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Talking about Ballz game, Game development, HTML5, Javascript and Phaser.

Here we go with the second step of Ballz HTML5 prototype. In first step we created a bouncing ball with a fake predictive trajectory. Now it’s time to add the blocks you will destroy by launching the ball at them. Blocks are ARCADE physics bodies, all children of the same group, since it’s easy to check for collision between groups, and it’s also easy to move all group children with a single tween, when it’s time to scroll down the blocks. Have a look at the game:
Tap/click and drag to the bottom to aim the ball, release to launch it, if you have a mobile device, you can play it directly from this link. At the moment blocks do not have a value since there isn’t the “multiball” mode yet, but it will be added in next step. But there’s already a “game over” condition when blocks are too close to the ball. This is the commented source code:
// the game itself
var game;

// global options
var gameOptions = {

    // score panel height / game height
    scorePanelHeight: 0.08,

    // launch panel height / game height
    launchPanelHeight: 0.18,

    // ball size / game width
    ballSize: 0.04,

    // ball speed, in pixels/second
    ballSpeed: 1000,

    // block sports per line
    blocksPerLine: 7,

    // maximum amount of blocks per line
    maxBlocksPerLine: 4
}

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

    // game creation
    game = new Phaser.Game(640, 960, Phaser.CANVAS);

    // add "PlayGame" state and execute it
    game.state.add("PlayGame", playGame, true);
}

// "PlayGame" state
var playGame = function(){}
playGame.prototype = {

    // when the state preloads
	preload: function(){

        // load graphic assets
        game.load.image("ball", "ball.png");
        game.load.image("panel", "panel.png");
        game.load.image("trajectory", "trajectory.png");
        game.load.image("block", "block.png");
	},

    // once the state has been created
    create: function(){

        // scale and background settings
        game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
        game.scale.pageAlignHorizontally = true;
        game.scale.pageAlignVertically = true;
        game.stage.backgroundColor = 0x202020;

        // start ARCADE physics system
        game.physics.startSystem(Phaser.Physics.ARCADE);

        // place score panel
        this.scorePanel = game.add.sprite(0, 0, "panel");
        this.scorePanel.width = game.width;
        this.scorePanel.height = Math.round(game.height * gameOptions.scorePanelHeight);

        // enable ARCADE physics on score panel
        game.physics.enable(this.scorePanel, Phaser.Physics.ARCADE);

        // score panel will not move
        this.scorePanel.body.immovable = true;

        // place launch panel
        this.launchPanel = game.add.sprite(0, game.height, "panel");
        this.launchPanel.width = game.width;
        this.launchPanel.height = Math.round(game.height * gameOptions.launchPanelHeight);
        this.launchPanel.anchor.set(0, 1);

        // enable ARCADE physics on launch panel
        game.physics.enable(this.launchPanel, Phaser.Physics.ARCADE);

        // launch panel will not move
        this.launchPanel.body.immovable = true;

        // place the ball
        var ballSize = game.width * gameOptions.ballSize;
        this.ball = game.add.sprite(game.width / 2, game.height - this.launchPanel.height - ballSize / 2, "ball");
        this.ball.width = ballSize;
        this.ball.height = ballSize;
        this.ball.anchor.set(0.5);

        // enable ARCADE physics on the ball
        game.physics.enable(this.ball, Phaser.Physics.ARCADE);

        // the ball will collide on bounds
        this.ball.body.collideWorldBounds=true;
        this.ball.body.bounce.set(1);

        // place the trajectory
        this.trajectory = game.add.sprite(this.ball.x, this.ball.y, "trajectory");
        this.trajectory.anchor.set(0.5, 1);
        this.trajectory.visible = false;

        // wait for player input
        game.input.onDown.add(this.aimBall, this);
        game.input.onUp.add(this.shootBall, this);
        game.input.addMoveCallback(this.adjustBall, this);

        // the player is not aiming
        this.aiming = false;

        // the player is not shooting
        this.shooting = false;

        // add the group where all blocks will be placed
        this.blockGroup = game.add.group();

        // place a new line of boxes
        this.placeLine();
	},

    placeLine: function(){

        // determine block size
        var blockSize = game.width / gameOptions.blocksPerLine;

        // array of positions already picked up by a block
        var placedBlocks = [];

        // repeat "maxBlocksPerLine" times
        for(var i = 0; i < gameOptions.maxBlocksPerLine; i++){

            // choose a random position
            var blockPosition = game.rnd.between(0, gameOptions.blocksPerLine - 1);

            // if the random position is free...
            if(placedBlocks.indexOf(blockPosition) == -1){

                // insert the position into the array of already picked positions
                placedBlocks.push(blockPosition);

                // add the block
                var block = game.add.sprite(blockPosition * blockSize + blockSize / 2, blockSize / 2 + game.height * gameOptions.scorePanelHeight, "block");
                block.width = blockSize;
                block.height = blockSize;
                block.anchor.set(0.5);

                // enable ARCADE physics on block
                game.physics.enable(block, Phaser.Physics.ARCADE);

                // block will not move
                block.body.immovable = true;

                // custom property. Block starts at row 1
                block.row = 1;

                // add block to block group
                this.blockGroup.add(block);
            }
        }
    },

    aimBall: function(e){

        // if the player is not shooting...
        if(!this.shooting){

            // the player is aiming
            this.aiming = true;
        }
    },

    adjustBall: function(e){

        // if the player is aiming...
        if(this.aiming){

            // check distance between initial and current input  position
            var distX = e.position.x - e.positionDown.x;
            var distY = e.position.y - e.positionDown.y;

            // a vertical distance of at least 10 pixels is required
            if(distY > 10){

                // place the trajectory over the ball
                this.trajectory.position.set(this.ball.x, this.ball.y);

                // show trajectory
                this.trajectory.visible = true;

                // calculate direction
                this.direction = Phaser.Math.angleBetween(e.position.x, e.position.y, e.positionDown.x, e.positionDown.y);

                // adjust trajectory angle according to direction, in degrees
                this.trajectory.angle = Phaser.Math.radToDeg(this.direction) + 90;
            }
            else{

                // hide trajectory
                this.trajectory.visible = false;
            }
        }
    },

    shootBall: function(){

        // if the trajectory is visible...
        if(this.trajectory.visible){

            // get angle of fire in radians
            var angleOfFire = Phaser.Math.degToRad(this.trajectory.angle - 90);

            // set ball velocity
            this.ball.body.velocity.set(gameOptions.ballSpeed * Math.cos(angleOfFire), gameOptions.ballSpeed * Math.sin(angleOfFire));

            // the player is shooting!
            this.shooting = true;
        }

        // do not aim anymore
        this.aiming = false;

        // do not show the trajectory anymore
        this.trajectory.visible = false;
    },

    update: function(){

        // if the player is shooting...
        if(this.shooting){

            // check for collision between the ball and the score panel. Just check and make it bounce
            game.physics.arcade.collide(this.ball, this.scorePanel);

            // check for collision between the ball and blockGroup children
            game.physics.arcade.collide(this.ball, this.blockGroup, function(ball, block){

                // destroy the block
                block.destroy();
            }, null, this);

            // check for collision between the ball and the launch panel
            game.physics.arcade.collide(this.ball, this.launchPanel, function(){

                // stop the ball
                this.ball.body.velocity.set(0);

                // use a tween to scroll down blockGroup group
                var scrollTween = game.add.tween(this.blockGroup).to({
                    y: this.blockGroup.y + game.width / gameOptions.blocksPerLine
                }, 200, Phaser.Easing.Linear.None, true);

                // once the tween is completed...
                scrollTween.onComplete.add(function(){

                    // the player is not shooting
                    this.shooting = false;

                    // put the group in its original position
                    this.blockGroup.y = 0;

                    // loop through all blockGroup children
                    this.blockGroup.forEach(function(i){

                        // adjust vertical position
                        i.y += game.width / gameOptions.blocksPerLine;

                        // increment row property
                        i.row++;

                        // if a block is too close to the ball...
                        if(i.row == gameOptions.blocksPerLine){

                            // restart the gameOptions
                            game.state.start("PlayGame");
                        }
                    }, this);

                    // add a new line
                    this.placeLine();

                }, this)

            }, null, this);
        }
    }
}

Will I be able to make the entire game fit in less than 200 lines, comments excluded? The answer in next step, meanwhile download the source code.

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