Get the full commented source code of

HTML5 Suika Watermelon Game

Talking about Yeah Bunny game, Game development, HTML5, Javascript and Phaser.

About one year ago I showed you how to build a HTML5 platformer prototype inspired by iOS hit “Yeah Bunny” thanks to Phaser and ARCADE physics, giving you a source code commented line by line.

I made it using Phaser CE 2.8.0 so it’s a bit oudated now, that’s why I rewrote the code to make it compatible with the brand new Phaser 3.6.0 version.

This prototype won’t let you miss Super Mario, as you the bunny runs automatically, changes direction each time it hits an obstacle, can perform jump, double jump and wall jump as well as slide down the walls.

Uh, and since levels in Yeah Bunny are larger than the screen, the camera follows automatically the bunny – yeah, you control a bunny.

Test the game:

Click or tap to jump, double jump or wall jump.

Rewriting the code to Phaser 3 was quite easy, I only found camera startFollow method to have less options than the old follow method.

By looking at the source code you can check the differences between this Phaser 3 prototype and the old Phaser 2 prototype, as well as learn now to:

* import tile based levels
* configure ARCADE physics
* wait for player input
* check for collisions between a sprite and the environment
* move the camera to follow player movement

Have a look at the source code:

var game;
var gameOptions = {

    // player gravity
    playerGravity: 900,

    // player friction when on wall
    playerGrip: 100,

    // player horizontal speed
    playerSpeed: 200,

    // player jump force
    playerJump: 400,

    // player double jump force
    playerDoubleJump: 300
}
window.onload = function() {
    var gameConfig = {
        type: Phaser.CANVAS,
        width: 640,
        height: 480,
        backgroundColor: 0x444444,
        physics: {
            default: "arcade",
            arcade: {
                gravity: {
                    y: 0
                }
            }
        },
       scene: [preloadGame, playGame]
    }
    game = new Phaser.Game(gameConfig);
}
class preloadGame extends Phaser.Scene{
    constructor(){
        super("PreloadGame");
    }
    preload(){
        this.load.tilemapTiledJSON("level", "level.json");
        this.load.image("tile", "tile.png");
        this.load.image("hero", "hero.png");
    }
    create(){
        this.scene.start("PlayGame");
    }
}
class playGame extends Phaser.Scene{
    constructor(){
        super("PlayGame");
    }
    create(){
        // creation of "level" tilemap
        this.map = this.make.tilemap({
            key: "level"
        });

        // adding tiles (actually one tile) to tilemap
        var tile = this.map.addTilesetImage("tileset01", "tile");

        // tile 1 (the black tile) has the collision enabled
        this.map.setCollision(1);

        // which layer should we render? That's right, "layer01"
        this.layer = this.map.createStaticLayer("layer01", tile);

        // adding the hero sprite and enabling ARCADE physics for the hero
        this.hero = this.physics.add.sprite(300, 376, "hero");

        // setting hero horizontal speed
        this.hero.body.velocity.x = gameOptions.playerSpeed;

        // the hero can jump
        this.canJump = true;

        // the hern cannot double jump
        this.canDoubleJump = false;

        // the hero is not on the wall
        this.onWall = false;

        // waiting for player input
        this.input.on("pointerdown", this.handleJump, this);

        // set workd bounds to allow camera to follow the player
        this.cameras.main.setBounds(0, 0, 1920, 1440);

        // making the camera follow the player
        this.cameras.main.startFollow(this.hero);
    }
    handleJump(){
        // the hero can jump when:
        // canJump is true AND the hero is on the ground (blocked.down)
        // OR
        // the hero is on the wall
        if((this.canJump && this.hero.body.blocked.down) || this.onWall){

            // applying jump force
            this.hero.body.velocity.y = -gameOptions.playerJump;

            // is the hero on a wall?
            if(this.onWall){

                // change the horizontal velocity too. This way the hero will jump off the wall
                this.setPlayerXVelocity(true);
            }

            // hero can't jump anymore
            this.canJump = false;

            // hero is not on the wall anymore
            this.onWall = false;

            // the hero can now double jump
            this.canDoubleJump = true;
        }
        else{

            // cam the hero make the doubple jump?
            if(this.canDoubleJump){

                // the hero can't double jump anymore
                this.canDoubleJump = false;

                // applying double jump force
                this.hero.body.velocity.y = -gameOptions.playerDoubleJump;
            }
        }
    }
    update(){

        // set some default gravity values. Look at the function for more information
        this.setDefaultValues();

        // handling collision between the hero and the tiles
        this.physics.world.collide(this.hero, this.layer, function(hero, layer){

            // some temporary variables to determine if the player is blocked only once
            var blockedDown = hero.body.blocked.down;
            var blockedLeft = hero.body.blocked.left
            var blockedRight = hero.body.blocked.right;

            // if the hero hits something, no double jump is allowed
            this.canDoubleJump = false;

            // hero on the ground
            if(blockedDown){

                // hero can jump
                this.canJump = true;
            }

            // hero on the ground and touching a wall on the right
            if(blockedRight){

                // horizontal flipping hero sprite
                hero.flipX = true;
            }

            // hero on the ground and touching a wall on the right
            if(blockedLeft){

                // default orientation of hero sprite
                hero.flipX = false;
            }

            // hero NOT on the ground and touching a wall
            if((blockedRight || blockedLeft) && !blockedDown){

                // hero on a wall
                hero.scene.onWall = true;

                // remove gravity
                hero.body.gravity.y = 0;

                // setting new y velocity
                hero.body.velocity.y = gameOptions.playerGrip;
            }

            // adjusting hero speed according to the direction it's moving
            this.setPlayerXVelocity(!this.onWall || blockedDown);
        }, null, this)
    }

    // default values to be set at the beginning of each update cycle,
    // which may be changed according to what happens into "collide" callback function
    // (if called)
    setDefaultValues(){
        this.hero.body.gravity.y = gameOptions.playerGravity;
        this.onWall = false;
        this.setPlayerXVelocity(true);
    }

    // sets player velocity according to the direction it's facing, unless "defaultDirection"
    // is false, in this case multiplies the velocity by -1
    setPlayerXVelocity(defaultDirection){
        this.hero.body.velocity.x = gameOptions.playerSpeed * (this.hero.flipX ? -1 : 1) * (defaultDirection ? 1 : -1);
    }
}

You can really do a lot of stuff with just a few lines using Phaser 3, next time we’ll see how to add coins and enemies, meanwhile download the source code.

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