Talking about Yeah Bunny game, Game development, HTML5, Javascript and Phaser.
During these days I am playing, among other games, Yeah Bunny by Adrian Zarzycki. It’s a cute game which reminds me old Taito platformers, just reimagined for mobile control. The bunny runs automatically, changes direction each time it hits an obstacle, can jump, double jump, perform wall jump and slide down the walls. Uh, and since levels in Yeah Bunny are larger than the screen, the camera follows automatically the bunny – yeah, you control a bunny. A lot of controls, which may seem really hard to replicate. Well, thanks to Phaser and ARCADE phyiscs, starting from the script I showed you in the post The basics behind “wall jump” in platform games. HTML5 prototype made with Phaser and ARCADE physics, we can have a complete prototype made in a few lines. Have a look: Just click or tap to make the character jump, double jump, climb the walls and explore the level. If you have a mobile device, you can play the prototype directly from this link. And what about the source code? Did I really make this prototype with just a few lines? Have a look by yourself, the code is commented line by line:
var game;
var gameOptions = {
// width of the game, in pixels
gameWidth: 640,
// height of the game, in pixels
gameHeight: 480,
// background color
bgColor: 0x444444,
// player gravity
playerGravity: 900,
// player friction when on wall
playerGrip: 100,
// player horizontal speed
playerSpeed: 200,
// player jump force
playerJump: 400,
// player double jump force
playerDoubleJump: 300
}
window.onload = function() {
game = new Phaser.Game(gameOptions.gameWidth, gameOptions.gameHeight);
game.state.add("PreloadGame", preloadGame);
game.state.add("PlayGame", playGame);
game.state.start("PreloadGame");
}
var preloadGame = function(game){}
preloadGame.prototype = {
preload: function(){
game.stage.backgroundColor = gameOptions.bgColor;
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
game.scale.pageAlignHorizontally = true;
game.scale.pageAlignVertically = true;
game.stage.disableVisibilityChange = true;
// loading level tilemap
game.load.tilemap("level", 'level.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image("tile", "tile.png");
game.load.image("hero", "hero.png");
},
create: function(){
game.state.start("PlayGame");
}
}
var playGame = function(game){}
playGame.prototype = {
create: function(){
// starting ARCADE physics
game.physics.startSystem(Phaser.Physics.ARCADE);
// creatin of "level" tilemap
this.map = game.add.tilemap("level");
// adding tiles (actually one tile) to tilemap
this.map.addTilesetImage("tileset01", "tile");
// tile 1 (the black tile) has the collision enabled
this.map.setCollision(1);
// which layer should we render? That's right, "layer01"
this.layer = this.map.createLayer("layer01");
// adding the hero sprite
this.hero = game.add.sprite(300, 376, "hero");
// setting hero anchor point
this.hero.anchor.set(0.5);
// enabling ARCADE physics for the hero
game.physics.enable(this.hero, Phaser.Physics.ARCADE);
// setting hero gravity
this.hero.body.gravity.y = gameOptions.playerGravity;
// setting hero horizontal speed
this.hero.body.velocity.x = gameOptions.playerSpeed;
// the hero can jump
this.canJump = true;
// the hern cannot double jump
this.canDoubleJump = false;
// the hero is not on the wall
this.onWall = false;
// waiting for player input
game.input.onDown.add(this.handleJump, this);
// set workd bounds to allow camera to follow the player
game.world.setBounds(0, 0, 1920, 1440);
// making the camera follow the player
game.camera.follow(this.hero, Phaser.Camera.FOLLOW_PLATFORMER, 0.1, 0.1);
},
handleJump: function(){
// the hero can jump when:
// canJump is true AND the hero is on the ground (blocked.down)
// OR
// the hero is on the wall
if((this.canJump && this.hero.body.blocked.down) || this.onWall){
// applying jump force
this.hero.body.velocity.y = -gameOptions.playerJump;
// is the hero on a wall?
if(this.onWall){
// change the horizontal velocity too. This way the hero will jump off the wall
this.setPlayerXVelocity(true);
}
// hero can't jump anymore
this.canJump = false;
// hero is not on the wall anymore
this.onWall = false;
// the hero can now double jump
this.canDoubleJump = true;
}
else{
// cam the hero make the doubple jump?
if(this.canDoubleJump){
// the hero can't double jump anymore
this.canDoubleJump = false;
// applying double jump force
this.hero.body.velocity.y = -gameOptions.playerDoubleJump;
}
}
},
update: function(){
// set some default gravity values. Look at the function for more information
this.setDefaultValues();
// handling collision between the hero and the tiles
game.physics.arcade.collide(this.hero, this.layer, function(hero, layer){
// some temporary variables to determine if the player is blocked only once
var blockedDown = this.hero.body.blocked.down;
var blockedLeft = this.hero.body.blocked.left
var blockedRight = this.hero.body.blocked.right;
// if the hero hits something, no double jump is allowed
this.canDoubleJump = false;
// hero on the ground
if(blockedDown){
// hero can jump
this.canJump = true;
}
// hero on the ground and touching a wall on the right
if(blockedRight){
// horizontal flipping hero sprite
this.hero.scale.x = -1;
}
// hero on the ground and touching a wall on the right
if(blockedLeft){
// default orientation of hero sprite
this.hero.scale.x = 1;
}
// hero NOT on the ground and touching a wall on the right
if((blockedRight || blockedLeft) && !blockedDown){
// hero on a wall
this.onWall = true;
// remove gravity
this.hero.body.gravity.y = 0;
// setting new y velocity
this.hero.body.velocity.y = gameOptions.playerGrip;
}
// adjusting hero speed according to the direction it's moving
this.setPlayerXVelocity(!this.onWall || blockedDown);
}, null, this);
},
// default values to be set at the beginning of each update cycle,
// which may be changed according to what happens into "collide" callback function
// (if called)
setDefaultValues: function(){
this.hero.body.gravity.y = gameOptions.playerGravity;
this.onWall = false;
this.setPlayerXVelocity(true);
},
// sets player velocity according to the direction it's facing, unless "defaultDirection"
// is false, in this case multiplies the velocity by -1
setPlayerXVelocity(defaultDirection){
this.hero.body.velocity.x = gameOptions.playerSpeed * this.hero.scale.x * (defaultDirection ? 1 : -1);
}
}
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