Talking about Risky Road game, Game development, HTML5, Javascript and Phaser.
I have something more to say about Risky Road game, so it’s time to see step 4 of the series.
A little recap: in first step i turned the infinite random terrain generator into a playable prototype, but it was on landscape mode and we know hyper casual games work a lot better on portrait mode, so second step featured a zoom to follow the action while playing in portrait.
Step three was built to let you see some advanced collision features, and now I want to add some extra elements to the terrain, so I am going to introduce randomly generated rocks.
Hitting a rock while driving at high speed often leads to game over because you lose your “diamond”, or whatever kind of stuff you are carrying, so I am sure rocks will make the game a little more difficult and unpredictable.
Rocks will also be managed by object pooling to save resources.
Have a look by yourself:
Tap and hold to accelerate, don’t make the crate fall off the cart. And obviously look at the random rocks.
I used trigonometry to place rocks at a random depth under the terrain, according to terrain segment center and angle.
Look at the completely commented source code:
var game;
var gameOptions = {
// start vertical point of the terrain, 0 = very top; 1 = very bottom
startTerrainHeight: 0.5,
// max slope amplitude, in pixels
amplitude: 100,
// slope length range, in pixels
slopeLength: [150, 350],
// a mountain is a a group of slopes.
mountainsAmount: 3,
// amount of slopes for each mountain
slopesPerMountain: 6,
// car acceleration
carAcceleration: 0.01,
// maximum car velocity
maxCarVelocity: 1,
// rocks ratio, in %
rocksRatio: 5
}
window.onload = function() {
let gameConfig = {
type: Phaser.AUTO,
backgroundColor: 0x75d5e3,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
parent: "thegame",
width: 750,
height: 1334
},
physics: {
default: "matter",
matter: {
debug: true,
debugBodyColor: 0x000000
}
},
scene: playGame
}
game = new Phaser.Game(gameConfig);
window.focus();
}
class playGame extends Phaser.Scene{
constructor(){
super("PlayGame");
}
create(){
// creation of pool arrays
this.bodyPool = [];
this.rocksPool = [];
// array to store mountains
this.mountainGraphics = [];
// mountain start coordinates
this.mountainStart = new Phaser.Math.Vector2(0, 0);
// loop through all mountains
for(let i = 0; i < gameOptions.mountainsAmount; i++){
// each mountain is a graphics object
this.mountainGraphics[i] = this.add.graphics();
// generateTerrain is the method to generate the terrain. The arguments are the graphics object and the start position
this.mountainStart = this.generateTerrain(this.mountainGraphics[i], this.mountainStart);
}
// method to add the car, arguments represent x and y position
this.addCar(250, game.config.height / 2 - 70);
// the car is not accelerating
this.isAccelerating = false;
// input management
this.input.on("pointerdown", this.accelerate, this);
this.input.on("pointerup", this.decelerate, this);
// collision check between the diamond and the car. Any other diamond collision is not allowed
this.matter.world.on("collisionstart", function(event, bodyA, bodyB){
if((bodyA.label == "diamond" && bodyB.label != "car") || (bodyB.label == "diamond" && bodyA.label != "car")){
this.scene.start("PlayGame")
}
}.bind(this));
// a text to show when we are flying
this.flyingText = this.add.text(100, 100, "FLYING!!", {
fontFamily: "Arial",
fontSize: 128,
color: "#FF8800"
});
this.flyingText.setVisible(false);
// variable to count the time flying
this.flyingTime = 0;
// this event will check all active collisions
this.matter.world.on("collisionactive", function(e){
// no wheels colliding
this.wheelsColliding = false;
// a collision made by a pair of bodies
e.pairs.forEach(function(p){
// if a colliding body's label is "wheel"...
if(p.bodyA.label == "wheel" || p.bodyB.label == "wheel"){
// at least a wheel is colliding
this.wheelsColliding = true;
}
}.bind(this))
}.bind(this))
}
// method to generate the terrain. Arguments: the graphics object and the start position
generateTerrain(graphics, mountainStart){
// place graphics object
graphics.x = mountainStart.x;
// draw the ground
graphics.clear();
// array to store slope points
let slopePoints = [];
// variable to count the amount of slopes
let slopes = 0;
// slope start point
let slopeStart = new Phaser.Math.Vector2(0, mountainStart.y);
// set a random slope length
let slopeLength = Phaser.Math.Between(gameOptions.slopeLength[0], gameOptions.slopeLength[1]);
// determine slope end point, with an exception if this is the first slope of the fist mountain: we want it to be flat
let slopeEnd = (mountainStart.x == 0) ? new Phaser.Math.Vector2(slopeStart.x + gameOptions.slopeLength[1] * 1.5, 0) : new Phaser.Math.Vector2(slopeStart.x + slopeLength, Math.random());
// current horizontal point
let pointX = 0;
// while we have less slopes than regular slopes amount per mountain...
while(slopes < gameOptions.slopesPerMountain){
// slope interpolation value
let interpolationVal = this.interpolate(slopeStart.y, slopeEnd.y, (pointX - slopeStart.x) / (slopeEnd.x - slopeStart.x));
// if current point is at the end of the slope...
if(pointX == slopeEnd.x){
// increase slopes amount
slopes ++;
// next slope start position
slopeStart = new Phaser.Math.Vector2(pointX, slopeEnd.y);
// next slope end position
slopeEnd = new Phaser.Math.Vector2(slopeEnd.x + Phaser.Math.Between(gameOptions.slopeLength[0], gameOptions.slopeLength[1]), Math.random());
// no need to interpolate, we use slope start y value
interpolationVal = slopeStart.y;
}
// current vertical point
let pointY = game.config.height * gameOptions.startTerrainHeight + interpolationVal * gameOptions.amplitude;
// add new point to slopePoints array
slopePoints.push(new Phaser.Math.Vector2(pointX, pointY));
// move on to next point
pointX ++ ;
}
// simplify the slope
let simpleSlope = simplify(slopePoints, 1, true);
// loop through all simpleSlope points starting from the second
for(let i = 1; i < simpleSlope.length; i++){
// define a line between previous and current simpleSlope points
let line = new Phaser.Geom.Line(simpleSlope[i - 1].x, simpleSlope[i - 1].y, simpleSlope[i].x, simpleSlope[i].y);
// calculate line length, which is the distance between the two points
let distance = Phaser.Geom.Line.Length(line);
// calculate the center of the line
let center = Phaser.Geom.Line.GetPoint(line, 0.5);
// calculate line angle
let angle = Phaser.Geom.Line.Angle(line);
// if the pool is empty...
if(this.bodyPool.length == 0){
// create a new rectangle body
let body = this.matter.add.rectangle(center.x + mountainStart.x, center.y, distance, 10, {
isStatic: true,
angle: angle,
friction: 1,
restitution: 0,
collisionFilter: {
category: 2
},
label: "ground"
});
// assign inPool property to check if the body is in the pool
body.inPool = false;
}
// if the pool is not empty...
else{
// get the body from the pool
let body = this.bodyPool.shift();
// change inPool property
body.inPool = false;
// reset, reshape and move the body to its new position
this.matter.body.setPosition(body, {
x: center.x + mountainStart.x,
y: center.y
});
let length = body.area / 10;
this.matter.body.setAngle(body, 0)
this.matter.body.scale(body, 1 / length, 1);
this.matter.body.scale(body, distance, 1);
this.matter.body.setAngle(body, angle);
}
// should we add a rock?
if(Phaser.Math.Between(0, 100) < gameOptions.rocksRatio && (mountainStart.x > 0 || i != 1)){
// random rock position
let size = Phaser.Math.Between(20, 30)
let depth = Phaser.Math.Between(0, size / 2)
let rockX = center.x + mountainStart.x + depth * Math.cos(angle + Math.PI / 2);
let rockY = center.y + depth * Math.sin(angle + Math.PI / 2);
// draw the rock
graphics.fillStyle(0x6b6b6b, 1);
graphics.fillCircle(rockX - mountainStart.x, rockY, size);
// if the pool is empty...
if(this.rocksPool.length == 0){
// create a new circle body
let rock = this.matter.add.circle(rockX, rockY, size, {
isStatic: true,
angle: angle,
friction: 1,
restitution: 0,
collisionFilter: {
category: 2
},
label: "rock"
});
// assign inPool property to check if the body is in the pool
rock.inPool = false;
}
else{
// get the rock from the pool
let rock = this.rocksPool.shift();
// resize the rock
this.matter.body.scale(rock, size / rock.circleRadius, size / rock.circleRadius);
// move the rock to its new position
this.matter.body.setPosition(rock, {
x: rockX,
y: rockY
});
rock.inPool = false;
}
}
}
// draw the slopes
graphics.moveTo(0, game.config.height * 2);
graphics.fillStyle(0x654b35);
graphics.beginPath();
simpleSlope.forEach(function(point){
graphics.lineTo(point.x, point.y);
}.bind(this))
graphics.lineTo(pointX, game.config.height * 2);
graphics.lineTo(0, game.config.height * 2);
graphics.closePath();
graphics.fillPath();
// draw the grass
graphics.lineStyle(16, 0x6b9b1e);
graphics.beginPath();
simpleSlope.forEach(function(point){
graphics.lineTo(point.x, point.y);
})
graphics.strokePath();
// assign a custom "width" property to the graphics object
graphics.width = pointX - 1
// return the coordinates of last mountain point
return new Phaser.Math.Vector2(graphics.x + pointX - 1, slopeStart.y);
}
// method to build the car
addCar(posX, posY){
// car is made by three rectangle bodies which will be merged into a compound object
let floor = Phaser.Physics.Matter.Matter.Bodies.rectangle(posX, posY, 100, 10, {
label: "car"
});
let rightBarrier = Phaser.Physics.Matter.Matter.Bodies.rectangle(posX + 45, posY - 15, 10, 20, {
label: "car"
});
let leftBarrier = Phaser.Physics.Matter.Matter.Bodies.rectangle(posX - 45, posY - 15, 10, 20, {
label: "car"
});
// this is how we create the compound object
this.body = Phaser.Physics.Matter.Matter.Body.create({
// array of single bodies
parts: [floor, leftBarrier, rightBarrier],
friction: 1,
restitution: 0
});
// add the body to the world
this.matter.world.add(this.body);
// the diamond. It cannot fall off the car
this.diamond = this.matter.add.rectangle(posX, posY - 40, 30, 30, {
friction: 1,
restitution: 0,
label: "diamond"
});
// add front wheel. A circle
this.frontWheel = this.matter.add.circle(posX + 35, posY + 25, 30, {
friction: 1,
restitution: 0,
collisionFilter: {
mask: 2
},
label: "wheel"
});
// add rear wheel
this.rearWheel = this.matter.add.circle(posX - 35, posY + 25, 30, {
friction: 1,
restitution: 0,
collisionFilter: {
mask: 2
},
label: "wheel"
});
// these two constraints will bind front wheel to the body
this.matter.add.constraint(this.body, this.frontWheel, 20, 0, {
pointA: {
x: 30,
y: 0
}
});
this.matter.add.constraint(this.body, this.frontWheel, 20, 0, {
pointA: {
x: 45,
y: 0
}
});
// same thing for rear wheel
this.matter.add.constraint(this.body, this.rearWheel, 20, 0, {
pointA: {
x: -30,
y: 0
}
});
this.matter.add.constraint(this.body, this.rearWheel, 20, 0, {
pointA: {
x: -45,
y: 0
}
});
}
// method to accelerate
accelerate(){
this.isAccelerating = true;
}
// method to decelerate
decelerate(){
this.isAccelerating = false;
}
update(t, dt){
// if wheels aren't colliding...
if(!this.wheelsColliding){
// add frame delta time to flying time
this.flyingTime += dt;
// we can say the car is flying when it's in the air for more than 0.5 seconds
if(this.flyingTime > 500){
// show flying text
this.flyingText.setVisible(true);
}
}
// if wheels aren colliding...
else{
// reset flying time
this.flyingTime = 0;
// hide flying text
this.flyingText.setVisible(false);
}
// zoom is calculated according to car speed.
// zoom = 1: no zoom
// zoom > 1: zoom in
// zoom < 1: zoom out
let zoom = 1 - Phaser.Math.Clamp(this.body.speed, 0, 15) / 25
// zoomTo method allows the camera to zoom at "zoom" ratio in 1000 milliseconds
// the most important argument is the 4th argument.
// If set to "false", camera won't adjust its zoom if already zooming.
this.cameras.main.zoomTo(zoom, 1000, "Linear", false);
// make the game follow the car
this.cameras.main.scrollX = this.body.position.x - game.config.width / 4 + game.config.width * (1 - this.cameras.main.zoom);
this.cameras.main.scrollY = this.body.position.y - game.config.height / 2.2;
// flyingText too should follow the car
this.flyingText.x = 100 + this.cameras.main.scrollX;
// adjust velocity according to acceleration
if(this.isAccelerating){
let velocity = this.frontWheel.angularSpeed + gameOptions.carAcceleration;
velocity = Phaser.Math.Clamp(velocity, 0, gameOptions.maxCarVelocity);
// set angular velocity to wheels
this.matter.body.setAngularVelocity(this.frontWheel, velocity);
this.matter.body.setAngularVelocity(this.rearWheel, velocity);
}
// loop through all mountains
this.mountainGraphics.forEach(function(item){
// if the mountain leaves the screen to the left...
if(this.cameras.main.scrollX > item.x + item.width + game.config.width){
// reuse the mountain
this.mountainStart = this.generateTerrain(item, this.mountainStart)
}
}.bind(this));
// get all bodies
let bodies = this.matter.world.localWorld.bodies;
// loop through all bodies
bodies.forEach(function(body){
// if the body is out of camera view to the left side and is not yet in the pool..
if(this.cameras.main.scrollX > body.position.x + game.config.width && !body.inPool){
// ...add the body to proper pool
switch(body.label){
case "ground":
this.bodyPool.push(body);
break;
case "rock":
this.rocksPool.push(body);
break;
}
body.inPool = true;
}
}.bind(this))
}
// method to apply a cosine interpolation between two points
interpolate(vFrom, vTo, delta){
let interpolation = (1 - Math.cos(delta * Math.PI)) * 0.5;
return vFrom * (1 - interpolation) + vTo * interpolation;
}
}
If you compare the source code with the ones in previous editions, I optimized a bit the object pooling by using only one array.
The hard work of optimizing the number of polygons used to generate the terrain is done by Simplify.js library.
Now you have a random generated terrain with hills, with scattered rocks here and there. Download the source code.
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