Talking about Stairs game, 3D, Game development, HTML5, Javascript, Phaser and TypeScript.
Welcome to the 3rd part of the tutorial series about the creation of a “Stairs” HTML5 game using Phaser and Three.js.
All posts in this tutorial series:
Step 1: Creation of an endless staircase with random spikes.
Step 2: Adding a bouncing ball without using any physics engine.
Step 3: Controlling the bouncing ball and adding more spikes.
Step 4: Collision detection without using physics, improved controls with virtual trackpad and level progression.
Step 5: Using latest Three.js version, moving steps, adding bonuses to collect and displaying score.
Step 6: Final touches and settings to automatically increase difficulty.
Now it’s time to make the ball move left and right, and also to add more spikes, to make the game more challenging.
As for ball movement, it’s quite simple at the moment: we detect mouse or input x coordinate and we move the ball to such coordinate, clamping it a bit to make the ball stay inside the platform.
It’s not the best way of moving the ball, it works.
As for the spikes, we are adding all spikes when each step is created, then randomly set some of them visible, picking them from an array.
Have a look at the result:
Move the ball with the mouse and look how spikes are generated.
This has been possible with one HTML file, one CSS file and five TypeScript files, let’s have a look at them:
index.html
The web page which hosts the game, to be run inside thegame element.
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="initial-scale=1, maximum-scale=1">
<link rel="stylesheet" href="style.css">
<script src="main.js"></script>
</head>
<body>
<div id = "thegame"></div>
</body>
</html>
style.css
The cascading style sheets of the main web page.
* {
padding : 0;
margin : 0;
}
body {
background-color: #011025;
}
canvas {
touch-action : none;
-ms-touch-action : none;
}
gameOptions.ts
Configurable game options. It’s a good practice to place all configurable game options, if possible, in a single and separate file, for a quick tuning of the game.
// CONFIGURABLE GAME OPTIONS
// changing these values will affect gameplay
export const GameOptions = {
// amount of steps to be created and recycled
stepsAmount : 12,
// staircase speed, in pixels per second
staircaseSpeed : 100,
// step size: x, y, z
stepSize : new Phaser.Math.Vector3(400, 40, 160),
// ball diameter, in pixels
ballDiameter : 60,
// ball starting step
ballStartingStep : 2,
// ball jump height, in pixels
jumpHeight : 130,
// max spikes per step at the same time
maxSpikesPerStep : 4
}
main.ts
This is where the game is created, with all Phaser related options.
// MAIN GAME FILE
// modules to import
import Phaser from 'phaser';
import { PlayGame } from './playGame';
// object to initialize the Scale Manager
const scaleObject : Phaser.Types.Core.ScaleConfig = {
mode : Phaser.Scale.FIT,
autoCenter : Phaser.Scale.CENTER_BOTH,
parent : 'thegame',
width : 540,
height : 960
}
// game configuration object
const configObject : Phaser.Types.Core.GameConfig = {
type : Phaser.AUTO,
backgroundColor : 0x011025,
scale : scaleObject,
scene : [PlayGame]
}
// the game itself
new Phaser.Game(configObject);
playGame.ts
Main game file, all game logic and Three integration is stored here.
// THE GAME ITSELF
import * as THREE from 'three';
import { GameOptions } from './gameOptions';
import { ThreeStep } from './threeStep';
import { ThreeBall } from './threeBall';
// this class extends Scene class
export class PlayGame extends Phaser.Scene {
// step to build the staircase
steps : ThreeStep[];
// the ball
ball : ThreeBall;
constructor() {
super({
key: 'PlayGame'
});
}
// method to be executed when the scene has been created
create() : void {
// creation of the 3D scene
const threeScene : THREE.Scene = this.create3DWorld();
// add steps to the 3D scene and into steps array
this.steps = [];
for (let i = 0; i < GameOptions.stepsAmount; i ++) {
this.steps.push(new ThreeStep(this, threeScene, i));
}
// add the ball
this.ball = new ThreeBall(this, threeScene)
}
// method to build the 3D scene
create3DWorld() : THREE.Scene {
// variables to store canvas width and height
const width : number = this.game.config.width as number;
const height : number = this.game.config.height as number;
// create a new THREE scene
const threeScene : THREE.Scene = new THREE.Scene();
// create the renderer
const renderer : THREE.WebGLRenderer = new THREE.WebGLRenderer({
canvas: this.sys.game.canvas,
context: this.sys.game.context as WebGLRenderingContext,
antialias: true
});
renderer.autoClear = false;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// add a camera
const camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000);
camera.position.set(width / 2, 720, 640);
camera.lookAt(width / 2 , 560, 320);
// add an ambient light
const ambientLight : THREE.AmbientLight = new THREE.AmbientLight(0xffffff, 1);
threeScene.add(ambientLight);
// add a directional light
const directionalLight : THREE.DirectionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
directionalLight.castShadow = true;
directionalLight.position.set(270, 200, 0);
directionalLight.target.position.set(270, 100, -1000);
threeScene.add(directionalLight);
threeScene.add(directionalLight.target)
// add a spotlight
const spotLight : THREE.SpotLight = new THREE.SpotLight(0xffffff, 0.2, 0, 0.4, 0.5, 0.1);
spotLight.position.set(270, 1000, 0);
spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 1024;
spotLight.shadow.mapSize.height = 1024;
spotLight.shadow.camera.near = 1;
spotLight.shadow.camera.far = 10000;
spotLight.shadow.camera.fov = 80;
spotLight.target.position.set(270, 0, -320);
threeScene.add(spotLight);
threeScene.add(spotLight.target);
// add a fog effect
const fog : THREE.Fog = new THREE.Fog(0x011025, 900, 2000);
threeScene.fog = fog;
// create an Extern Phaser game object
const view : Phaser.GameObjects.Extern = this.add.extern();
// custom renderer
// next line is needed to avoid TypeScript errors
// @ts-expect-error
view.render = () => {
renderer.state.reset();
renderer.render(threeScene, camera);
};
return threeScene;
}
// method to be executed at each frame
update(time : number, deltaTime : number) : void {
// update ball position
this.ball.updateBallPosition(deltaTime, this.game.input.activePointer.x);
// loop through steps array
this.steps.forEach((step : ThreeStep) => {
// adjust step position according to speed, delta time and step size
step.position.y -= deltaTime / 1000 * GameOptions.staircaseSpeed;
step.position.z += deltaTime / 1000 * GameOptions.staircaseSpeed * GameOptions.stepSize.z / GameOptions.stepSize.y;
// if the step is leaving the game from the bottom...
if (step.position.y < - 40) {
// ...place it on top of the staircase
step.position.y += GameOptions.stepsAmount * GameOptions.stepSize.y;
step.position.z -= GameOptions.stepsAmount * GameOptions.stepSize.z;
// randomly show step spikes
step.showSpikes(GameOptions.maxSpikesPerStep);
}
})
}
}
threeStep.ts
Custom class extending THREE.Group to define the step, which is made of nine Three meshes: one with a box geometry for the step itself, and eight with a cone geometry for the spikes.
import { GameOptions } from './gameOptions';
import * as THREE from 'three';
// class to define the step, extends THREE.Group
export class ThreeStep extends THREE.Group {
// array to contain all step spikes
spikes : THREE.Mesh[];
constructor(scene : Phaser.Scene, threeScene : THREE.Scene, stepNumber : number) {
super();
// build the step
const stepGeometry : THREE.BoxGeometry = new THREE.BoxGeometry(GameOptions.stepSize.x, GameOptions.stepSize.y, GameOptions.stepSize.z);
const stepMaterial : THREE.MeshStandardMaterial = new THREE.MeshStandardMaterial({
color : 0x09c4fe
});
const step : THREE.Mesh = new THREE.Mesh(stepGeometry, stepMaterial);
step.receiveShadow = true;
this.add(step);
// build the spike
const spikeGeometry = new THREE.ConeGeometry(23, 40, 32);
const spikeMaterial = new THREE.MeshStandardMaterial({
color: 0x444444
});
// build the spikes and set them to invisible
this.spikes = [];
for (let i : number = - GameOptions.stepSize.x / 2 + 25; i <= GameOptions.stepSize.x / 2 - 25; i += 50) {
let spike = new THREE.Mesh(spikeGeometry, spikeMaterial);
spike.position.set(i, GameOptions.stepSize.y, 0);
spike.visible = false;
this.add(spike);
this.spikes.push(spike);
}
// show some random spikes
this.showSpikes(GameOptions.maxSpikesPerStep);
// position the group properly
this.position.set(scene.game.config.width as number / 2, stepNumber * GameOptions.stepSize.y, stepNumber * -GameOptions.stepSize.z);
// add the group to the scene
threeScene.add(this);
}
// method to show a random amount of spikes
showSpikes(n : number) : void {
// set all spikes invisible
this.spikes.forEach((spike : THREE.Mesh) => {
spike.visible = false;
});
// repeat this loop "n" times
for (let i : number = 0; i < n; i ++) {
// select a random spike and make it visible
let spike : THREE.Mesh = Phaser.Utils.Array.GetRandom(this.spikes);
spike.visible = true;
}
}
}
threeBall.ts
Custom class extending THREE.Mesh to define the ball.
import { GameOptions } from './gameOptions';
import * as THREE from 'three';
// class to define the ball, extends THREE.Mesh
export class ThreeBall extends THREE.Mesh {
// amount of time the ball is in play, useful to determine its position
ballTime : number;
// time needed for the ball to jump over next step
jumpTime : number;
// ball starting y position
startY : number;
// ball horizontal movement range
movementRange : number[];
constructor(scene : Phaser.Scene, threeScene : THREE.Scene) {
// build the ball
const SphereGeometry : THREE.SphereGeometry = new THREE.SphereGeometry(GameOptions.ballDiameter / 2, 32, 32);
const sphereMaterial : THREE.MeshStandardMaterial = new THREE.MeshStandardMaterial({
color : 0x444444
});
super(SphereGeometry, sphereMaterial);
// ball casts shadows
this.castShadow = true;
// ball is in time for zero milliseconds at the moment
this.ballTime = 0;
// jump time, in seconds, is determined by y step size divided by staircase speed
this.jumpTime = GameOptions.stepSize.y / GameOptions.staircaseSpeed * 1000;
// determine ball starting y position according to step size, ball diameter, and ball starting step
this.startY = (GameOptions.ballStartingStep + 0.5) * GameOptions.stepSize.y + GameOptions.ballDiameter / 2
// position the ball properly
this.position.set(scene.game.config.width as number / 2, this.startY , GameOptions.ballStartingStep * -GameOptions.stepSize.z);
// set movement range to let the ball always remain on a step
this.movementRange = [this.position.x - GameOptions.stepSize.x / 2 + GameOptions.ballDiameter / 2, this.position.x + GameOptions.stepSize.x / 2 - GameOptions.ballDiameter / 2];
// add the group to the scene
threeScene.add(this);
}
// method to update ball position according to the time the ball is in play
updateBallPosition(delta : number, posX : number) : void {
// determine ball time, being sure it will never be greater than the time required to jump on next step
this.ballTime = (this.ballTime += delta) % this.jumpTime;
// ratio is the amount of time passed divided by the time required to jump on next step
let ratio : number = this.ballTime / this.jumpTime;
// set ball x position
this.position.setX(Phaser.Math.Clamp(posX, this.movementRange[0], this.movementRange[1]));
// set ball y position using a sine curve
this.position.setY(this.startY + Math.sin(ratio * Math.PI) * GameOptions.jumpHeight);
}
}
Moving the ball was quite easy, next step will be a bit harder, because we’ll need to check for collisions between ball and spikes without using any physics engine. Meanwhile, download the source code of this example and start experimenting.
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