Talking about Circular endless runner game, Game development, HTML5, Javascript and Phaser.
Here we go with another step in the creation of the circular endless runner built without using any physics engine. Let’s make a small recap: In step 1 we covered the basics of a circular endless runner featuring double jump only using trigonometry. With no physics engine involved in the creation, it’s easy to port it to other languages. In step 2 we added obstacles, reusing them again and again to save resources while giving the feeling of an infinite runner. In step 3 trigonometry strikes back as we handle collisions. In step 4 triple, quadruple or even quintuple jumps have been added. Now we are going to add some eye catching effects like a trail following the player, as well as a camera shake and an explosion when the player hits a spike. Look at the result: Click or tap to jump and double jump, or even to make a triple jump. Look at the trail and the explosion effect when the player dies. Phaser features a built in camera shake effect, so actually creating the shake effect was a matter of one single line of code. About the trail and the explosion, they are particle effects. Once configured the particle emitters, one was set as explosion, one was told to follow the player, and that’s it. Look at the commented source code to have more information:
// the game itself
var game;
// global object with all customizable options
var gameOptions = {
// radius of the big circle - the "planet" - in pixels
bigCircleRadius: 250,
// radius of the small circle, in pixels
playerRadius: 25,
// player speed, in degrees per frame
playerSpeed: 1,
// world gravity
worldGravity: 0.8,
// jump force. First element is the first jump, second element - if any - the double jump, third element - if any - the triple jump and so on
jumpForce: [12, 9, 6],
// spike size - width, height - in pixels
spikeSize: [25, 50],
// distance needed to consider the player close to a spike, in degrees
closeToSpike: 10,
// distance needed to consider the player far from a spike, in degrees
farFromSpike: 35
}
window.onload = function() {
// game configuration object
var gameConfig = {
thpe: Phaser.CANVAS,
width: 800,
height: 800,
scene: [playGame]
}
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("bigcircle", "bigcircle.png");
this.load.image("player", "player.png");
this.load.image("spike", "spike.png");
this.load.image("mask", "mask.png");
this.load.image("particle", "particle.png");
}
create(){
// flag to see if it's game over
this.gameOver = false;
// adding a group which will contain all spikes
this.spikeGroup = this.add.group();
// adding the big circle, the "planet", placed in the middle of the canvas
this.bigCircle = this.add.sprite(game.config.width / 2, game.config.height / 2, "bigcircle");
this.bigCircle.displayWidth = gameOptions.bigCircleRadius * 2;
this.bigCircle.displayHeight = gameOptions.bigCircleRadius * 2;
// placing the player, just above the top of the "planet"
this.player = this.add.sprite(game.config.width / 2, game.config.height / 2 - gameOptions.bigCircleRadius - gameOptions.playerRadius, "player");
this.player.displayWidth = gameOptions.playerRadius * 2;
this.player.displayHeight = gameOptions.playerRadius * 2;
// a few custom properties: currentAngle is the angle of the player
this.player.currentAngle = -80;
// jumpOffset is the amount of pixels to be added to player position when it jumps
this.player.jumpOffset = 0;
// how many jumps is the player doing?
this.player.jumps = 0;
// current jump force
this.player.jumpForce = 0;
// when the player clicks/taps on the canvas...
this.input.on("pointerdown", function(e){
// can the player jump?
if(this.player.jumps < gameOptions.jumpForce.length){
// player is jumping once more
this.player.jumps ++;
// adding the proper jump force to player's jumpForce property
this.player.jumpForce = gameOptions.jumpForce[this.player.jumps - 1];
}
}, this);
// we are going to place nine spikes
for(var i = 0; i < 9; i ++){
// adding the spike on the canvas
var spike = this.add.sprite(0, 0, "spike");
// set spike origin point to left and horizontal middle
spike.setOrigin(0, 0.5);
// adding the spike to spike group
this.spikeGroup.add(spike);
// place the spike. Arguments are the spike itself and the quadrant of the big circle
this.placeSpike(spike, Math.floor(i / 3));
}
// adding the mask image which will act like a "fog" to hide and show spikes
this.maskImage = this.add.sprite(game.config.width / 2, game.config.height / 2, "mask");
// creating a particle system uising "particle" image
var particles = this.add.particles("particle");
// trail emitter configuration
this.emitter = particles.createEmitter({
// particle speed - particles do not move
speed: 0,
// particle scale: from 1 to zero
scale: {
start: 1,
end: 0
},
// particle alpha: from opaque to transparent
alpha: {
start: 1,
end: 0
},
// particle frequency: one particle every 100 milliseconds
frequency: 100,
// particle lifespan: 1 second
lifespan: 1000
});
// making the emitter follow the player
this.emitter.startFollow(this.player);
}
// method to randomly place a spike into a quadrant
placeSpike(spike, quadrant){
// choosing a random angle
var randomAngle = Phaser.Math.Angle.WrapDegrees(Phaser.Math.Between(quadrant * 90, (quadrant + 1) * 90));
// this is the same random angle converted in radians
var randomAngleRadians = Phaser.Math.DegToRad(randomAngle);
// determining spike position according to its angle
var spikeX = this.bigCircle.x + (gameOptions.bigCircleRadius - Phaser.Math.Between(4, 25)) * Math.cos(randomAngleRadians);
var spikeY = this.bigCircle.y + (gameOptions.bigCircleRadius - Phaser.Math.Between(4, 25)) * Math.sin(randomAngleRadians);
spike.x = spikeX;
spike.y = spikeY;
// saving spike's quadrant in a custom property
spike.quadrant = quadrant;
// setting spike angke
spike.angle = randomAngle;
// saving the three spike vertices in custom properties
spike.top = new Phaser.Math.Vector2(spikeX + gameOptions.spikeSize[1] * Math.cos(randomAngleRadians), spikeY + gameOptions.spikeSize[1] * Math.sin(randomAngleRadians));
spike.base1 = new Phaser.Math.Vector2(spikeX + gameOptions.spikeSize[0] / 2 * Math.cos(randomAngleRadians + Math.PI / 2), spikeY + gameOptions.spikeSize[0] / 2 * Math.sin(randomAngleRadians + Math.PI / 2));
spike.base2 = new Phaser.Math.Vector2(spikeX + gameOptions.spikeSize[0] / 2 * Math.cos(randomAngleRadians - Math.PI / 2), spikeY + gameOptions.spikeSize[0] / 2 * Math.sin(randomAngleRadians - Math.PI / 2));
// is the player approaching to the spike?
spike.approaching = false;
}
// method to be executed at each frame
update(){
// are we playing?
if(!this.gameOver){
// is the player jumping?
if(this.player.jumps > 0){
// adjusting player jump offset
this.player.jumpOffset += this.player.jumpForce;
// decreasing jump force due to gravity
this.player.jumpForce -= gameOptions.worldGravity;
// if jumpOffset is less than zero, it means the player touched the ground
if(this.player.jumpOffset < 0){
// setting jump offset to zero
this.player.jumpOffset = 0;
// player is not jumping anymore
this.player.jumps = 0;
// there is no jump force
this.player.jumpForce = 0;
}
}
// setting new player current angle according to current position and speed
this.player.currentAngle = Phaser.Math.Angle.WrapDegrees(this.player.currentAngle + gameOptions.playerSpeed);
// moving the mask image accordingly
this.maskImage.angle = this.player.currentAngle + 90;
// getting the same angle in radians
var radians = Phaser.Math.DegToRad(this.player.currentAngle);
// determining the distance from the center according to planet radius, player radius and jump offset
var distanceFromCenter = (gameOptions.bigCircleRadius * 2 + gameOptions.playerRadius * 2) / 2 + this.player.jumpOffset;
// position the player using trigonometry
this.player.x = this.bigCircle.x + distanceFromCenter * Math.cos(radians);
this.player.y = this.bigCircle.y + distanceFromCenter * Math.sin(radians);
// determining the number of revolutions the player has to do move according to planet and player size
var revolutions = (gameOptions.bigCircleRadius * 2) / (gameOptions.playerRadius * 2) + 1;
// set player rotation according to current angle and the number of revolutions needed
this.player.angle = this.player.currentAngle * revolutions;
// looping through each spike, as child of spikeGroup
this.spikeGroup.children.iterate(function(spike){
// getting angle difference between the spike and the player
var angleDiff = this.getAngleDifference(spike.angle, this.player.currentAngle);
// if the player is not approaching the spike and it's close enough...
if(!spike.approaching && angleDiff < gameOptions.closeToSpike){
// player is approaching the spike
spike.approaching = true;
}
// if the player is approaching the spike...
if(spike.approaching){
// checking for collision between the player and the two triangle sizes
if(this.distToSegmentSquared(new Phaser.Math.Vector2(this.player.x, this.player.y), gameOptions.playerRadius, spike.top, spike.base1) || this.distToSegmentSquared(new Phaser.Math.Vector2(this.player.x, this.player.y), gameOptions.playerRadius, spike.top, spike.base2)){
// game over man...
this.gameOver = true;
// stop leaving a trail
this.emitter.stop();
// shaking the camera
this.cameras.main.shake(800, 0.01);
// waiting 2 seconds
this.time.addEvent({
// delay, in milliseconds
delay: 2000,
// callback function, to restart the scene
callback: function(){
this.scene.start("PlayGame");
},
// callback scope
callbackScope: this
});
// let's make an explosion, first we define the particle...
var particles = this.add.particles("particle");
// ... then the emitter
var emitter = particles.createEmitter({
// particle speed
speed: {
min: -50,
max: 50
},
// particle size
scale: {
start: 0.2,
end: 0.25
},
// particle alpha
alpha: {
start: 1,
end: 0
},
// particle lifespan, in milliseconds
lifespan: 2000
})
// create an explosion with 70 particles at player position
emitter.explode(70, this.player.x, this.player.y);
// hide the player
this.player.visible = false;
}
// if we are getting too far from the spike...
if(angleDiff > gameOptions.farFromSpike){
// recycle the spike and move it in a random position three quadrants further
this.placeSpike(spike, (spike.quadrant + 3) % 4);
}
}
}, this);
}
}
// function to get the minimum difference between two angles a1 and a2
getAngleDifference(a1, a2){
var angleDifference = a1 - a2
angleDifference += (angleDifference > 180) ? -360 : (angleDifference < -180) ? 360 : 0
return Math.abs(angleDifference);
}
// function to get the distance between two points p1 and p2
getDistance(p1, p2){
return (p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y);
}
// function to determine if a circle is touching a line segment given the circle center, the radius and the points defining the segment
distToSegmentSquared(circleCenter, circleRadius, segmentStart, segmentEnd){
var l2 = this.getDistance(segmentStart, segmentEnd);
var t = ((circleCenter.x - segmentStart.x) * (segmentEnd.x - segmentStart.x) + (circleCenter.y - segmentStart.y) * (segmentEnd.y - segmentStart.y)) / l2;
t = Math.max(0, Math.min(1, t));
var tX = segmentStart.x + t * (segmentEnd.x - segmentStart.x);
var tY = segmentStart.y + t * (segmentEnd.y - segmentStart.y);
var tPoint = {
x: tX,
y: tY
}
return this.getDistance(circleCenter, tPoint) < circleRadius * circleRadius;
}
}
// 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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