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Talking about Wheel of Fortune game, Game development, HTML5, Javascript and Phaser.

Here we go with a new update to the wheel of fortune series. This will probably be the last update, unless you suggest a new stunning feature to add. We can build the wheel of fortune on the fly and customize almost everything, and now we also have icons on each slice. Have a look:
Click or tap anywhere to spin the wheel, and get your prize. Icons are provided by Freepik This is my first Phaser 3 script which uses the containers, an enhanced version of old Phaser 2 groups. Icons are stored in an array then added at once. And this is the completely commented source code:
// the game itself
var game;

var gameOptions = {

    // slices configuration
    slices: [
        {
            degrees: 40,
            startColor: 0xff0000,
            endColor: 0xff8800,
            rings: 3,
            iconFrame: 1,
            iconScale: 0.4,
            text: "BANANA"
        },
        {
            degrees: 60,
            startColor: 0x00ff00,
            endColor: 0x004400,
            rings: 200,
            iconFrame: 0,
            iconScale: 0.4,
            text: "PEAR"
        },
        {
            degrees: 125,
            startColor: 0xff00ff,
            endColor: 0x0000ff,
            rings: 10,
            iconFrame: 2,
            iconScale: 0.4,
            text: "ORANGE"
        },
        {
            degrees: 45,
            startColor: 0x666666,
            endColor: 0x999999,
            rings: 200,
            iconFrame: 3,
            iconScale: 0.4,
            text: "STRAWBERRY"
        },
        {
            degrees: 90,
            startColor: 0x000000,
            endColor: 0xffff00,
            rings: 1,
            iconFrame: 4,
            iconScale: 0.4,
            text: "CHERRY"
        }
    ],

    // wheel rotation duration range, in milliseconds
    rotationTimeRange: {
        min: 3000,
        max: 4500
    },

    // wheel rounds before it stops
    wheelRounds: {
        min: 2,
        max: 11
    },

    // degrees the wheel will rotate in the opposite direction before it stops
    backSpin: {
        min: 1,
        max: 4
    },

    // wheel radius, in pixels
    wheelRadius: 240,

    // color of stroke lines
    strokeColor: 0xffffff,

    // width of stroke lines
    strokeWidth: 5
}

// 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 pin image
        this.load.image("pin", "pin.png");

        // loading icons spritesheet
        this.load.spritesheet("icons", "icons.png", {
            frameWidth: 256,
            frameHeight: 256
        });

    }

    // method to be executed once the scene has been created
    create(){

        // starting degrees
        var startDegrees = -90;

        // making a graphic object without adding it to the game
        var graphics = this.make.graphics({
            x: 0,
            y: 0,
            add: false
        });

        // adding a container to group wheel and icons
        this.wheelContainer = this.add.container(game.config.width / 2, game.config.height / 2);

        // array which will contain all icons
        var iconArray = [];

        // looping through each slice
        for(var i = 0; i < gameOptions.slices.length; i++){

            // converting colors from 0xRRGGBB format to Color objects
            var startColor = Phaser.Display.Color.ValueToColor(gameOptions.slices[i].startColor);
            var endColor = Phaser.Display.Color.ValueToColor(gameOptions.slices[i].endColor)

            for(var j = gameOptions.slices[i].rings; j > 0; j--){

                // interpolate colors
                var ringColor = Phaser.Display.Color.Interpolate.ColorWithColor(startColor,endColor, gameOptions.slices[i].rings, j);

                // converting the interpolated color to 0xRRGGBB format
                var ringColorString = Phaser.Display.Color.RGBToString(Math.round(ringColor.r), Math.round(ringColor.g), Math.round(ringColor.b), 0, "0x");

                // setting fill style
                graphics.fillStyle(ringColorString, 1);

                // drawing the slice
                graphics.slice(gameOptions.wheelRadius + gameOptions.strokeWidth, gameOptions.wheelRadius + gameOptions.strokeWidth, j * gameOptions.wheelRadius / gameOptions.slices[i].rings, Phaser.Math.DegToRad(startDegrees), Phaser.Math.DegToRad(startDegrees + gameOptions.slices[i].degrees), false);

                // filling the slice
                graphics.fillPath();
            }

            // setting line style
            graphics.lineStyle(gameOptions.strokeWidth, gameOptions.strokeColor, 1);

            // drawing the biggest slice
            graphics.slice(gameOptions.wheelRadius + gameOptions.strokeWidth, gameOptions.wheelRadius + gameOptions.strokeWidth, gameOptions.wheelRadius, Phaser.Math.DegToRad(startDegrees), Phaser.Math.DegToRad(startDegrees + gameOptions.slices[i].degrees), false);

            // stroking the slice
            graphics.strokePath();

            // adding the icon
            var icon = this.add.image(gameOptions.wheelRadius * 0.75 * Math.cos(Phaser.Math.DegToRad(startDegrees + gameOptions.slices[i].degrees / 2)), gameOptions.wheelRadius * 0.75 * Math.sin(Phaser.Math.DegToRad(startDegrees + gameOptions.slices[i].degrees / 2)), "icons", gameOptions.slices[i].iconFrame);

            // scaling the icon according to game preferences
            icon.scaleX = gameOptions.slices[i].iconScale;
            icon.scaleY = gameOptions.slices[i].iconScale;

            // rotating the icon
            icon.angle = startDegrees + gameOptions.slices[i].degrees / 2 + 90;

            // adding the icon to icon array
            iconArray.push(icon);

            // updating degrees
            startDegrees += gameOptions.slices[i].degrees;

        }

        // generate a texture called "wheel" from graphics data
        graphics.generateTexture("wheel", (gameOptions.wheelRadius + gameOptions.strokeWidth) * 2, (gameOptions.wheelRadius + gameOptions.strokeWidth) * 2);

        // creating a sprite with wheel image as if it was a preloaded image
        var wheel = this.add.sprite(0, 0, "wheel");

        // adding the wheel to the container
        this.wheelContainer.add(wheel);

        // adding all iconArray items to the container
        this.wheelContainer.add(iconArray);

        // 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 for some times. This is just coreography
            var rounds = Phaser.Math.Between(gameOptions.wheelRounds.min, gameOptions.wheelRounds.max);

            // then will rotate by a random number from 0 to 360 degrees. This is the actual spin
            var degrees = Phaser.Math.Between(0, 360);

            // then will rotate back by a random amount of degrees
            var backDegrees = Phaser.Math.Between(gameOptions.backSpin.min, gameOptions.backSpin.max);

            // before the wheel ends spinning, we already know the prize
            var prizeDegree = 0;

            // looping through slices
            for(var i = gameOptions.slices.length - 1; i >= 0; i--){

                // adding current slice angle to prizeDegree
                prizeDegree += gameOptions.slices[i].degrees;

                // if it's greater than the random angle...
                if(prizeDegree > degrees - backDegrees){

                    // we found the prize
                    var prize = i;
                    break;
                }
            }

            // 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 container to tween targets
                targets: [this.wheelContainer],

                // angle destination
                angle: 360 * rounds + degrees,

                // tween duration
                duration: Phaser.Math.Between(gameOptions.rotationTimeRange.min, gameOptions.rotationTimeRange.max),

                // tween easing
                ease: "Cubic.easeOut",

                // callback scope
                callbackScope: this,

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

                    // another tween to rotate a bit in the opposite direction
                    this.tweens.add({
                        targets: [this.wheelContainer],
                        angle: this.wheelContainer.angle - backDegrees,
                        duration: Phaser.Math.Between(gameOptions.rotationTimeRange.min, gameOptions.rotationTimeRange.max) / 2,
                        ease: "Cubic.easeIn",
                        callbackScope: this,
                        onComplete: function(tween){

                            // displaying prize text
                            this.prizeText.setText(gameOptions.slices[prize].text);

                            // 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";
    }
}
Have fun with it, I hope you enjoyed the series. Download the source code. If you manage to make something useful out of it, let me know.

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