Talking about Watermelon Game game, Box2D, Game development, HTML5, Javascript, Phaser and TypeScript.
If you are enjoying the tutorial series about HTML5 Watermelon Game built with Phaser and Box2D powered by Plancki.js, you can’t miss this step where I am adding best score management through local storage, and above all object pooling.
Object pooling allows to save resources when you destroy a sprite which you don’t need anymore, and suddenly you need a new sprite.
All posts in this tutorial series:
Step 1: setup and basic game mechanics.
Step 2: delays and explosions.
Step 3: particle effects and more space for customization.
Step 4: how to handle user input.
Step 5: scrolling background, “next” icon and game over condition.
Step 6: saving best score with local storage and using object pooling to save resources.
Step 7: square and pentagon bodies added. Get the full source code on Gumroad.
Rather than creating and destroying sprites, I move sprite I am not using in an object pool, just to move them back to the stage once I need them again.
Look at the prototype:
Balls and faces are recycled with object pooling.
To use Box2D powered by Planck.js you should install this package with:
npm install –save planck
If you don’t know how to install a npm package or set up a project this way, I wrote a free minibook explaining everything you need to know to get started.
I also added more comments to source code, which consists in one HTML file, one CSS file and eight 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 : any = {
// local storage name
localStorageName : 'com.emanueleferonato.mergy',
// maximum size of the ball going to be dropped
maxStartBallSize : 4,
// radius and impulse of the blast occurring when to balls merge
blast : {
radius : 100,
impulse : 2
},
// idle time after the played droppet the ball
idleTime : 1000,
// game field size
gameField : {
width : 500,
height : 700,
distanceFromBottom : 70
},
// Box2D gravity and scale
Box2D : {
gravity : 20,
worldScale : 30
},
// bodies
bodies : [
{
size : 30,
color : 0xf5221c,
particleSize : 10,
score : 1
},
{
size : 40,
color : 0x26e24e,
particleSize : 20,
score : 2
},
{
size : 50,
color : 0xfeec27,
particleSize : 30,
score : 3
},
{
size : 60,
color : 0xff49b2,
particleSize : 40,
score : 4
},
{
size : 70,
color : 0x1ac6f9,
particleSize : 50,
score : 5
},
{
size : 80,
color : 0x7638c8,
particleSize : 60,
score : 6
},
{
size : 90,
color : 0x925f2c,
particleSize : 70,
score : 7
},
{
size : 100,
color : 0xff8504,
particleSize : 80,
score : 8
},
{
size : 110,
color : 0xf2f2f2,
particleSize : 90,
score : 9
},
{
size : 120,
color : 0x888888,
particleSize : 100,
score : 10
},
{
size : 130,
color : 0x2f2f2d,
particleSize : 100,
score : 11
}
]
}
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';
import { PreloadAssets } from './preloadAssets';
import { MainGame } from './mainGame';
import { AnimatedBackground } from './animatedBackground';
// object to initialize the Scale Manager
const scaleObject : Phaser.Types.Core.ScaleConfig = {
mode : Phaser.Scale.FIT,
autoCenter : Phaser.Scale.CENTER_BOTH,
parent : 'thegame',
width : 1920,
height : 1080
}
// game configuration object
const configObject : Phaser.Types.Core.GameConfig = {
type : Phaser.AUTO,
backgroundColor : 0xaee2ff,
scale : scaleObject,
scene : [PreloadAssets, MainGame, AnimatedBackground, PlayGame]
}
// 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 called during class preloading
preload() : void {
// this is how to load an image
this.load.image('ball', 'assets/sprites/ball.png');
this.load.image('background', 'assets/sprites/background.png');
this.load.image('angle', 'assets/sprites/angle.png');
this.load.image('line', 'assets/sprites/line.png');
this.load.image('vertical', 'assets/sprites/vertical.png');
this.load.image('panel', 'assets/sprites/panel.png');
this.load.image('crown', 'assets/sprites/crown.png');
// this is how to load a sprite sheet
this.load.spritesheet('faces', 'assets/sprites/faces.png', {
frameWidth : 45,
frameHeight : 25
});
// this is how to load a bitmap font
this.load.bitmapFont('font', 'assets/fonts/font.png', 'assets/fonts/font.fnt');
}
// method to be called once the instance has been created
create() : void {
// call MainGameScene
this.scene.start('MainGame');
}
}
mainGame.ts
Main game scene, which calls all game scenes, int his case AnimatedBackground and PlayGame.
// MAIN GAME SCENE
// this class extends Scene class
export class MainGame extends Phaser.Scene {
constructor() {
super({
key : 'MainGame'
});
}
create() : void {
// how to launch two scenes simultaneously
this.scene.launch('AnimatedBackground');
this.scene.launch('PlayGame');
}
}
animatedBackground.ts
Class to show the animated background. I decided to keep the animated background in a separate scene to allow players to restart the game without resetting background animation.
For more information about this technique, check this post.
// THE ANIMATED BACKGROUND
// this class extends Scene class
export class AnimatedBackground extends Phaser.Scene {
constructor() {
super({
key : 'AnimatedBackground'
});
}
create() : void {
// place a big tilesprite
const background : Phaser.GameObjects.TileSprite = this.add.tileSprite(0, -128, this.game.config.width as number + 128, this.game.config.height as number + 128, 'background');
background.setOrigin(0);
// slowly continuously tween the tilesprite, then place it in its original position, repeat forever
this.tweens.add({
targets : background,
x : -128,
y : 0,
duration : 5000,
onComplete : () => {
background.setPosition(0, -128);
},
repeat : -1
})
}
}
playGame.ts
Main game file, all game logic is stored here.
// THE GAME ITSELF
import Planck from 'planck';
import { toMeters, toPixels } from './planckUtils';
import { GameOptions } from './gameOptions';
import { getLocalStorage, setLocalStorage, deleteLocalStorage } from './storageUtils';
// body type, can be a ball or a wall
enum bodyType {
BALL,
WALL
}
// game state, can be idle (nothing to do), moving (when you move the ball) or gameover, when the game is over
enum gameState {
IDLE,
MOVING,
GAMEOVER
}
// this class extends Scene class
export class PlayGame extends Phaser.Scene {
constructor() {
super({
key : 'PlayGame'
});
}
world : Planck.World; // physics world
contactManagement : any[]; // array to store all contacts
savedData : any; // data retrieved from local storage / to save on local storage
config : any; // configuration object
ballsAdded : number; // amount of balls added
currentBallValue : number; // current ball value
score : number; // score
nextBallValue : number; // next ball value
ids : number[]; // array with all ball ids
emitters : Phaser.GameObjects.Particles.ParticleEmitter[]; // array with all particle emitters
dummyBalls : Phaser.GameObjects.Sprite[]; // array with all dummy balls
nextBallValueSprites : Phaser.GameObjects.Sprite[]; // array with all sprites showing 'next' ball
currentState : gameState; // current game state
scoreText : Phaser.GameObjects.BitmapText; // score bitmap text
bestScoreText : Phaser.GameObjects.BitmapText; // best score bitmap text
objectPool : any[]; // object pool
// method to be called once the instance has been created
create() : void {
// default object to save in local storage
const defaultObject : any = {
bestScore : 0
}
// initialize local storage
this.savedData = getLocalStorage(GameOptions.localStorageName, defaultObject);
// initialize global variables
this.ids = [];
this.ballsAdded = 0;
this.contactManagement = [];
this.emitters = [];
this.dummyBalls = [];
this.nextBallValueSprites = [];
this.objectPool = [];
this.currentState = gameState.MOVING;
this.currentBallValue = Phaser.Math.Between(0, GameOptions.maxStartBallSize);
this.nextBallValue = Phaser.Math.Between(0, GameOptions.maxStartBallSize);
this.score = 0;
// build particle emitters
this.buildEmitters();
// create a Box2D world with gravity
this.world = new Planck.World(new Planck.Vec2(0, GameOptions.Box2D.gravity));
// set some variables to build walls and various stuff
const baseStartX : number = this.game.config.width as number / 2 - GameOptions.gameField.width / 2;
const baseEndX : number = baseStartX + GameOptions.gameField.width;
const baseStartY : number = this.game.config.height as number - GameOptions.gameField.distanceFromBottom;
const baseEndY : number = baseStartY - GameOptions.gameField.height;
const leftPanelCenter : number = baseStartX / 2;
const rightPanelCenter : number = baseEndX + leftPanelCenter;
const leftPanelWidth : number = 400;
// Box2D polygon where to make ball fall into
this.createPolygon(baseStartX, baseStartY, baseEndX, baseEndY);
// score panel
this.add.nineslice(leftPanelCenter, 100, 'panel', 0, leftPanelWidth, 120, 33, 33, 33, 33);
this.scoreText = this.add.bitmapText(leftPanelCenter + 180, 132, 'font', '0', 90);
this.scoreText.setOrigin(1)
this.scoreText.setTint(0x3d3d3d);
// best score panel
this.add.nineslice(rightPanelCenter, 100, 'panel', 0, leftPanelWidth, 120, 33, 33, 33, 33);
this.bestScoreText = this.add.bitmapText(rightPanelCenter + 180, 132, 'font', this.savedData.bestScore.toString(), 90);
this.bestScoreText.setOrigin(1)
this.bestScoreText.setTint(0x3d3d3d);
this.add.sprite(rightPanelCenter - leftPanelWidth / 2 + 15, 100, 'crown').setOrigin(0, 0.5).setTint(0x3d3d3d);
// "next" panel
this.add.nineslice(leftPanelCenter, 200, 'panel', 0, leftPanelWidth, 150 + GameOptions.bodies[GameOptions.maxStartBallSize].size * 2, 33, 33, 33, 33).setOrigin(0.5, 0);
this.add.bitmapText(leftPanelCenter, 210, 'font', 'NEXT', 90).setTint(0x3d3d3d).setOrigin(0.5, 0);
// game field
this.add.tileSprite(baseStartX, baseStartY, GameOptions.gameField.width, 50, 'line').setOrigin(0);
this.add.sprite(baseStartX - 32, baseStartY, 'angle').setOrigin(0);
this.add.sprite(baseEndX, baseStartY, 'angle').setOrigin(0).setFlipX(true);
this.add.tileSprite(baseStartX - 32, baseEndY, 32, GameOptions.gameField.height, 'vertical').setOrigin(0);
this.add.tileSprite(baseEndX, baseEndY, 32, GameOptions.gameField.height, 'vertical').setOrigin(0);
this.add.rectangle(baseStartX, baseEndY, GameOptions.gameField.width, GameOptions.gameField.height, 0x000000, 0.5).setOrigin(0);
// create dummy and "next" balls. These aren't physics bodies, just sprites to be moved according to user input
for (let i : number = 0; i <= GameOptions.maxStartBallSize; i ++) {
const ball : Phaser.GameObjects.Sprite = this.add.sprite(baseStartX, baseEndY - GameOptions.bodies[i].size, 'ball');
ball.setAlpha(0.7);
ball.setVisible(false);
ball.setDisplaySize(GameOptions.bodies[i].size * 2, GameOptions.bodies[i].size * 2);
ball.setTint(GameOptions.bodies[i].color);
this.dummyBalls.push(ball);
const nextBallValue : Phaser.GameObjects.Sprite = this.add.sprite(leftPanelCenter, 320 + GameOptions.bodies[GameOptions.maxStartBallSize].size, 'ball');
nextBallValue.setVisible(false);
nextBallValue.setTint(GameOptions.bodies[i].color);
nextBallValue.setDisplaySize(GameOptions.bodies[i].size * 2, GameOptions.bodies[i].size * 2);
this.nextBallValueSprites.push(nextBallValue);
}
this.dummyBalls[this.currentBallValue].setVisible(true);
this.nextBallValueSprites[this.nextBallValue].setVisible(true);
// when the player releases the input...
this.input.on('pointerup', (pointer : Phaser.Input.Pointer) => {
// are we moving?
if (this.currentState == gameState.MOVING) {
// hide dummy ball
this.dummyBalls[this.currentBallValue].setVisible(false);
// create a new physics ball
this.createBall(Phaser.Math.Clamp(pointer.x, baseStartX + GameOptions.bodies[this.currentBallValue].size, baseEndX - GameOptions.bodies[this.currentBallValue].size), baseEndY - GameOptions.bodies[this.currentBallValue].size, this.currentBallValue);
// set the game state to IDLE
this.currentState = gameState.IDLE;
// wait some time before adding a new ball
this.time.addEvent({
delay: GameOptions.idleTime,
callback: (() => {
this.currentState = gameState.MOVING;
this.currentBallValue = this.nextBallValue;
this.nextBallValue = Phaser.Math.Between(0, GameOptions.maxStartBallSize);
this.dummyBalls[this.currentBallValue].setVisible(true);
this.nextBallValueSprites[this.currentBallValue].setVisible(false);
this.nextBallValueSprites[this.nextBallValue].setVisible(true);
this.dummyBalls[this.currentBallValue].setX(Phaser.Math.Clamp(pointer.x, baseStartX + GameOptions.bodies[this.currentBallValue].size, baseEndX - GameOptions.bodies[this.currentBallValue].size));
})
})
}
}, this);
// when the player moves the input
this.input.on('pointermove', (pointer : Phaser.Input.Pointer) => {
if (this.currentState == gameState.MOVING) {
this.dummyBalls[this.currentBallValue].setX(Phaser.Math.Clamp(pointer.x, baseStartX + GameOptions.bodies[this.currentBallValue].size, baseEndX - GameOptions.bodies[this.currentBallValue].size));
}
})
// this is the collision listener used to process contacts
this.world.on('pre-solve', (contact : Planck.Contact) => {
// get both bodies user data
const userDataA : any = contact.getFixtureA().getBody().getUserData();
const userDataB : any = contact.getFixtureB().getBody().getUserData();
// get the contact point
const worldManifold : Planck.WorldManifold = contact.getWorldManifold(null) as Planck.WorldManifold;
const contactPoint : Planck.Vec2Value = worldManifold.points[0] as Planck.Vec2Value;
// three nested "if" just to improve readability, to check for a collision we need:
// 1 - both bodies must be balls
if (userDataA.type == bodyType.BALL && userDataB.type == bodyType.BALL) {
// 2 - both balls must have the same value
if (userDataA.value == userDataB.value) {
// 3 - balls ids must not be already present in the array of ids
if (this.ids.indexOf(userDataA.id) == -1 && this.ids.indexOf(userDataB.id) == -1) {
// add bodies ids to ids array
this.ids.push(userDataA.id)
this.ids.push(userDataB.id)
// add a contact management item with both bodies to remove, the contact point, the new value of the ball and both ids
this.contactManagement.push({
body1 : contact.getFixtureA().getBody(),
body2 : contact.getFixtureB().getBody(),
point : contactPoint,
value : userDataA.value + 1,
id1 : userDataA.id,
id2 : userDataB.id
})
}
}
}
});
}
// method to build emitters
buildEmitters() : void {
// loop through each ball
GameOptions.bodies.forEach((body : any, index : number) => {
// build particle graphics as a graphic object turned into a sprite
const particleGraphics : Phaser.GameObjects.Graphics = this.make.graphics({
x : 0,
y : 0
}, false);
particleGraphics.fillStyle(0xffffff);
particleGraphics.fillCircle(body.particleSize, body.particleSize, body.particleSize);
particleGraphics.generateTexture('particle_' + index.toString(), body.particleSize * 2, body.particleSize * 2);
// create the emitter
let emitter : Phaser.GameObjects.Particles.ParticleEmitter = this.add.particles(0, 0, 'particle_' + index.toString(), {
lifespan : 500,
speed : {
min : 0,
max : 50
},
scale : {
start : 1,
end : 0
},
emitting : false
});
// set the emitter zone as the circle area
emitter.addEmitZone({
source : new Phaser.Geom.Circle(0, 0, body.size),
type : 'random',
quantity : 1
});
// set emitter z-order to 1, to always bring explosions on top
emitter.setDepth(1);
// add the emitter to emitters array
this.emitters.push(emitter)
})
}
// method to create a physics ball
createBall(posX : number, posY : number, value : number) : void {
// define ball and face sprites
let ballSprite : Phaser.GameObjects.Sprite;
let faceSprite : Phaser.GameObjects.Sprite;
// should we take them from the pool?
if (this.objectPool.length > 0) {
const poolObject : any = this.objectPool.pop();
ballSprite = poolObject.ball;
ballSprite.setVisible(true);
faceSprite = poolObject.face;
faceSprite.setVisible(true);
}
// create them from scratch
else {
ballSprite = this.add.sprite(posX, posY, 'ball');
faceSprite = this.add.sprite(posX, posY, 'faces')
}
// adjust size, tint color and face
ballSprite.setDisplaySize(GameOptions.bodies[value].size * 2, GameOptions.bodies[value].size * 2);
ballSprite.setTint(GameOptions.bodies[value].color);
const faceFrame : number = Phaser.Math.Between(0, 8);
faceSprite.setFrame(faceFrame);
// create a dynamic body
const ball : Planck.Body = this.world.createDynamicBody({
position : new Planck.Vec2(toMeters(posX), toMeters(posY)),
});
console.log(toMeters(posX),posX)
// attach a fixture to the body
ball.createFixture({
shape : new Planck.Circle(toMeters(GameOptions.bodies[value].size)),
density : 1,
friction : 0.3,
restitution : 0.1
});
// set some custom user data
ball.setUserData({
sprite : ballSprite,
type : bodyType.BALL,
value : value,
id : this.ballsAdded,
face : faceSprite
})
// keep counting how many balls we added so far
this.ballsAdded ++;
console.log(ball)
}
// method to create a physics polygon
createPolygon(startX : number, startY : number, endX : number, endY : number) : void {
// create a static body
const walls : Planck.Body = this.world.createBody({
position : new Planck.Vec2(toMeters(0), toMeters(0))
});
// attach a fixture to the body
walls.createFixture(Planck.Chain([Planck.Vec2(toMeters(startX), toMeters(endY)), Planck.Vec2(toMeters(startX), toMeters(startY)), Planck.Vec2(toMeters(endX), toMeters(startY)), Planck.Vec2(toMeters(endX), toMeters(endY))]));
// set some custom user data
walls.setUserData({
type : bodyType.WALL
})
}
// method to destroy a ball
// ball = the ball to be destroyed
destroyBall(ball : Planck.Body) : void {
// get ball user data
const userData : any = ball.getUserData();
// hide the sprites
userData.sprite.setVisible(false);
userData.face.setVisible(false);
// place sprites into pool
this.objectPool.push({
ball : userData.sprite,
face : userData.face
})
// destroy the physics body
this.world.destroyBody(ball);
// remove body id from ids array
this.ids.splice(this.ids.indexOf(userData.id), 1);
}
// method to update the score
// n = ball from which to compute the score
updateScore(n : number) : void {
// add score according to ball value
this.score += GameOptions.bodies[n].score;
// update score text
this.scoreText.setText(this.score.toString());
// did the score beat the best score
if (this.score > this.savedData.bestScore) {
// update best score into savedData object
this.savedData.bestScore = this.score;
// update bestScoreText bitmap text
this.bestScoreText.setText(this.score.toString());
// save the local storage
setLocalStorage(GameOptions.localStorageName, this.savedData);
}
}
// method to be executed at each frame
// n deltaTime : time, in milliseconds, passed since previous "update" call
update(totalTime : number, deltaTime : number) : void {
// advance world simulation
this.world.step(deltaTime / 1000, 10, 8);
this.world.clearForces();
// is there any contact to manage?
if (this.contactManagement.length > 0) {
// loop through all contacts
this.contactManagement.forEach((contact : any) => {
// set the emitters to explode
this.emitters[contact.value - 1].explode(50 * contact.value, toPixels(contact.body1.getPosition().x), toPixels(contact.body1.getPosition().y));
this.emitters[contact.value - 1].explode(50 * contact.value, toPixels(contact.body2.getPosition().x), toPixels(contact.body2.getPosition().y));
// destroy the balls after some delay, useful to display explosions or whatever
this.time.addEvent({
delay : 10,
callback : (() => {
this.updateScore(contact.value - 1);
this.destroyBall(contact.body1);
this.destroyBall(contact.body2);
})
})
// determining blast radius, which is actually a square, but who cares?
const query : Planck.AABB = new Planck.AABB(
new Planck.Vec2(contact.point.x - toMeters(GameOptions.blast.radius), contact.point.y - toMeters(GameOptions.blast.radius)),
new Planck.Vec2(contact.point.x + toMeters(GameOptions.blast.radius), contact.point.y + toMeters(GameOptions.blast.radius))
);
// query the world for fixtures inside the square, aka "radius"
this.world.queryAABB(query, (fixture : Planck.Fixture) => {
const body : Planck.Body = fixture.getBody();
const bodyPosition : Planck.Vec2 = body.getPosition();
// just in case you need the body distance from the center of the blast. I am not using it.
const bodyDistance : number = Math.sqrt(Math.pow(bodyPosition.x - contact.point.x, 2) + Math.pow(bodyPosition.y - contact.point.y, 2));
const angle : number = Math.atan2(bodyPosition.y - contact.point.y, bodyPosition.x - contact.point.x);
// the explosion effect itself is just a linear velocity applied to bodies
body.setLinearVelocity(new Planck.Vec2(GameOptions.blast.impulse * Math.cos(angle), GameOptions.blast.impulse * Math.sin(angle)));
// true = keep querying the world
return true;
});
// little delay before creating next ball, be used for a spawn animation
this.time.addEvent({
delay: 200,
callback: (() => {
if (contact.value < GameOptions.bodies.length) {
this.createBall(toPixels(contact.point.x), toPixels(contact.point.y), contact.value);
}
})
})
})
// empty contactManagement array
this.contactManagement = [];
}
// loop through all bodies
for (let body : Planck.Body = this.world.getBodyList() as Planck.Body; body; body = body.getNext() as Planck.Body) {
// get body user data
const userData : any = body.getUserData();
// is it a ball?
if (userData.type == bodyType.BALL) {
// get body position
const bodyPosition : Planck.Vec2 = body.getPosition();
console.log(bodyPosition)
// get body angle
const bodyAngle : number = body.getAngle();
// update sprite position and rotation accordingly
userData.sprite.setPosition(toPixels(bodyPosition.x), toPixels(bodyPosition.y));
userData.sprite.setRotation(bodyAngle);
userData.face.setPosition(toPixels(bodyPosition.x), toPixels(bodyPosition.y));
userData.face.setRotation(bodyAngle);
// if a ball falls off the screen...
const gameHeight : number = this.game.config.height as number
if ((userData.sprite.y > gameHeight || userData.sprite.y < gameHeight - GameOptions.gameField.distanceFromBottom - GameOptions.gameField.height - 100) && this.currentState != gameState.GAMEOVER) {
// ... it's game over
this.currentState = gameState.GAMEOVER;
// set dummy ball to invisible
this.dummyBalls[this.currentBallValue].setVisible(false);
// remove all balls with a timer event
const gameOverTimer : Phaser.Time.TimerEvent = this.time.addEvent({
delay : 100,
callback : ((event : Phaser.Time.TimerEvent) => {
let body : Planck.Body = this.world.getBodyList() as Planck.Body;
const userData : any = body.getUserData();
if (userData.type == bodyType.BALL) {
this.destroyBall(body)
}
else {
gameOverTimer.remove();
// restart game scene
this.scene.start('PlayGame')
}
}),
loop : true
})
}
}
}
}
}
planckUtils.ts
Useful functions to be used in Planck, just to convert pixels to meters and meters to pixels.
// PLANCK UTILITIES
import { GameOptions } from './gameOptions';
// simple function to convert pixels to meters
export function toMeters(n : number) : number {
return n / GameOptions.Box2D.worldScale;
}
// simple function to convert meters to pixels
export function toPixels(n : number) : number {
return n * GameOptions.Box2D.worldScale;
}
storageUtils.ts
Useful functions to handle local storage.
// LOCAL STORAGE UTILITIES
export function getLocalStorage(storageName : string, defaultObj : any) : any {
let savedData : any;
try {
savedData = JSON.parse(localStorage.getItem(storageName) as string);
}
catch {
savedData = null;
}
if (savedData == null) {
return defaultObj;
}
return savedData;
}
export function setLocalStorage(storageName : string, obj : any) : boolean {
try {
localStorage.setItem(storageName, JSON.stringify(obj));
}
catch {
return false;
}
return true;
}
export function deleteLocalStorage(storageName : string) : void {
try {
localStorage.removeItem(storageName);
}
catch {}
}
Now you can finally build your own Watermelon Game prototype, but there’s a surprise coming next week, stay tuned. Download the source code.
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