Get the full commented source code of

HTML5 Suika Watermelon Game

Talking about Knife Hit game, Game development, HTML5, Javascript and Phaser.

I know you enjoyed the first part of my Knife Hit HTML5 prototype built using only tween and trigonometry, and here is the second step of the game: this time we’ll check if the knife we throw hits one of the knives that already landed on the target. But most of all, we are doing it without trigonometry. First, let’s have a look at the game:
Click or tap to throw a knife. Keep throwing knives until you hit a knife already on the target. If you have a mobile device, play directly on this link. How can we do this without physics? It’s easy! When a knife lands on the target, it hits the target while it’s rotated by a known angle. We save the angle as a custom knife property. When we throw next knife, we check if the difference between the angle of the target at the moment of the impact and the angle of the target of landed knives. If this angle is smaller than a given amount specified in the game options, then we can say the knife hit another knife. Let’s have a look at the source code, commented line by line:

// the game itself
var game;

// global game options
var gameOptions = {

    // target rotation speed, in degrees per frame
    rotationSpeed: 3,

    // knife throwing duration, in milliseconds
    throwSpeed: 150,

    // minimum angle between two knives
    minAngle: 15
}

// once the window loads...
window.onload = function() {

    // game configuration object
    var gameConfig = {

        // render type
       type: Phaser.CANVAS,

       // game width, in pixels
       width: 750,

       // game height, in pixels
       height: 1334,

       // game background color
       backgroundColor: 0x444444,

       // scenes used by the game
       scene: [playGame]
    };

    // game constructor
    game = new Phaser.Game(gameConfig);

    // pure javascript to give focus to the page/frame and scale the game
    window.focus()
    resize();
    window.addEventListener("resize", resize, false);
}

// PlayGame scene
class playGame extends Phaser.Scene{

    // constructor
    constructor(){
        super("PlayGame");
    }

    // method to be executed when the scene preloads
    preload(){

        // loading assets
        this.load.image("target", "target.png");
        this.load.image("knife", "knife.png");
    }

    // method to be executed once the scene has been created
    create(){

        // can the player throw a knife? Yes, at the beginning of the game
        this.canThrow = true;

        // group to store all rotating knives
        this.knifeGroup = this.add.group();

        // adding the knife
        this.knife = this.add.sprite(game.config.width / 2, game.config.height / 5 * 4, "knife");

        // adding the target
        this.target = this.add.sprite(game.config.width / 2, 400, "target");

        // moving the target on front
        this.target.depth = 1;

        // waiting for player input to throw a knife
        this.input.on("pointerdown", this.throwKnife, this);
    }

    // method to throw a knife
    throwKnife(){

        // can the player throw?
        if(this.canThrow){

            // player can't throw anymore
            this.canThrow = false;

            // tween to throw the knife
            this.tweens.add({

                // adding the knife to tween targets
                targets: [this.knife],

                // y destination
                y: this.target.y + this.target.width / 2,

                // tween duration
                duration: gameOptions.throwSpeed,

                // callback scope
                callbackScope: this,

                // function to be executed once the tween has been completed
                onComplete: function(tween){

                    // at the moment, this is a legal hit
                    var legalHit = true;

                    // getting an array with all rotating knives
                    var children = this.knifeGroup.getChildren();

                    // looping through rotating knives
                    for (var i = 0; i < children.length; i++){

                        // is the knife too close to the i-th knife?
                        if(Math.abs(Phaser.Math.Angle.ShortestBetween(this.target.angle, children[i].impactAngle)) < gameOptions.minAngle){

                            // this is not a legal hit
                            legalHit = false;

                            // no need to continue with the loop
                            break;
                        }
                    }

                    // is this a legal hit?
                    if(legalHit){

                        // player can now throw again
                        this.canThrow = true;

                        // adding the rotating knife in the same place of the knife just landed on target
                        var knife = this.add.sprite(this.knife.x, this.knife.y, "knife");

                        // impactAngle property saves the target angle when the knife hits the target
                        knife.impactAngle = this.target.angle;

                        // adding the rotating knife to knifeGroup group
                        this.knifeGroup.add(knife);

                        // bringing back the knife to its starting position
                        this.knife.y = game.config.height / 5 * 4;
                    }

                    // in case this is not a legal hit
                    else{

                        // tween to throw the knife
                        this.tweens.add({

                            // adding the knife to tween targets
                            targets: [this.knife],

                            // y destination
                            y: game.config.height + this.knife.height,

                            // rotation destination, in radians
                            rotation: 5,

                            // tween duration
                            duration: gameOptions.throwSpeed * 4,

                            // callback scope
                            callbackScope: this,

                            // function to be executed once the tween has been completed
                            onComplete: function(tween){

                                // restart the game
                                this.scene.start("PlayGame")
                            }
                        });
                    }
                }
            });
        }
    }

    // method to be executed at each frame
    update(){

        // rotating the target
        this.target.angle += gameOptions.rotationSpeed;

        // getting an array with all rotating knives
        var children = this.knifeGroup.getChildren();

        // looping through rotating knives
        for (var i = 0; i < children.length; i++){

            // rotating the knife
            children[i].angle += gameOptions.rotationSpeed;

            // turning knife angle in radians
            var radians = Phaser.Math.DegToRad(children[i].angle + 90);

            // trigonometry to make the knife rotate around target center
            children[i].x = this.target.x + (this.target.width / 2) * Math.cos(radians);
            children[i].y = this.target.y + (this.target.width / 2) * Math.sin(radians);
        }

    }
}

// pure javascript to scale the game
function resize() {
    var canvas = document.querySelector("canvas");
    var windowWidth = window.innerWidth;
    var windowHeight = window.innerHeight;
    var windowRatio = windowWidth / windowHeight;
    var gameRatio = game.config.width / game.config.height;
    if(windowRatio < gameRatio){
        canvas.style.width = windowWidth + "px";
        canvas.style.height = (windowWidth / gameRatio) + "px";
    }
    else{
        canvas.style.width = (windowHeight * gameRatio) + "px";
        canvas.style.height = windowHeight + "px";
    }
}
And we built a physics game without using physics thanks to trigonometry, Phaser 3 and its tweens. Download the source code.

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