Build a HTML5 game like “Knife Hit” with Phaser 3 using only tweens and trigonometry – changing target speed
Talking about Knife Hit game, Game development, HTML5, Javascript and Phaser.
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// the game itself
var game;
// global game options
var gameOptions = {
// target rotation speed, in degrees per frame
rotationSpeed: 3,
// knife throwing duration, in milliseconds
throwSpeed: 150,
// minimum angle between two knives
minAngle: 15,
// max rotation speed variation, in degrees per frame
rotationVariation: 2,
// interval before next rotation speed variation, in milliseconds
changeTime: 2000,
// maximum rotation speed, in degrees per frame
maxRotationSpeed: 6
}
// once the window loads...
window.onload = function() {
// game configuration object
var gameConfig = {
// render type
type: Phaser.CANVAS,
// game width, in pixels
width: 750,
// game height, in pixels
height: 1334,
// game background color
backgroundColor: 0x444444,
// scenes used by the game
scene: [playGame]
};
// game constructor
game = new Phaser.Game(gameConfig);
// pure javascript to give focus to the page/frame and scale the game
window.focus()
resize();
window.addEventListener("resize", resize, false);
}
// PlayGame scene
class playGame extends Phaser.Scene{
// constructor
constructor(){
super("PlayGame");
}
// method to be executed when the scene preloads
preload(){
// loading assets
this.load.image("target", "target.png");
this.load.image("knife", "knife.png");
}
// method to be executed once the scene has been created
create(){
// at the beginning of the game, both current rotation speed and new rotation speed are set to default rotation speed
this.currentRotationSpeed = gameOptions.rotationSpeed;
this.newRotationSpeed = gameOptions.rotationSpeed;
// can the player throw a knife? Yes, at the beginning of the game
this.canThrow = true;
// group to store all rotating knives
this.knifeGroup = this.add.group();
// adding the knife
this.knife = this.add.sprite(game.config.width / 2, game.config.height / 5 * 4, "knife");
// adding the target
this.target = this.add.sprite(game.config.width / 2, 400, "target");
// moving the target on front
this.target.depth = 1;
// waiting for player input to throw a knife
this.input.on("pointerdown", this.throwKnife, this);
// this is how we create a looped timer event
var timedEvent = this.time.addEvent({
delay: gameOptions.changeTime,
callback: this.changeSpeed,
callbackScope: this,
loop: true
});
}
// method to change the rotation speed of the target
changeSpeed(){
// ternary operator to choose from +1 and -1
var sign = Phaser.Math.Between(0, 1) == 0 ? -1 : 1;
// random number between -gameOptions.rotationVariation and gameOptions.rotationVariation
var variation = Phaser.Math.FloatBetween(-gameOptions.rotationVariation, gameOptions.rotationVariation);
// new rotation speed
this.newRotationSpeed = (this.currentRotationSpeed + variation) * sign;
// setting new rotation speed limits
this.newRotationSpeed = Phaser.Math.Clamp(this.newRotationSpeed, -gameOptions.maxRotationSpeed, gameOptions.maxRotationSpeed);
}
// method to throw a knife
throwKnife(){
// can the player throw?
if(this.canThrow){
// player can't throw anymore
this.canThrow = false;
// tween to throw the knife
this.tweens.add({
// adding the knife to tween targets
targets: [this.knife],
// y destination
y: this.target.y + this.target.width / 2,
// tween duration
duration: gameOptions.throwSpeed,
// callback scope
callbackScope: this,
// function to be executed once the tween has been completed
onComplete: function(tween){
// at the moment, this is a legal hit
var legalHit = true;
// getting an array with all rotating knives
var children = this.knifeGroup.getChildren();
// looping through rotating knives
for (var i = 0; i < children.length; i++){
// is the knife too close to the i-th knife?
if(Math.abs(Phaser.Math.Angle.ShortestBetween(this.target.angle, children[i].impactAngle)) < gameOptions.minAngle){
// this is not a legal hit
legalHit = false;
// no need to continue with the loop
break;
}
}
// is this a legal hit?
if(legalHit){
// player can now throw again
this.canThrow = true;
// adding the rotating knife in the same place of the knife just landed on target
var knife = this.add.sprite(this.knife.x, this.knife.y, "knife");
// impactAngle property saves the target angle when the knife hits the target
knife.impactAngle = this.target.angle;
// adding the rotating knife to knifeGroup group
this.knifeGroup.add(knife);
// bringing back the knife to its starting position
this.knife.y = game.config.height / 5 * 4;
}
// in case this is not a legal hit
else{
// tween to throw the knife
this.tweens.add({
// adding the knife to tween targets
targets: [this.knife],
// y destination
y: game.config.height + this.knife.height,
// rotation destination, in radians
rotation: 5,
// tween duration
duration: gameOptions.throwSpeed * 4,
// callback scope
callbackScope: this,
// function to be executed once the tween has been completed
onComplete: function(tween){
// restart the game
this.scene.start("PlayGame")
}
});
}
}
});
}
}
// method to be executed at each frame. Please notice the arguments.
update(time, delta){
// rotating the target
this.target.angle += this.currentRotationSpeed;
// getting an array with all rotating knives
var children = this.knifeGroup.getChildren();
// looping through rotating knives
for (var i = 0; i < children.length; i++){
// rotating the knife
children[i].angle += this.currentRotationSpeed;
// turning knife angle in radians
var radians = Phaser.Math.DegToRad(children[i].angle + 90);
// trigonometry to make the knife rotate around target center
children[i].x = this.target.x + (this.target.width / 2) * Math.cos(radians);
children[i].y = this.target.y + (this.target.width / 2) * Math.sin(radians);
}
// adjusting current rotation speed using linear interpolation
this.currentRotationSpeed = Phaser.Math.Linear(this.currentRotationSpeed, this.newRotationSpeed, delta / 1000);
}
}
// pure javascript to scale the game
function resize() {
var canvas = document.querySelector("canvas");
var windowWidth = window.innerWidth;
var windowHeight = window.innerHeight;
var windowRatio = windowWidth / windowHeight;
var gameRatio = game.config.width / game.config.height;
if(windowRatio < gameRatio){
canvas.style.width = windowWidth + "px";
canvas.style.height = (windowWidth / gameRatio) + "px";
}
else{
canvas.style.width = (windowHeight * gameRatio) + "px";
canvas.style.height = windowHeight + "px";
}
}
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