Get the full commented source code of

HTML5 Suika Watermelon Game

Talking about Don't touch the spikes game, Game development, HTML5, Javascript and Phaser.

Ketchapp Games is really famous for publishing simple but fun games you can play in portrait mode with just your thumb while waiting for the train, the so-called hyper casual games. Recently I played Don’t Touch The Spikes and it’s the classic Ketchapp game: easy, fun and interesting to deconstruct. So I am going to show you this first prototype built with Phaser 3 and Matter physics. I am sure it could have been easily done with no physics engines at all like my circular endless runner prototype, but come on, let’s see something new. I have to warn you: defining custom collision shapes from a path is a bit of a pain, I had to do a lot of trial and error in order to create triangle collision work well. It would have been simpler if I used equilateral triangles, however. Ok, let me show you something:
Click or tap to make the ball float in the air. Hit a spike or fly off the stage, and the game will restart. The tiny purple lines are represent the debug draw, showing you the actual matter body shapes. The source code is still uncommented as I am fighting with triangles and friction but at least will be useful to show you how to set up a Matter physics world, create circles boxes and custom shapes, apply forces and check for collisions:
var game;
var gameOptions = {
}
window.onload = function() {
    var gameConfig = {
       type: Phaser.AUTO,
       width: 480,
       height: 640,
       backgroundColor: 0x000000,
       scene: playGame,
       physics: {
           default: "matter",
           matter: {
               debug: true
           }
        }
    }
    game = new Phaser.Game(gameConfig);
    window.focus();
    resize();
    window.addEventListener("resize", resize, false);
}
class playGame extends Phaser.Scene{
    constructor(){
        super("PlayGame");
    }
    preload(){
        this.load.image("wall", "wall.png");
        this.load.image("ball", "ball.png");
        this.load.image("leftspike", "leftspike.png");
        this.load.image("rightspike", "rightspike.png");
    }
    create(){
        this.matter.add.image(10, game.config.height / 2, "wall", null, {
            isStatic: true,
            label: "leftwall"
        });
        this.matter.add.image(game.config.width - 10, game.config.height / 2, "wall", null, {
            isStatic: true,
            label: "rightwall"
        });
        var leftSpikePath = this.matter.world.fromPath("-45 -35 45 0 -45 35");
        var rightSpikePath = this.matter.world.fromPath("-45 0 45 35 45 -35");
        this.leftSpike = this.matter.add.image(50, Phaser.Math.Between(50, game.config.height - 50), "leftspike", null, {
            isStatic: true,
            shape: {
                type: "fromVerts",
                verts: leftSpikePath
            },
            label: "spike"
        });
        this.rightSpike = this.matter.add.image(game.config.width - 50, Phaser.Math.Between(50, game.config.height - 50), "rightspike", null, {
            isStatic: true,
            shape: {
                type: "fromVerts",
                verts: rightSpikePath
            },
            label: "spike"
        });
        this.ball = this.matter.add.image(game.config.width / 2, game.config.height / 2, "ball");
        this.ball.setCircle();
        this.ball.setVelocity(7, 0);
        this.ball.setBounce(1);
        this.ball.setFriction(0);
        this.input.on("pointerdown", this.jump, this);
        this.matter.world.on("collisionstart", function (e, b1, b2) {
            if(b1.label == "spike" || b2.label == "spike"){
                this.scene.start("PlayGame");
            }
            if(b1.label == "leftwall" || b2.label == "leftwall"){
                this.rightSpike.y = Phaser.Math.Between(50, game.config.height - 50);
                this.ball.setVelocity(7, 0);
            }
            if(b1.label == "rightwall" || b2.label == "rightwall"){
                this.leftSpike.y = Phaser.Math.Between(50, game.config.height - 50);
                this.ball.setVelocity(-7, 0);
            }
        }, this);
    }
    jump(){
        this.ball.setVelocityY(-10);
    }
    update(){
        if(this.ball.y > game.config.height || this.ball.y < 0){
            this.scene.start("PlayGame");
        }
    }
};
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";
    }
}
Next time, some more optimization and feature, meanwhile you can download the source code.

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