Create a HTML5 game like Planet Revenge using Phaser and ARCADE physics.
Talking about Planet Revenge game, Game development, HTML5, Javascript and Phaser.
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var game;
window.onload = function() {
game = new Phaser.Game(960, 640, Phaser.AUTO, "");
game.state.add("PlayGame", playGame);
game.state.start("PlayGame");
}
var playGame = function(game){};
playGame.prototype = {
preload: function(){
game.load.image("spaceship", "assets/sprites/spaceship.png");
},
create: function(){
game.scale.pageAlignHorizontally = true;
game.scale.pageAlignVertically = true;
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
this.spaceship = game.add.sprite(50, game.height / 2, "spaceship");
this.spaceship.anchor.set(0.5);
}
}
var game;
window.onload = function() {
game = new Phaser.Game(960, 640, Phaser.AUTO, "");
game.state.add("PlayGame", playGame);
game.state.start("PlayGame");
}
var playGame = function(game){};
playGame.prototype = {
preload: function(){
game.load.image("spaceship", "assets/sprites/spaceship.png");
},
create: function(){
game.scale.pageAlignHorizontally = true;
game.scale.pageAlignVertically = true;
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
this.spaceship = game.add.sprite(50, game.height / 2, "spaceship");
this.spaceship.anchor.set(0.5);
game.physics.enable(this.spaceship, Phaser.Physics.ARCADE);
game.input.onDown.add(this.startLevel, this);
},
startLevel: function(){
this.spaceship.body.velocity.setTo(200, 0);
}
}
var game;
window.onload = function() {
game = new Phaser.Game(960, 640, Phaser.AUTO, "");
game.state.add("PlayGame", playGame);
game.state.start("PlayGame");
}
var playGame = function(game){};
playGame.prototype = {
preload: function(){
game.load.image("spaceship", "assets/sprites/spaceship.png");
game.load.image("particle", "assets/sprites/particle.png");
},
create: function(){
game.scale.pageAlignHorizontally = true;
game.scale.pageAlignVertically = true;
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
this.emitter = game.add.emitter(50, game.height / 2, 50);
this.emitter.makeParticles("particle");
this.emitter.gravity = 0;
this.emitter.setXSpeed(0, 0);
this.emitter.setYSpeed(0, 0);
this.emitter.setAlpha(0.5, 1);
this.emitter.minParticleScale = 0.5;
this.emitter.maxParticleScale = 1;
this.spaceship = game.add.sprite(50, game.height / 2, "spaceship");
this.spaceship.anchor.set(0.5);
game.physics.enable(this.spaceship, Phaser.Physics.ARCADE);
game.input.onDown.add(this.startLevel, this);
},
startLevel: function(){
this.spaceship.body.velocity.setTo(200, 0);
this.emitter.start(false, 3000, 200);
},
update: function(){
this.emitter.x = this.spaceship.x;
this.emitter.y = this.spaceship.y;
if(this.spaceship.x > game.width + this.spaceship.width){
game.state.start("PlayGame");
}
}
}
var game;
window.onload = function() {
game = new Phaser.Game(960, 640, Phaser.AUTO, "");
game.state.add("PlayGame", playGame);
game.state.start("PlayGame");
}
var playGame = function(game){};
playGame.prototype = {
preload: function(){
game.load.image("spaceship", "assets/sprites/spaceship.png");
game.load.image("particle", "assets/sprites/particle.png");
},
create: function(){
game.scale.pageAlignHorizontally = true;
game.scale.pageAlignVertically = true;
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
this.emitter = game.add.emitter(50, game.height / 2, 50);
this.emitter.makeParticles("particle");
this.emitter.gravity = 0;
this.emitter.setXSpeed(0, 0);
this.emitter.setYSpeed(0, 0);
this.emitter.setAlpha(0.5, 1);
this.emitter.minParticleScale = 0.5;
this.emitter.maxParticleScale = 1;
this.spaceship = game.add.sprite(50, game.height / 2, "spaceship");
this.spaceship.anchor.set(0.5);
game.physics.enable(this.spaceship, Phaser.Physics.ARCADE);
game.input.onDown.add(this.startLevel, this);
},
startLevel: function(){
this.spaceship.body.velocity.setTo(200, 0);
this.spaceship.body.gravity.y = 1000;
this.engineOn();
this.emitter.start(false, 3000, 200);
game.input.onDown.remove(this.startLevel, this);
game.input.onDown.add(this.engineOn, this);
game.input.onUp.add(this.engineOff, this);
},
engineOn: function(){
this.spaceship.body.acceleration.y = -2000;
},
engineOff: function(){
this.spaceship.body.acceleration.y = 0;
},
update: function(){
this.emitter.x = this.spaceship.x;
this.emitter.y = this.spaceship.y;
if(this.spaceship.x > game.width + this.spaceship.width){
game.state.start("PlayGame");
}
}
}
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