Talking about Wheel of Fortune game, Game development, HTML5, Javascript and Phaser.
When rewarding your players with a wheel of fortune, sometimes you just need the same wheel each time, like in the example I showed you some days ago, sometimes you need to build your wheel on the fly adding or removing options. I am going to show you a wheel built on the fly using Phaser’s ability to draw slices on a graphic object then turn it into a sprite. Have a look at the example: Click or tap anywhere to spin the wheel, and have a look at the prize. This is the completely commented source code, you can compare it with the previous version to see how I generated the wheel on the fly rather than preloading an image.
// the game itself
var game;
var gameOptions = {
// slices (prizes) placed in the wheel
slices: 8,
// slice colors
sliceColors: [0xff0000, 0x00ff00, 0x0000ff, 0xffffff, 0x00ffff, 0xffff00, 0x888888, 0Xff00ff],
// prize names
slicePrizes: ["RED", "GREEN", "BLUE", "WHITE", "CYAN", "YELLOW", "GREY", "PURPLE"],
// wheel rotation duration, in milliseconds
rotationTime: 3000,
// wheel radius, in pixels
wheelRadius: 250
}
// once the window loads...
window.onload = function() {
// game configuration object
var gameConfig = {
// render type
type: Phaser.CANVAS,
// game width, in pixels
width: 600,
// game height, in pixels
height: 600,
// game background color
backgroundColor: 0x000000,
// 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("pin", "pin.png");
}
// method to be executed once the scene has been created
create(){
// calculating the degrees of each slice
var sliceDegrees = 360 / gameOptions.slices;
// making a graphic object without adding it to the game
var graphics = this.make.graphics({
x: 0,
y: 0,
add: false
});
// looping through each slice
for(var i = 0; i < gameOptions.slices; i++){
// setting graphics fill style
graphics.fillStyle(gameOptions.sliceColors[i], 1);
// drawing the slice
graphics.slice(gameOptions.wheelRadius, gameOptions.wheelRadius, gameOptions.wheelRadius, Phaser.Math.DegToRad(270 + i * sliceDegrees), Phaser.Math.DegToRad(270 + (i + 1) * sliceDegrees), false);
// filling the slice
graphics.fillPath();
}
// generate a texture called "wheel" from graphics data
graphics.generateTexture("wheel", gameOptions.wheelRadius * 2, gameOptions.wheelRadius * 2);
// creating a sprite with wheel image as if it was a preloaded image
this.wheel = this.add.sprite(game.config.width / 2, game.config.height / 2, "wheel");
// adding the pin in the middle of the canvas
this.pin = this.add.sprite(game.config.width / 2, game.config.height / 2, "pin");
// adding the text field
this.prizeText = this.add.text(game.config.width / 2, game.config.height - 20, "Spin the wheel", {
font: "bold 32px Arial",
align: "center",
color: "white"
});
// center the text
this.prizeText.setOrigin(0.5);
// the game has just started = we can spin the wheel
this.canSpin = true;
// waiting for your input, then calling "spinWheel" function
this.input.on("pointerdown", this.spinWheel, this);
}
// function to spin the wheel
spinWheel(){
// can we spin the wheel?
if(this.canSpin){
// resetting text field
this.prizeText.setText("");
// the wheel will spin round from 2 to 4 times. This is just coreography
var rounds = Phaser.Math.Between(2, 4);
// then will rotate by a random number from 0 to 360 degrees. This is the actual spin
var degrees = Phaser.Math.Between(0, 360);
// before the wheel ends spinning, we already know the prize according to "degrees" rotation and the number of slices
var prize = gameOptions.slices - 1 - Math.floor(degrees / (360 / gameOptions.slices));
// now the wheel cannot spin because it's already spinning
this.canSpin = false;
// animation tweeen for the spin: duration 3s, will rotate by (360 * rounds + degrees) degrees
// the quadratic easing will simulate friction
this.tweens.add({
// adding the wheel to tween targets
targets: [this.wheel],
// angle destination
angle: 360 * rounds + degrees,
// tween duration
duration: gameOptions.rotationTime,
// tween easing
ease: "Cubic.easeOut",
// callback scope
callbackScope: this,
// function to be executed once the tween has been completed
onComplete: function(tween){
// displaying prize text
this.prizeText.setText(gameOptions.slicePrizes[prize]);
// player can spin again
this.canSpin = true;
}
});
}
}
}
// 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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