Talking about Game development, HTML5, Javascript and Phaser.
Do you like sunburst effect in games? I do, and mostly on games with a cartoonish appeal.
If you follow me on Twitter – and you should, definitively – you noticed yesterday I published a video about a work in progress of a game I am developing where you can see an animated sunburst effect.
This is the part of the code today I want to share with you, have a look:
Now, let’s see how to do it. We have four graphic elements:
The background: a gradient which is stretched to cover the entire game area.
The top of the terrain: this is the grass, just a plain image
The rest of the terrain: a tile sprite, since we may need to cover a wider area than we expect, due to screen ratio.
And Finally, the ray itself. It’s just a triangle.
At this time you may think “Hey, it’s simple: let’s create a lot of rays forming a full circle and make them rotate by 360 degrees”.
It’s a nice idea, and it would work, it’s just a waste of resources. Why don’t we just create enough rays to cover the game area, rotate them with a tween and repeat such tween forever?
Look at the source code:
let game;
window.onload = function() {
let gameConfig = {
type: Phaser.AUTO,
backgroundColor:0x1a213e,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
parent: "thegame",
width: 750,
height: 1334
},
scene: playGame,
}
game = new Phaser.Game(gameConfig);
window.focus();
}
class playGame extends Phaser.Scene{
constructor(){
super("PlayGame");
}
preload(){
this.load.image("background", "background.png");
this.load.image("ray", "ray.png");
this.load.image("topground", "topground.png");
this.load.image("bottomground", "bottomground.png");
}
create(){
let background = this.add.sprite(0, 0, "background");
background.setOrigin(0, 0);
background.displayWidth = game.config.width;
background.displayHeight = game.config.height;
let raysArray = [];
for(let i = -5; i < 6; i++){
let ray = this.add.sprite(game.config.width / 2, game.config.height, "ray");
ray.setOrigin(0.5, 1);
ray.angle = i * 12;
ray.displayHeight = game.config.height * 1.2;
ray.alpha = 0.2;
raysArray.push(ray);
}
this.tweens.add({
targets: raysArray,
props: {
angle: {
value: "+= 12"
}
},
duration: 8000,
repeat: -1
});
let topGround = this.add.tileSprite(0, 1000, game.config.width, 128, "topground");
topGround.setOrigin(0, 0)
let topGroundBottom = topGround.getBounds().bottom;
let bottomGround = this.add.tileSprite(0, topGroundBottom, game.config.width, game.config.height - topGroundBottom, "bottomground");
bottomGround.setOrigin(0, 0);
}
};
Lines 33-51 are responsible of doing it, and yes, it was easy and fun to create a sunburst effect with Phaser, in a few lines as always. Download the source code.
Never miss an update! Subscribe, and I will bother you by email only when a new game or full source code comes out.