Talking about Yeah Bunny game, Game development, HTML5, Javascript and Phaser.
The post about Yeah Bunny prototype has been one of my popular posts during these times so it’s time to update the prototype adding a very special kind of tile, a tile which was introduce not so long ago, when mobile gaming became popular. I am talking about the “STOP” tile, a tile which simply stops the player. Which may sound useless if you have a four direction controller, but is quite important in an auto runner like this yeah bunny prototype. Walking on the “STOP” tile – the red one – the character just stops running. In auto runner games, it’s used to stop the player and avoid spikes, or wait for elevators, or whatever your game design may suggest. Click or tap to jump, double jump or wall jump. Step on the red tile to stop. The core of the concept lies in recognizing which kind of tile the player is stepping on, like you can see in this full commented source code, where new lines added to the original post have been highlighted:
var game;
var gameOptions = {
// 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() {
var gameConfig = {
type: Phaser.CANVAS,
width: 640,
height: 480,
backgroundColor: 0x444444,
physics: {
default: "arcade",
arcade: {
gravity: {
y: 0
}
}
},
scene: [preloadGame, playGame]
}
game = new Phaser.Game(gameConfig);
}
class preloadGame extends Phaser.Scene{
constructor(){
super("PreloadGame");
}
preload(){
this.load.tilemapTiledJSON("level", "level.json");
this.load.image("tile", "tile.png");
this.load.image("hero", "hero.png");
}
create(){
this.scene.start("PlayGame");
}
}
class playGame extends Phaser.Scene{
constructor(){
super("PlayGame");
}
create(){
// creation of "level" tilemap
this.map = this.make.tilemap({
key: "level"
});
// adding tiles to tilemap
var tile = this.map.addTilesetImage("tileset01", "tile");
// which layers should we render? That's right, "layer01"
this.layer = this.map.createStaticLayer("layer01", tile);
// which tiles will collide? Tiles from 1 to 2
this.layer.setCollisionBetween(1, 2);
// adding the hero sprite and enabling ARCADE physics for the hero
this.hero = this.physics.add.sprite(200, 376, "hero");
// 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
this.input.on("pointerdown", this.handleJump, this);
// set workd bounds to allow camera to follow the player
this.cameras.main.setBounds(0, 0, 1920, 1440);
// making the camera follow the player
this.cameras.main.startFollow(this.hero);
}
handleJump(){
// 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(){
// set some default gravity values. Look at the function for more information
this.setDefaultValues();
// handling collision between the hero and the tiles
this.physics.world.collide(this.hero, this.layer, function(hero, layer){
// should the player stop?
var shouldStop = false;
// some temporary variables to determine if the player is blocked only once
var blockedDown = hero.body.blocked.down;
var blockedLeft = hero.body.blocked.left
var blockedRight = hero.body.blocked.right;
// if the hero hits something, no double jump is allowed
this.canDoubleJump = false;
// hero on the ground
if(blockedDown){
// if we are on tile 2 (stop tile)...
if(layer.index == 2){
// player should stop
shouldStop = true;
}
// hero can jump
this.canJump = true;
}
// hero on the ground and touching a wall on the right
if(blockedRight){
// horizontal flipping hero sprite
hero.flipX = true;
}
// hero on the ground and touching a wall on the right
if(blockedLeft){
// default orientation of hero sprite
hero.flipX = false;
}
// hero NOT on the ground and touching a wall
if((blockedRight || blockedLeft) && !blockedDown){
// hero on a wall
hero.scene.onWall = true;
// remove gravity
hero.body.gravity.y = 0;
// setting new y velocity
hero.body.velocity.y = gameOptions.playerGrip;
}
// adjusting hero speed according to the direction it's moving
this.setPlayerXVelocity(!this.onWall || blockedDown, shouldStop);
}, 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(){
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
// if stopIt is true, just stop the player
setPlayerXVelocity(defaultDirection, stopIt){
if(stopIt){
this.hero.body.velocity.x = 0;
}
else{
this.hero.body.velocity.x = gameOptions.playerSpeed * (this.hero.flipX ? -1 : 1) * (defaultDirection ? 1 : -1);
}
}
}
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