Get the full commented source code of

HTML5 Suika Watermelon Game

Talking about Magick game, Game development, HTML5, Javascript, Phaser and TypeScript.

Due to the 32 bit apocalypse back in 2017 when Apple launched iOS 11 terminating 32 bit app support, you can’t play Magick game anymore (here is the dead link) but believe me, the game was fun, and there is a tutorial series about it.

Time to update previous step to Phaser 3.60, rewritting it in TypeScript, in order to bring it up to date and prepare it for future updates.

This is what I built:

The player walks and climbs on his own, you can only click anywhere on an empty spot to summon a block, but you can summon only one blockat once.

You can also change player direction by tapping on it.

The gameplay is simple, but with the proper level design you can turn this prototype into a fun game.

The source code is pretty straightforward and consists in one HTML file, one CSS file and six 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: #000000;    
}

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. I also grouped the variables to keep them more organized.

// CONFIGURABLE GAME OPTIONS
// changing these values will affect gameplay

export const GameOptions = {

    player : {
        speed : 120,
        jumpSpeed : {
            x : 30,
            y : -100
        },
        gravity : 400,
        triggerRadius : 32
    },

    tileSize : 32
}

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 : 800,
    height : 320
}

// game configuration object
const configObject : Phaser.Types.Core.GameConfig = {
    type : Phaser.AUTO,
    backgroundColor : 0x000000,
    scale : scaleObject,
    scene : [PreloadAssets, PlayGame],
    physics : {
        default : 'arcade',
        arcade : {
            gravity : {
                y : 0
            }
        }
    }
}

// the game itself
new Phaser.Game(configObject);

preloadAssets.ts

Here we preload all assets to be used in the game.

// CLASS TO PRELOAD ASSETS
 
// this class extends Scene class
export class PreloadAssets extends Phaser.Scene {
 
    // constructor    
    constructor() {
        super({
            key : 'PreloadAssets'
        });
    }
 
    // method to be execute during class preloading
    preload() : void {

        this.load.image('tiles', 'assets/sprites/tiles.png');
        this.load.tilemapTiledJSON('map', 'assets/maps/map.json');
        this.load.image('player', 'assets/sprites/player.png');
       
    }
 
    // method to be called once the instance has been created
    create() : void {

        // call PlayGame class
        this.scene.start('PlayGame');
    }
}

playGame.ts

Main game file, all game logic is stored here.

// THE GAME ITSELF

import { GameOptions } from './gameOptions';
import { Player } from './player';
import { MapUtils } from './mapUtils';

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

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

    map : Phaser.Tilemaps.Tilemap;
    player : Player;
    levelLayer : Phaser.Tilemaps.TilemapLayer;
  
    // method to be executed when the scene has been created
    create() : void {
        this.map = this.make.tilemap({
            key : 'map'
        });        
        let tileSet : Phaser.Tilemaps.Tileset = this.map.addTilesetImage('tileset01', 'tiles') as Phaser.Tilemaps.Tileset;
        this.levelLayer = this.map.createLayer('myLevel', tileSet) as Phaser.Tilemaps.TilemapLayer;
        this.map.setCollisionBetween(1, 2);
        this.player = new Player(this, 48, 226);
        this.input.on('pointerdown', this.handleInput, this);        
    }

    handleInput(pointer : Phaser.Input.Pointer) : void {
        if (Phaser.Math.Distance.Between(pointer.x, pointer.y, this.player.x, this.player.y) < GameOptions.player.triggerRadius) {
            this.player.changeDirection();    
        }  
        else {
            MapUtils.addTile(this.map, pointer.x, pointer.y);
        }  
    }

    movePlayer() : void {
        this.player.move(this.map);
    }

    update() : void {
        this.player.stopMoving();
        this.physics.world.collide(this.player, this.levelLayer, this.movePlayer, undefined, this);
    }

}

player.ts

The player, a custom class which extends Phaser.Physics.Arcade.Sprite object.

// PLAYER CLASS EXTENDS PHASER.PHYSICS.ARCADE.SPRITE

import { GameOptions } from './gameOptions';

export class Player extends Phaser.Physics.Arcade.Sprite {

    isJumping : boolean;
    direction : number;
    body : Phaser.Physics.Arcade.Body;

    constructor(scene : Phaser.Scene, posX : number, posY : number) {
        super(scene, posX, posY, 'player');
        scene.add.existing(this);
        scene.physics.add.existing(this);
        this.isJumping = false;
        this.direction = 1;
        this.body.gravity.y = GameOptions.player.gravity;
    }

    move(map : Phaser.Tilemaps.Tilemap) : void {
        if (this.body.blocked.down) {
            this.body.setVelocityX(GameOptions.player.speed * this.direction);
            this.isJumping = false;
        }
        if (this.body.blocked.right && this.direction == 1) {
            if ((!map.getTileAtWorldXY(this.x + GameOptions.tileSize, this.y - GameOptions.tileSize) && !map.getTileAtWorldXY(this.x, this.y - GameOptions.tileSize)) || this.isJumping) {
                this.jump();
            }
            else {
                this.direction *= -1;
            }
        }
        if(this.body.blocked.left && this.direction == -1) {
            if((!map.getTileAtWorldXY(this.x - GameOptions.tileSize, this.y - GameOptions.tileSize) && !map.getTileAtWorldXY(this.x, this.y - GameOptions.tileSize)) || this.isJumping) {
                this.jump();
            }
            else {
                this.direction *= -1;
            }
        }
    }

    changeDirection() : void {
        this.direction *= -1;
    }

    stopMoving() : void {
        this.setVelocityX(0);
    }

    jump() : void {
        this.body.setVelocity(GameOptions.player.jumpSpeed.x * this.direction, GameOptions.player.jumpSpeed.y);
            this.isJumping = true;
        }
}

mapUtils.ts

A simple class to store map utilities.

export class MapUtils {

    static tilePoint : Phaser.Math.Vector2 | null = null;
    
    static addTile(map: Phaser.Tilemaps.Tilemap, posX: number, posY: number) {
        if (!map.getTileAtWorldXY(posX, posY)) {
            if (this.tilePoint != null) {
                map.removeTileAtWorldXY(this.tilePoint.x, this.tilePoint.y);
            }
            map.putTileAtWorldXY(2, posX, posY);
            this.tilePoint = new Phaser.Math.Vector2(posX, posY);
        }      
    }
}

And in a few lines I managed old Magick spirit to live once again. During next steps I will show you how to progress through levels, meanwhile download the source code.

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