Get the full commented source code of

HTML5 Suika Watermelon Game

Talking about Knife Hit game, Game development, HTML5, Javascript and Phaser.

Welcome to the fourth part of the Knife Hit HTML5 prototype made with Phaser.

The goal of the tutorial series is to create the engine of this famous game without using physics but only tweens and trigonometry.

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.

In step 3 we changed target speed and rotation direction, to make the game harder.

Now it’s time to add collectable items – the apple – which can be collected and split in two. All without using any physics engine.

The apple is a sprite sheet with three frames:

And now let’s have a look at the game:

Click or tap to throw a knife. Try to hit the apple and watch it split. If you have a mobile device, play directly at this link.

And here is 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");
        this.load.spritesheet("apple", "apple.png", {
            frameWidth: 70,
            frameHeight: 96
        });
    }

    // 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 to front
        this.target.depth = 1;

        // starting apple angle
        var appleAngle = Phaser.Math.Between(0, 360);

        // determing apple angle in radians
        var radians = Phaser.Math.DegToRad(appleAngle - 90);

        // adding the apple
        this.apple = this.add.sprite(this.target.x + (this.target.width / 2) * Math.cos(radians), this.target.y + (this.target.width / 2) * Math.sin(radians), "apple");

        // setting apple's anchor point to bottom center
        this.apple.setOrigin(0.5, 1);

        // setting apple sprite angle
        this.apple.angle = appleAngle;

        // saving apple start angle
        this.apple.startAngle = appleAngle;

        // apple depth is the same as target depth
        this.apple.depth = 1;

        // has the apple been hit?
        this.apple.hit = false;

        // 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){

                        // is the knife close enough to the apple? And the appls is still to be hit?
                        if(Math.abs(Phaser.Math.Angle.ShortestBetween(this.target.angle, 180 - this.apple.startAngle)) < gameOptions.minAngle && !this.apple.hit){

                            // apple has been hit
                            this.apple.hit = true;

                            // change apple frame to show one slice
                            this.apple.setFrame(1);

                            // add the other apple slice in the same apple posiiton
                            var slice = this.add.sprite(this.apple.x, this.apple.y, "apple", 2);

                            // same angle too.
                            slice.angle = this.apple.angle;

                            // and same origin
                            slice.setOrigin(0.5, 1);

                            // tween to make apple slices fall down
                            this.tweens.add({

                                // adding the knife to tween targets
                                targets: [this.apple, slice],

                                // y destination
                                y: game.config.height + this.apple.height,

                                // x destination
                                x: {

                                    // running a function to get different x ends for each slice according to frame number
                                    getEnd: function(target, key, value){
                                        return Phaser.Math.Between(0, game.config.width / 2) + (game.config.width / 2 * (target.frame.name - 1));
                                    }
                                },

                                // rotation destination, in radians
                                angle: 45,

                                // tween duration
                                duration: gameOptions.throwSpeed * 6,

                                // callback scope
                                callbackScope: this,

                                // function to be executed once the tween has been completed
                                onComplete: function(tween){

                                    // restart the game
                                    this.scene.start("PlayGame")
                                }
                            });
                        }

                        // 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 make the knife fall down
                        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);
        }

        // if the apple has not been hit...
        if(!this.apple.hit){

            // adjusting apple rotation
            this.apple.angle += this.currentRotationSpeed;

            // turning apple angle in radians
            var radians = Phaser.Math.DegToRad(this.apple.angle - 90);

            // adjusting apple position
            this.apple.x = this.target.x + (this.target.width / 2) * Math.cos(radians);
            this.apple.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";
    }
}

The prototype is almost finished, I need to add levels and bosses, but most of the work has already been done. Download the source code.

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