Get the full commented source code of

HTML5 Suika Watermelon Game

Talking about Space is Key game, Game development, HTML5, Javascript and Phaser.

So we have our Space is Key game buikt with Phaser 2.6.2 though three steps: first we created the floors and make the player run and jump, then we added deadly obstacles to be avoided as well as some level design concepts and in 3rd step we made the player die with a particle explosion when the square hits an obstacle. Now we are adding colors to the game as well as backgrounds. And guess what, we’ll make it while continuing to use just the same graphic resource. I also added a couple of new floors:
Click or tap to jump, now each floor has its own randomly picked colors thanks to removeRandomItem method, you can find a full list of Phaser array utilities in the post understanding Phaser array utilities using ArrayUtils class, have a look at it if you didn’t already, it’s full of useful information. The commented source code with the new lines highlighted is here:
<pre class="wp-block-syntaxhighlighter-code">// the game itself
var game;

// global object with all game options
var gameOptions = {

     // game width
     gameWidth: 750,
     
     // game height 
	gameHeight: 720,
     
     // width of each floor
     floorWidth: 750,
     
     // height of each floor
     floorHeight: 20,
     
     // height of each level
     levelHeight: 120,
     
     // array with vertical floors potision
     floorY: [100, 220, 340, 460, 580, 700],
     
     // horizontal floor position
     floorX: 0,
     
     // size of the hero
     squareSize: 16,
     
     // horizontal speed of the hero
     squareSpeed: 170,
     
     // game gravity
     squareGravity: 450,
     
     // force to be applied at each jump
     jumpForce: -210,
     
     // jump tween length, in milliseconds
     jumpTime: 300,
     
     // colors used in the game
     levelColors: [0xe81d62, 0x9b26af, 0x2095f2, 0x4bae4f, 0xfeea3a, 0x795548, 0x5f7c8a]
}

// this is where we store level information
// gameLevels is an array.
// each gameLevel item is an array with floor information
// each gameLevel[floor] item is an object with:
// * obstacle width
// * obstacle height
// * obstacle position
var gameLevels = [
     
     // floor 0
     [
          {
               width: 60,
               height: 30,
               x: 200
          },
          {
               width: 60,
               height: 30,
               x: 400
          }
     ],
     
     // floor 1
     [
          {
               width: 40,
               height: 30,
               x: 250
          },
          {
               width: 70,
               height: 25,
               x: 450
          },
          {
               width: 30,
               height: 20,
               x: 100
          }
     ],
     
     // floor 2
     [
          {
               width: 10,
               height: 35,
               x: 150
          },
          {
               width: 10,
               height: 35,
               x: 300
          },
          {
               width: 10,
               height: 35,
               x: 550
          }
     ],
     
     // floor 3
     [
          {
               width: 80,
               height: 10,
               x: 280
          },
          {
               width: 80,
               height: 10,
               x: 480
          }
     ],
     
     // floor 4
     [
          {
               width: 10,
               height: 10,
               x: 100
          },
          {
               width: 10,
               height: 10,
               x: 200
          },
          {
               width: 10,
               height: 10,
               x: 300
          },
          {
               width: 10,
               height: 10,
               x: 400
          },
          {
               width: 10,
               height: 10,
               x: 500
          },
          {
               width: 10,
               height: 10,
               x: 600
          }
     ],
     
     // floor 5
     [
          {
               width: 10,
               height: 40,
               x: 350
          }
     ]
]

// when the window loads
window.onload = function() {

     // game creation	
	game = new Phaser.Game(gameOptions.gameWidth, gameOptions.gameHeight);
     
     // adding game state
     game.state.add("TheGame", TheGame);
     
     // starting game state
     game.state.start("TheGame");
}

var TheGame = function(){};

TheGame.prototype = {

     // when the state preloads
     preload: function(){
     
          // setting the game on maximum scale mode
          game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
          game.scale.pageAlignHorizontally = true;
          game.scale.pageAlignVertically = true; 
          
          // preloading the only game assets, a tile which will be used both for the square and the floor
		game.load.image("tile", "assets/sprites/tile.png");   
     }, 
     
     // once the state is ready
     create: function(){
     
          // bakckround group
          this.bgGroup = game.add.group();
     
          // creation of a group where we will place all floors
          this.groundGroup = game.add.group();
          
          // creation of a group where we will place all spikes, or obstacles, or whatever you will name them
          this.spikeGroup = game.add.group();		
          
          // we start on the first floor
          this.levelFloor = 0;
          
          // adding the hero
          this.theSquare = game.add.sprite(0, 0, "tile");
          
          // setting hero registration point
          this.theSquare.anchor.set(0.5);
          
          // setting hero width and height
          this.theSquare.width = gameOptions.squareSize;
          this.theSquare.height = gameOptions.squareSize;
          
          // chen the hero jump?
          this.theSquare.canJump = true;
          
          // enabling ARCADE physics on the hero
          game.physics.enable(this.theSquare, Phaser.Physics.ARCADE);
          
          // setting hero horizontal velocity
          this.theSquare.body.velocity.x = gameOptions.squareSpeed;
          
          // gravity applied to the square
          this.theSquare.body.gravity.y = gameOptions.squareGravity;
          
          // a custom attribute to tell the player which color we are going to use at each floor
          this.theSquare.squareColor = [];
          
          // time to create the floors
          for(var i = 0; i < gameOptions.floorY.length; i++){
          
               // colorsArray will contain a copy of levelColors array
               var colorsArray = gameOptions.levelColors.slice();
          
               // background
               var bg = game.add.tileSprite(gameOptions.floorX, gameOptions.floorY[i] - gameOptions.levelHeight, gameOptions.floorWidth, gameOptions.levelHeight, "tile");
               
               // which color are we going to tint the square when crossing this floor?
               this.theSquare.squareColor[i] = Phaser.ArrayUtils.removeRandomItem(colorsArray);
               
               // applying a random tint color to background
               bg.tint = Phaser.ArrayUtils.removeRandomItem(colorsArray);
               
               // setting background semi-transparent to make it look darker thanks to black canvas color
               bg.alpha = 0.5;
               
               // adding the background to its proper group
               this.bgGroup.add(bg);
          
               // each floor is a tile sprite
               var floor = game.add.tileSprite(gameOptions.floorX, gameOptions.floorY[i], gameOptions.floorWidth, gameOptions.floorHeight, "tile");
               
               // applying a random tint color to floor
               floor.tint = Phaser.ArrayUtils.removeRandomItem(colorsArray);	
               
               // let's enable ARCADE physics on floors too
               game.physics.enable(floor, Phaser.Physics.ARCADE);
               
               // floors can't move
               floor.body.immovable = true;
               
               // adding the floor to ground group
               this.groundGroup.add(floor);
               
               // time to place the spikes
               // let's loop through this level spikes
               for(var j = 0; j < gameLevels[i].length; j++){
               
                    // creating the spike as a tileSprite
                    var spike = game.add.tileSprite(gameOptions.floorX + gameLevels[i][j].x, gameOptions.floorY[i], gameLevels[i][j].width, gameLevels[i][j].height, "tile");
                    
                    // applying spikes the same tint color used for the ground
                    spike.tint = floor.tint;
                    
                    // setting spike anchor point
                    spike.anchor.set(0.5, 1);
                    
                    // enabling ARCADE physics to the spike
                    game.physics.enable(spike, Phaser.Physics.ARCADE);
                    
                    // spikes can't move
                    spike.body.immovable = true;
                    
                    // adding the spike to spike group
                    this.spikeGroup.add(spike);			
               }
          }
          
          // placing a particle emitter at coordinates 0, 0 (we'll place it in its proper position later) which can fire up to 30 particles
          this.emitter = game.add.emitter(0, 0, 30);
          
          // our particle is the same old "tile" image
          this.emitter.makeParticles("tile");
          
          // setting a gravity for each particle
          this.emitter.gravity = 200;
          
          // particles would be too big, so let's set their min and max scale.
          this.emitter.maxParticleScale = 0.1;
          this.emitter.minParticleScale = 0.05; 
          
          // finally placing the hero
          this.placeSquare();
          
          // waiting for player input, then call squareJump function
          game.input.onDown.add(this.squareJump, this);
     },
     
     // at each frame
     update: function(){
     
          // making the hero collide with floors so it won't fallo down
          game.physics.arcade.collide(this.theSquare, this.groundGroup);
          
          // checking if the hero overlaps with anything in spike group
          game.physics.arcade.overlap(this.theSquare, this.spikeGroup, function(){
          
               // placing the emitter over the player
               this.emitter.x = this.theSquare.x;
               this.emitter.y = this.theSquare.y;
               
               // firing 10 particles at once with a 1000 milliseconds lifespan
               this.emitter.start(true, 1000, null, 10);
               
               // tinting particles with the same player color
               this.emitter.forEach(function(particle) {
                    particle.tint = this.theSquare.tint;
               }, this);
               
               // placing the player at the beginning of the floor
               this.placeSquare();
                     
          }, null, this);
          
          // if the hero leaves the floor to the right or to the left...
          if((this.theSquare.x > gameOptions.floorX + gameOptions.floorWidth && this.levelFloor % 2 == 0) || (this.theSquare.x < gameOptions.floorX && this.levelFloor % 2 == 1)){
               
               // increasing floor number or setting it back to zero
               this.levelFloor = (this.levelFloor + 1) % gameOptions.floorY.length; 
               
               // placing player at the beginning of the floor
               this.placeSquare();
          }
          
          // if the hero as its feet on the ground, it can jump
          if(this.theSquare.body.touching.down){
               this.theSquare.canJump = true;
          }
     },
     
     // when the player starts running on a floor
     placeSquare: function(){
     
               // properly tint the square according to floor number
               this.theSquare.tint = this.theSquare.squareColor[this.levelFloor];
               
               // adjusting hero speed according to floor number: from left to right on even floors, from right to left on odd floors
               this.theSquare.body.velocity.x = (this.levelFloor % 2 == 0) ? gameOptions.squareSpeed : -gameOptions.squareSpeed; 
               
               // no vertical velocity
               this.theSquare.body.velocity.y = 0;
               
               // the hero can jump again 
               this.theSquare.canjump = true; 
               
               // adjusting hero vertical and horizontal position
               this.theSquare.y = gameOptions.floorY[this.levelFloor] - gameOptions.squareSize / 2;
               this.theSquare.x = (this.levelFloor % 2 == 0) ? gameOptions.floorX : gameOptions.floorX + gameOptions.floorWidth;   
               
               // stopping the jump tween if running
               if(this.jumpTween && this.jumpTween.isRunning){
                    this.jumpTween.stop();
                    this.theSquare.angle = 0;
               }    
     },
     
     // when the player jumps
     squareJump: function(){
          
          // if the hero can jump...
          if(this.theSquare.canJump){
          
               // preventing it to jump while in the air
               this.theSquare.canJump = false;
               
               // adding a vertical force to the player
               this.theSquare.body.velocity.y = gameOptions.jumpForce;
               
               // setting a jump rotation angle just to make the square rotate
               var jumpAngle = this.levelFloor % 2 == 0 ? 180 : -180;
               
               // using a tween to rotate the player
               this.jumpTween = game.add.tween(this.theSquare).to({
                    angle: this.theSquare.angle + jumpAngle
               }, gameOptions.jumpTime, Phaser.Easing.Linear.None, true);
          }
     }    
}</pre>
There is still something to do, but that’s all at the moment, download the source code of the entire project and try to create your own levels.

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