Get the full commented source code of

HTML5 Suika Watermelon Game

Talking about DROP'd game, Game development, HTML5, Javascript and Phaser.

Usually, you never use a feature until you really need it. In my case, I was improving my DROP’d prototype and using a single sprite for each platform wasn’t enough.

I wanted my platforms to have a stroke effect, a random pattern inside, and a “Kawaii” face. That’s three different things, but they could have been two, or five, or sixteen. It doesn’t matter.

Why didn’t I just draw the final platform with Photoshop, then load it as a Phaser sprite like I did a million times?

Well, because I wanted platforms to have a random width, and having a single sprite scaled to random size would eventually make textures look, let’s say, “not that good”.

Luckily, Phaser features RenderTexture game object. A Render Texture is a special texture that allows any number of game objects to be drawn to it.

You can take many complex objects and draw them all to this one texture.

So, the platforms you are going to see in this prototype have been built using a RenderTexture with a graphic object, a tilesprite and a sprite.

Look at the result:

Tap to destroy your platform, and try to land on green platform. If you miss it, it’s game over. But most of all, look how I am destroying platforms and obviously at platform texture.

This is possible thanks to RenderTexture.

Look at the source code, with the new code highlighted and commented:

let game;
let gameOptions = {
    firstPlatformPosition: 2 / 10,
    gameGravity: 1700,
    platformHorizontalSpeedRange: [250, 400],
    platformLengthRange: [120, 300],
    platformVerticalDistanceRange: [150, 250],
    platformHeight: 50
}
window.onload = function() {
    let gameConfig = {
        type: Phaser.AUTO,
        backgroundColor:0x87ceea,
        scale: {
            mode: Phaser.Scale.FIT,
            autoCenter: Phaser.Scale.CENTER_BOTH,
            parent: "thegame",
            width: 750,
            height: 1334
        },
        physics: {
            default: "arcade",
            arcade: {
                gravity: {
                    y: gameOptions.gameGravity
                }
            }
        },
        scene: playGame
    }
    game = new Phaser.Game(gameConfig);
    window.focus();
}
class playGame extends Phaser.Scene {
    constructor() {
        super("PlayGame");
    }
    preload() {
        this.load.image("hero", "hero.png");

        // pattern to fill the platform
        this.load.image("pattern", "pattern.png");

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

        // particle image, a 16x16 white square
        this.load.image("particle", "particle.png");
    }
    create() {

        // create a graphics game object and set it invisible
        this.borderGraphics = this.add.graphics();
        this.borderGraphics.setVisible(false);

        // create a big tile sprite and set it invisible
        this.pattern = this.add.tileSprite(game.config.width / 2, gameOptions.platformHeight / 2, game.config.width, gameOptions.platformHeight * 2, "pattern")
        this.pattern.setVisible(false);

        // create eyes sprite and set it invisible
        this.eyes = this.add.sprite(0, 0, "eyes");
        this.eyes.setVisible(false);
        this.platformGroup = this.physics.add.group();
        for (let i = 0; i < 10; i ++) {
            this.addPlatform(i == 0);
        }
        this.hero = this.physics.add.sprite(game.config.width / 2, 0, "hero");
        this.hero.setFrictionX(1);
        this.canDestroy = false;
        this.cameras.main.startFollow(this.hero, true, 0, 0.5, 0, - (game.config.height / 2 - game.config.height * gameOptions.firstPlatformPosition));
        this.input.on("pointerdown", this.destroyPlatform, this);

        // creation of the particle emitter
        this.emitter = this.add.particles("particle").createEmitter({

            // each particle starts at full scale and shrinks down until it disappears
            scale: {
                start: 1,
                end: 0
            },

            // each particle has a random speed from zero (no speed) to 200 pixels per second
            speed: {
                min: 0,
                max: 200
            },

            // the emitter is not active at the moment, this means no particles are emitted
            active: false,

            // each particle has a 500 milliseconds lifespan
            lifespan: 500,

            // the emitter can fire 50 particles simultaneously
            quantity: 50
        });
    }
    addPlatform(isFirstPlatform) {

        // platform is no longer a sprite but a renderTexture
        let platform = this.add.renderTexture(game.config.width / 2, isFirstPlatform ? game.config.width * gameOptions.firstPlatformPosition : 0, game.config.width / 8, gameOptions.platformHeight);

        // renderTexture does not have default origin at its center, so we set it manually
        platform.setOrigin(0.5)

        // renderTexture can't be created as a physics object on the fly so we add it to physics world manually
        this.physics.add.existing(platform);

        // add platform to platformGroup group
        this.platformGroup.add(platform);
        platform.isHeroOnIt = false;
        platform.body.setImmovable(true);
        platform.body.setAllowGravity(false);
        platform.body.setFrictionX(1);
        if(!isFirstPlatform) {
            this.positionPlatform(platform);
        }
        else {

            // method to draw inside the renderTexture
            this.drawPlatform(platform);
            platform.setTint(0x00ff00)

        }
        platform.assignedVelocityX = isFirstPlatform ? 0 : this.randomValue(gameOptions.platformHorizontalSpeedRange) * Phaser.Math.RND.sign();
    }

    // method to draw inside the renderTexture
    drawPlatform(platform) {

        // clear grahpics
        this.borderGraphics.clear();

        // set a line style
        this.borderGraphics.lineStyle(8, 0x000000, 1);

        // draw a rectangle with the same platform size
        this.borderGraphics.strokeRect(0, 0, platform.displayWidth, gameOptions.platformHeight);

        // draw the pattern inside the platform, with some randomization
        platform.draw(this.pattern, platform.displayWidth / 2, Phaser.Math.Between(0, gameOptions.platformHeight));

        // draw the eyes inside the platform, at is center
        platform.draw(this.eyes, platform.displayWidth / 2, platform.displayHeight / 2);

        // draw the graphics inside the platform
        platform.draw(this.borderGraphics);
    }
    paintSafePlatforms() {
        let floorPlatform = this.getHighestPlatform(0);
        floorPlatform.setTint(0xff0000);
        let targetPlatform = this.getHighestPlatform(floorPlatform.y);
        targetPlatform.setTint(0x00ff00);
    }
    handleCollision(hero, platform) {
        if (!platform.isHeroOnIt) {
            if (!platform.isTinted) {
                this.scene.start("PlayGame")
            }
            if (hero.x < platform.getBounds().left) {
                hero.setVelocityY(-200);
                hero.setVelocityX(-200);
                hero.angle = -45;
            }
            if (hero.x > platform.getBounds().right) {
                hero.setVelocityY(-200);
                hero.setVelocityX(200);
                hero.angle = 45;
            }
            platform.isHeroOnIt = true;
            this.paintSafePlatforms();
            this.canDestroy = true;
        }
    }
    randomValue(a) {
        return Phaser.Math.Between(a[0], a[1]);
    }
    destroyPlatform() {
        if (this.canDestroy) {
            this.canDestroy = false;
            let closestPlatform = this.physics.closest(this.hero).gameObject;

            // retrieve platform bounding box
            let platformBounds = closestPlatform.getBounds();

            // place particle emitter in the top left coordinate of the platform
            this.emitter.setPosition(platformBounds.left, platformBounds.top);

            // now the emitter is active
            this.emitter.active = true;

            // set a emit zone
            this.emitter.setEmitZone({

                // zone source is a rectangle with the same size as the platform
                source: new Phaser.Geom.Rectangle(0, 0, platformBounds.width, platformBounds.height),

                // place particles at random positions
                type: "random",

                // how many particles? 50
                quantity: 50
            });

            // explosion!
            this.emitter.explode();
            let furthestPlatform = this.physics.furthest(this.hero);
            closestPlatform.clearTint();
            closestPlatform.isHeroOnIt = false;
            closestPlatform.assignedVelocityX = this.randomValue(gameOptions.platformHorizontalSpeedRange) * Phaser.Math.RND.sign();
            this.positionPlatform(closestPlatform);

        }
    }
    getLowestPlatform() {
        let lowestPlatform = null;
        this.platformGroup.getChildren().forEach(function(platform) {
            lowestPlatform = Math.max(lowestPlatform, platform.y);
        });
        return lowestPlatform;
    }
    getHighestPlatform(maxHeight) {
        let highestPlatform = null;
        this.platformGroup.getChildren().forEach(function(platform) {
            if ((platform.y > maxHeight) && (!highestPlatform || platform.y < highestPlatform.y)) {
                highestPlatform = platform;
            }
        });
        return highestPlatform;
    }
    positionPlatform(platform) {
        platform.y = this.getLowestPlatform() + this.randomValue(gameOptions.platformVerticalDistanceRange);
        platform.x = game.config.width / 2;

        // we don't scale anymore the platform, but we set its size and its physics body size
        platform.setSize(this.randomValue(gameOptions.platformLengthRange), gameOptions.platformHeight);
        platform.body.setSize(platform.displayWidth, platform.displayHeight, true);

        // draw the platform
        this.drawPlatform(platform)
    }
    update() {
        if (this.hero.angle == 0) {
            this.physics.world.collide(this.hero, this.platformGroup, this.handleCollision, null, this);
        }
        this.platformGroup.getChildren().forEach(function(platform) {
            if (platform.y + game.config.height < this.hero.y) {
                this.scene.start("PlayGame")
            }
            let distance = Math.max(0.2, 1 - ((Math.abs(game.config.width / 2 - platform.x) / (game.config.width / 2)))) * Math.PI / 2;
            platform.body.setVelocityX(platform.assignedVelocityX * distance);
            if ((platform.body.velocity.x < 0 && platform.getBounds().left < this.hero.displayWidth / 2) || (platform.body.velocity.x > 0 && platform.getBounds().right > game.config.width - this.hero.displayWidth / 2)) {
                platform.assignedVelocityX *= -1;
            }
        }, this);
    }
}

And here we go with another interesting feature added in a bunch of lines thanks to the power of Phaser. Download the source code.

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