Get the full commented source code of

HTML5 Suika Watermelon Game

Talking about Hundreds game, Game development, HTML5, Javascript and Phaser.

My “Hundreds” tutorial series is dated back to 2013, a previous gaming era with Flash still on the run on desktop computers.

Time passed, Flash died and hyper casual games now are mostly played in portrait mode.

So I kept the original concept of making circles grow while avoiding collisions, but I changed some rules:

1 – Circles do not collide, they tun on their own and simply overlap. Having circles colliding and bounce would make the game too unpredictable.

2 – Each circle is bound to a button with the same number.

3 – Tap and hold a button to make corresponding circle grow.

4 – Release the button to stop circle growth.

5 – If a growing circle overlaps any other circle, both circles get halved

6- You can make a circle grow only once.

Does it sound complicate? Have a try:

Tap and hold a button to make the corresponding circle grow. Release before it overlaps another circle.

What’s your best score?

The source code is a bit more than 100 lines, still uncommented because I need to add a couple more features, but easy to understand:

let game;
let gameOptions = {
    ballSpeed: 300,
    balls: 8,
    ballRadius: 50,
    growRate: 1
}
window.onload = function() {
    let gameConfig = {
        type: Phaser.AUTO,
        scale: {
            mode: Phaser.Scale.FIT,
            autoCenter: Phaser.Scale.CENTER_BOTH,
            parent: "thegame",
            width: 750,
            height: 1334
        },
        physics: {
            default: "arcade",
        },
        scene: playGame
    }
    game = new Phaser.Game(gameConfig);
    window.focus();
}
class playGame extends Phaser.Scene{
    constructor(){
        super("PlayGame");
    }
    preload(){
        this.load.image("ball", "ball.png");
        this.load.image("button", "button.png");
    }
    create(){
        this.physics.world.setBounds(0, 0, game.config.width, game.config.width);
        this.ballGroup = this.physics.add.group();
        this.ballArray = [];
        this.textArray = [];
        this.score = 0;
        let gameArea = new Phaser.Geom.Rectangle(0, 0, game.config.width, game.config.width);
        let buttonsPerRow = gameOptions.balls / 2;
        let buttonWidth = game.config.width / buttonsPerRow;
        this.buttonGroup = this.add.group();
        for(let i = 0; i < gameOptions.balls; i++){
            let randomPosition = Phaser.Geom.Rectangle.Random(gameArea);
            let directionVector = Phaser.Math.RandomXY(new Phaser.Math.Vector2, gameOptions.ballSpeed);
            let ball = this.ballGroup.create(randomPosition.x, randomPosition.y, "ball");
            this.ballArray.push(ball);
            ball.setCircle(256);
            ball.displayHeight = gameOptions.ballRadius;
            ball.displayWidth = gameOptions.ballRadius;
            ball.index = i;
            ball.setCollideWorldBounds(true);
            ball.setVelocity(directionVector.x, directionVector.y);
            ball.setBounce(1);
            let ballText = this.add.text(randomPosition.x, randomPosition.y, i, {
                fontFamily: "Arial",
                fontSize: 24,
                color: "#000000"
            });
            ballText.setOrigin(0.5, 0.5)
            this.textArray.push(ballText);
            let button = this.add.sprite(buttonWidth * (i % (gameOptions.balls / 2)), game.config.width + buttonWidth * Math.floor(i / (gameOptions.balls / 2)), "button");
            button.setOrigin(0, 0);
            button.index = i;
            button.displayWidth = buttonWidth;
            button.displayHeight = buttonWidth;
            this.buttonGroup.add(button);
            let buttonText = this.add.text(button.getBounds().centerX, button.getBounds().centerY, i, {
                fontFamily: "Arial",
                fontSize: 64,
                color: "#000000"
            });
            buttonText.setOrigin(0.5, 0.5)
        }
        this.ballToGrow = null
        this.scoreText = this.add.text(0, game.config.height, "Score: 0", {
            fontFamily: "Arial",
            fontSize: 64
        });
        this.scoreText.setOrigin(0, 1);
        this.input.on("pointerdown", this.startGrowing, this);
        this.input.on("pointerup", this.stopGrowing, this);
        this.physics.add.overlap(this.ballGroup, this.ballGroup, this.handleOverlap, null, this);
    }
    startGrowing(pointer){
        this.buttonGroup.getChildren().forEach(function(button){
            if(Phaser.Geom.Rectangle.Contains(button.getBounds(), pointer.x, pointer.y) && button.alpha == 1){
                button.alpha = 0.5;
                this.ballToGrow = button.index;
                this.ballArray[this.ballToGrow].body.onOverlap = true;
            }
        }, this);
    }
    stopGrowing(){
        this.ballToGrow = null;
    }
    handleOverlap(ball1, ball2){
        if(this.ballToGrow != null && (ball1.index == this.ballToGrow || ball2.index == this.ballToGrow)){
            this.cameras.main.flash();
            ball1.displayWidth = Math.max(ball1.displayWidth / 2, gameOptions.ballRadius);
            ball2.displayWidth = Math.max(ball1.displayWidth / 2, gameOptions.ballRadius)
            ball1.displayHeight = ball1.displayWidth ;
            ball2.displayHeight = ball2.displayWidth ;
            this.ballToGrow = null;
        }
    }
    update(){
        this.score = 0;
        for(let i = 0; i < gameOptions.balls; i++){
            this.textArray[i].x = this.ballArray[i].x;
            this.textArray[i].y = this.ballArray[i].y;
            this.score += this.ballArray[i].displayWidth - gameOptions.ballRadius;
        }
        this.scoreText.text = this.score;
        if(this.ballToGrow != null){
            console.log("grow")
            this.ballArray[this.ballToGrow].displayWidth += gameOptions.growRate;
            this.ballArray[this.ballToGrow].displayHeight += gameOptions.growRate;
        }
    }
}

This is actually a pretty new concept as there isn’t that much of the original “Hundreds” game, but I can see some potential in it, especially if you consider you can play with one thumb.

Download the source code.

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