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Talking about Stairs game, 3D, Game development, HTML5, Javascript, Phaser and TypeScript.

Time to give the final touches to my Stairs prototype and publish the source code, before I add title screen, sounds and stuff to publish the complete game.

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.

Being an endless runner game, we have to increase difficulty step by step, and I added this feature along with the capability of customizing it through simple variables.

Look at the game:

Click and drag to move the ball, avoid the spikes, collect the bonuses and watch out for moving steps.

Unlike previous versions, this time the game starts easy and gets harder when players keep climbing.

I also added another feature, a moved step. Non a moving step, which was already built, but a static step which is moved a bit to the left or to the right. This gives the staircase a better taste of randomness.

Let’s have a look at the commented source code: we have one HTML file, one CSS file and five TypeScript files.

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. A lot of options have been added to this script since previous step.

// 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 : 60,

    // staircase speed increase at each level
    staircaseSpeedIncrease : 2,

    // 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 : 150,

    // amount of spikes per step
    spikesPerStep : 7,
    
    // margin between spikes, in pixels
    spikesMargin : 5,

    // step colors
    stepPalette : [0x1ABC9C, 0x16A085, 0x2ECC71, 0x27AE60, 0x3498DB, 0x2980B9, 0x9B59B6, 0x8E44AD, 0x34495E, 0x2C3E50, 0xF1C40F, 0xF39C12, 0xE67E22, 0xD35400, 0xE74C3C, 0xC0392B, 0xECF0F1, 0xBDC3C7, 0x95A5A6, 0x7F8C8D],

    // amount of steps needed before level changes
    levelChange : 20,

    // moving steps ratio
    movingSteps : 0.2,

    // moving steps ratio increase at each level
    movingIncrease : 0.05,

    // minimum moving time
    minMovingTime : 2000,

    // maximum moving time
    maxMovingTime : 3000,

    // moving time decrease per level
    movingTimeDecreasePerLevel : 10,

    // spikes per level
    spikesPerLevel : 0.5,

    // moved steps ratio
    movedSteps : 0.2,

    // moved steps ratio increase at each level
    movedStepsIncrease : 0.05,

    // offset to move the steps
    movedStepOffset : 100
}

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 { PreloadAssets } from './preloadAssets';
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 : [PreloadAssets, 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';

// enum to represent the game states
enum GameState {
    Waiting,
    Playing,
    Over    
}

// this class extends Scene class
export class PlayGame extends Phaser.Scene {

    // step to build the staircase
    steps : ThreeStep[];

    // the ball
    ball : ThreeBall;

    // current game state
    gameState : GameState;

    // virtual pad x position
    virtualPadX : number;

    // variable to save ball x position when we start acting on the trackpad
    ballPositionX : number;

    // amount of climbed steps
    climbedSteps : number;

    // ball speed
    speed : number;

    // game score
    score : number;

    level : number;

    // game object to display score text
    scoreText : Phaser.GameObjects.BitmapText;

    movingStepRatio : number;

    constructor() {
        super({
            key: 'PlayGame'
        });
    }

    // method to be executed when the scene has been created
    create() : void {

        Phaser.Utils.Array.Shuffle(GameOptions.stepPalette);

        this.level = 0;

        this.movingStepRatio = GameOptions.movingSteps;

        // at the beginning of the game, set the score to zero
        this.score = 0;

        // add score text
        this.scoreText = this.add.bitmapText(10, 10, 'font', '0');

        // set the speed to default staircase speed
        this.speed = GameOptions.staircaseSpeed;

        // we start with climbedSteps = -1 because we are one step away from the first actual step
        this.climbedSteps = -1;

        // when virtual pad X is equal to -1, it means we aren't using the virtual pad
        this.virtualPadX = -1;

        // current game starte is: waiting (for player input)
        this.gameState = GameState.Waiting;

        // 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);

        // this is a dummy mesh to prevent the incompatibility bug
        // it's visible, but placed way under the stair case
        // it must be the last THREE mesh added
        const geometry = new THREE.BoxGeometry( 1, 1, 1 );
        const material = new THREE.MeshBasicMaterial( { color: 0x011025 } );
        const mesh = new THREE.Mesh(geometry, material);
        threeScene.add( mesh );
        mesh.position.set(100, 120, -900)
       
        // wait for input start 
        this.input.on('pointerdown', this.startControlling, this);

        // wait for input end
        this.input.on('pointerup', this.stopControlling, this);
    }

    // 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 : THREE.PerspectiveCamera = new THREE.PerspectiveCamera(50, width / height, 1, 10000);
        camera.position.set(width / 2, 500, 600);
        camera.lookAt(width / 2, 180, -320);

        // add an ambient light
        const ambientLight : THREE.AmbientLight = new THREE.AmbientLight(0xffffff, 0.8);
        threeScene.add(ambientLight);
         
        // add a spotlight
        const spotLight : THREE.SpotLight = new THREE.SpotLight(0xffffff, 0.6, 0, 0.4, 0.5, 0.1);
        spotLight.position.set(270, 2000, 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;
    }

    // start controlling the ball
    startControlling(e : Phaser.Input.Pointer) : void {

        // save input x position 
        this.virtualPadX = e.position.x;

        // save current ball x position
        this.ballPositionX = this.ball.position.x;

        // if game state is "waiting" (for player input) ...
        if (this.gameState == GameState.Waiting) {

            // ... then start playing
            this.gameState = GameState.Playing;
        }
    }

    // stop controlling the ball
    stopControlling() : void {

        // set virtual pad x to its default value
        this.virtualPadX = -1;
    }

    // restart the game
    restartGame() : void {

         // it's game over
         this.gameState = GameState.Over;
    
        // restart the game in a second
        this.time.addEvent({
            delay : 1000,
            callback : () => {
                // start "PlayGame" scene
                this.scene.start('PlayGame');
            },
            callbackScope : this
        });

        
    }

    // method to be executed at each frame 
    update(time : number, deltaTime : number) : void {

        // if we are playing...
        if (this.gameState == GameState.Playing) {

            // determine next ball x position, which is current ball x position
            let nextBallXPosition : number = this.ball.position.x;

            // if we are moving the virtual pad...
            if (this.virtualPadX != -1) {

                // adjust next ball x position according to virtual pad movmement
                nextBallXPosition = this.ballPositionX + this.game.input.activePointer.x - this.virtualPadX
            }

            // loop through steps array
            this.steps.forEach((step : ThreeStep) => {

                // update step position
                step.updateStepPosition(deltaTime, this.speed);
            });

            // update ball position, and check if we just jumped
            let justBounced : boolean = this.ball.updateBallPosition(deltaTime, nextBallXPosition, this.speed);

            // get 3D ball coordinates
            let ballCoordinates : Phaser.Math.Vector3 = new Phaser.Math.Vector3(this.ball.position.x, this.ball.position.y, this.ball.position.z);

            // did we just bounce?
            if (justBounced) {

                if (!this.ball.isInsideStep(this.steps[this.ball.stepIndex])) {
                    
                    // call restartGame method
                    this.restartGame();
                }

                // update ball step inded
                this.ball.stepIndex = (this.ball.stepIndex + 1) % GameOptions.stepsAmount;

                // one more climbed step
                this.climbedSteps ++;

                // update the score
                this.score ++;

                // display the score
                this.scoreText.setText(this.score.toString());
                
            }

            if (this.ball.gotBonus(this.steps[this.ball.stepIndex].bonus)) {
                
                // hide the bonus
                this.steps[this.ball.stepIndex].bonus.visible = false;
                
                // update the score
                this.score +=2;

                // display the score
                this.scoreText.setText(this.score.toString())
            }
            
            // initialize a 3D vector to store spike position
            let spikePosition : THREE.Vector3 = new THREE.Vector3;
            
            // loop through all spikes in the step we are about to land on
            this.steps[this.ball.stepIndex].spikes.forEach((spike : THREE.Mesh) => {

                // is the spike visible?
                if (spike.visible) {

                    // get spike world position
                    spike.getWorldPosition(spikePosition);

                    // determine the distance between ball center and spike
                    let ballDistance : number = ballCoordinates.distance(new Phaser.Math.Vector3(spikePosition.x, spikePosition.y + GameOptions.stepSize.y / 2, spikePosition.z));

                    // is the distance lower than ball radius? This would mean spike's tip is inside the ball
                    if (ballDistance < GameOptions.ballDiameter / 2) {

                        // it's game over!
                        this.restartGame();

                    }
                }
            })
           
            // if we climbed enough steps to make level change...
            if (justBounced && this.climbedSteps % GameOptions.levelChange == 0 && this.climbedSteps >= GameOptions.levelChange) {
                
                // ...increase the speed accordingly
                this.speed += GameOptions.staircaseSpeedIncrease;

                this.movingStepRatio += GameOptions.movingIncrease;

                this.level ++;

            }      
        }

        // if the game is over...
        if (this.gameState == GameState.Over) { 

            // call ball's die method
            this.ball.die()
        }
    }
}

threeStep.ts

Custom class extending THREE.Group to define the step, which is made of ten Three meshes: one with a box geometry for the step itself, eight with a cone geometry for the spikes and one with the bonus geometry, which is a dodecahedron.

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[];

    // the step mesh
    step : THREE.Mesh;

    // is the step moving?
    isMoving : boolean;

    // amount of time the step is in play, useful to determine its position 
    stepTime : number;

    // step movement time
    movementTime : number;

    // will be used as reference to main scene
    mainScene : Phaser.Scene;

    stepNumber : number;

    // the bonus
    bonus : THREE.Mesh;
   
    constructor(scene : Phaser.Scene, threeScene : THREE.Scene, stepNumber : number) {
        super();

        this.stepNumber = stepNumber;

        // set mainScene to current scene
        this.mainScene = scene;

        // at the beginning, step time is zero
        this.stepTime = 0;
        
        // 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
        });
        this.step = new THREE.Mesh(stepGeometry, stepMaterial);
        this.step.receiveShadow = true;
        this.add(this.step);

        // determine spike radius
        let spikeRadius : number = ((GameOptions.stepSize.x - (GameOptions.spikesPerStep + 1) * GameOptions.spikesMargin) / GameOptions.spikesPerStep) / 2;

        // build the spike
        const spikeGeometry : THREE.ConeGeometry = new THREE.ConeGeometry(spikeRadius, GameOptions.stepSize.y, 32);
        const spikeMaterial : THREE.MeshStandardMaterial = new THREE.MeshStandardMaterial({
            color: 0x053d5c
        });

        // build the spikes and set them to invisible
        this.spikes = [];

        // execute this loop "spikesPerStep" times
        for (let i : number = 0; i < GameOptions.spikesPerStep; i ++) {

            // build the i-th spike
            let spike : THREE.Mesh = new THREE.Mesh(spikeGeometry, spikeMaterial);
            spike.position.set(i * (spikeRadius * 2 + GameOptions.spikesMargin) - GameOptions.stepSize.x / 2 + spikeRadius + GameOptions.spikesMargin, GameOptions.stepSize.y, 0);
            this.add(spike);
            this.spikes.push(spike);
            spike.visible = false;
        }

        // build the bonus
        const bonusGeometry : THREE.DodecahedronGeometry = new THREE.DodecahedronGeometry(GameOptions.ballDiameter / 4);
        const bonusMaterial : THREE.MeshStandardMaterial = new THREE.MeshStandardMaterial({
            color: 0xffff00
        });
        this.bonus = new THREE.Mesh(bonusGeometry, bonusMaterial);
        this.bonus.position.set(0, GameOptions.stepSize.y, 0)
        this.bonus.castShadow = true;
        this.bonus.visible = false;

        this.add(this.bonus);
    
        // position the group properly
        this.position.set(scene.game.config.width as number / 2, stepNumber * GameOptions.stepSize.y, stepNumber * -GameOptions.stepSize.z);

        // initialize the step
        this.initializeStep();

        // add the group to the scene
        threeScene.add(this);
    }

    // method to show a random amount of spikes
    initializeStep() : void {

        // get level according to step number
        let level : number = Math.floor((this.stepNumber - GameOptions.ballStartingStep - 1) / GameOptions.levelChange);
        
        // maximum spikes allowed on the step, according to level
        let maxSpikes : number = Phaser.Math.Clamp(Math.ceil(level * GameOptions.spikesPerLevel), 1, GameOptions.spikesPerStep - 1);

        // actual number of spikes, ranging from 1 to maxSpiles
        let spikesAmount : number = Phaser.Math.RND.between(1, maxSpikes);

        // probability of the step to be moved
        let movedProbability : number = (level > 0) ? Math.random() : 1;
        
        // probability of the step to be moving
        let movingProbability : number = (level > 0) ? Math.random() : 1;

        // is the step moving?
        this.isMoving = (GameOptions.movedSteps + level * GameOptions.movingIncrease > movingProbability);

        // place the step in the middle of the canvas
        this.position.setX(this.mainScene.game.config.width as number / 2);
      
        // if the step should be moved...
        if (GameOptions.movedSteps + level * GameOptions.movedStepsIncrease > movedProbability) {
           
            // ... then move it!
            this.position.x += Phaser.Math.Between(0, GameOptions.movedStepOffset) * Phaser.Math.RND.sign();
        }

        // an array to keep track of empty spaces on the step
        let emptySpaces : number[] = Phaser.Utils.Array.NumberArray(0, GameOptions.spikesPerStep - 1) as number[];
        
        // shuffle the array
        Phaser.Utils.Array.Shuffle(emptySpaces)
    
        // step is not moving by default 
        this.isMoving = false;

        // is the step moving?
        if (GameOptions.movingSteps + level * GameOptions.movingIncrease > movingProbability) {

            // set isMoving to true
            this.isMoving = true;

            // set movement time according to level
            this.movementTime = Phaser.Math.Between(GameOptions.minMovingTime - level * GameOptions.movingTimeDecreasePerLevel, GameOptions.maxMovingTime - level * GameOptions.movingTimeDecreasePerLevel);

            // assign a random step time, which means a random position
            this.stepTime = Phaser.Math.FloatBetween(0, 2 * this.movementTime);
        }

        // set step color
        let color : number = level % GameOptions.stepPalette.length;

        // set all spikes invisible
        this.spikes.forEach((spike : THREE.Mesh) => {
            spike.visible = false;
        });

        // is this step higher than ball starting step?
        if (this.stepNumber > GameOptions.ballStartingStep) {

            // repeat this loop spikesAmount times
            for (let i : number = 0; i < spikesAmount; i ++) {

                // turn a spike visible
                this.spikes[emptySpaces[i]].visible = true;
            }

            // place the bonus in an empty space
            let bonusSpot : number = emptySpaces[spikesAmount];
            this.bonus.visible = true;
            this.bonus.position.setX(this.spikes[bonusSpot].position.x);
            

            // set step color
            // @ts-expect-error
            this.step.material.color.setHex(GameOptions.stepPalette[color]);
        }        
    }

    // method to update step position
    updateStepPosition(delta : number, speed : number) : void {

        // determine step time
        this.stepTime = (this.stepTime += delta) % (2 * this.movementTime);

        // rotate a bit the bonus
        this.bonus.rotation.x += delta * 0.001;

        // get the ratio between step time and movement time
        let ratio : number = this.stepTime / this.movementTime - 1;
        
        // is the step moving?
        if (this.isMoving) {

            // move the step accordingly
            this.position.setX(this.mainScene.game.config.width as number / 2 + Math.sin(ratio * Math.PI) * 80);
        }
        
        // adjust step position according to speed, delta time and step size
        this.position.y -= delta / 1000 * speed;
        this.position.z += delta / 1000 * speed * GameOptions.stepSize.z / GameOptions.stepSize.y;

        // if the step is leaving the game from the bottom...
        if (this.position.y < - 40) {

            // ...place it on top of the staircase
            this.position.y += GameOptions.stepsAmount * GameOptions.stepSize.y;
            this.position.z -= GameOptions.stepsAmount * GameOptions.stepSize.z;

            // increase step number
            this.stepNumber += GameOptions.stepsAmount;

            // randomly show step spikes
            this.initializeStep();
        }
    }
}

threeBall.ts

Custom class extending THREE.Mesh to define the ball.

import { GameOptions } from './gameOptions';
import * as THREE from 'three';
import { ThreeStep } from './threeStep';

// 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;

    // ball starting y position
    startY : number;

    // index of the step the ball is on
    stepIndex : 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 : 0x053d5c
        });
        super(SphereGeometry, sphereMaterial);

        // step index is equal to ball starting step at the moment
        this.stepIndex = GameOptions.ballStartingStep;
        
        // ball casts shadows
        this.castShadow = true;

        // ball is in time for zero milliseconds at the moment
        this.ballTime = 0;

        // 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);

        // 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, speed : number) : boolean {

        // jump time, in seconds, is determined by y step size divided by staircase speed
        let jumpTime : number =  GameOptions.stepSize.y / speed * 1000;

        // determine ball time, being sure it will never be greater than the time required to jump on next step
        this.ballTime = (this.ballTime += delta) % jumpTime;

        // ratio is the amount of time passed divided by the time required to jump on next step
        let ratio : number = this.ballTime / jumpTime;

        // set ball x position
        this.position.setX(posX);

        // set ball y position using a sine curve
        this.position.setY(this.startY + Math.sin(ratio * Math.PI) * GameOptions.jumpHeight);

        // if ballTime is less than or equal to deta time, it means the ball just bounced on a step
        return this.ballTime <= delta;
    }

    isInsideStep(step : ThreeStep) : boolean {
        
        // get step position
        let stepPosition : number = step.position.x;

        return this.position.x >= stepPosition - GameOptions.stepSize.x / 2 && this.position.x <= stepPosition + GameOptions.stepSize.x / 2;
    }

    gotBonus(bonus : THREE.Mesh) : boolean {

        let ballCoordinates : Phaser.Math.Vector3 = new Phaser.Math.Vector3(this.position.x, this.position.y, this.position.z);
        
        // initialize a 3D vector to store bonus position
        let bonusPosition : THREE.Vector3 = new THREE.Vector3;

        // get bonus item world position
        bonus.getWorldPosition(bonusPosition);

        // get the distance between the ball and the bonus
        let ballDistance : number = ballCoordinates.distance(new Phaser.Math.Vector3(bonusPosition.x, bonusPosition.y, bonusPosition.z));

        // ball got bonus if the bonus is visible and distance is less than the sum of ball and bonus radii
        return bonus.visible  && ballDistance < GameOptions.ballDiameter / 2 + GameOptions.ballDiameter / 4;   
    }

    // method to make the ball die
    die() : void {

        // get ball material
        let material : THREE.MeshStandardMaterial = this.material as THREE.MeshStandardMaterial;

        // slowly turn ball material to red
        material.color.lerp(new THREE.Color(0xff0000), 0.01);
    }
}

And finally we can have our configurable game ready to play. Would you add some extra features? Download the source code.

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