r.bottom), true);
}
// function to calculate the trajectory point taken from http://phaser.io/examples/v2/box2d/projected-trajectory
function getTrajectoryPoint(startX, startY, velocityX, velocityY, n) {
var t = 1 / 60;
var stepVelocityX = t * game.physics.box2d.pxm(-velocityX);
var stepVelocityY = t * game.physics.box2d.pxm(-velocityY);
var stepGravityX = t * t * game.physics.box2d.pxm(-game.physics.box2d.gravity.x);
var stepGravityY = t * t * game.physics.box2d.pxm(-game.physics.box2d.gravity.y);
startX = game.physics.box2d.pxm(-startX);
startY = game.physics.box2d.pxm(-startY);
var tpx = startX + n * stepVelocityX + 0.5 * (n * n + n) * stepGravityX;
var tpy = startY + n * stepVelocityY + 0.5 * (n * n + n) * stepGravityY;
tpx = game.physics.box2d.mpx(-tpx);
tpy = game.physics.box2d.mpx(-tpy);
return {
x: tpx,
y: tpy
};
}
Never miss an update! Subscribe, and I will bother you by email only when a new game or full source code comes out.