Talking about Knife Hit game, Game development, HTML5, Javascript and Phaser.
So we are building this physics game called Knife Hit without physics, and that’s fine, so let me show you a brief recap: In step 1 we built the main engine of the game where you can throw knives on a rotating target, and they plunge on the target and rotate with it. In step 2 we saw how to check if a knife lands on a knife which is already on the target. Now we are going to change target rotation at a certain interval of time, to make the game harder. Have a look: Click or tap to throw a knife. If you have a mobile device, play directly at this link. Ok how does it work? We define a start rotation and at a given interval a random value – which can be positive or negative – is added. Then we toss another random number to see if the target should rotate in the opposite direction. A clamp operation is performed to ensure we don’t get rotation speeds to high to make the game playable. Once we have the current direction speed and the new direction speed, we perform a linear interpolation through one second, by counting the time interval between two update cycles. Look at the completely commented source code:
// 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";
}
}
Never miss an update! Subscribe, and I will bother you by email only when a new game or full source code comes out.