Category: TypeScript
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Build a HTML5 game like Geometry Dash using Phaser 4 and TypeScript, with a simple custom physics engine
The cube in Geometry Dash always lands perfectly square. It's not rigid-body physics: the spin is purely cosmetic. The hitbox never rotates, and the game snaps the angle to 90 degrees on landing. I rebuilt it as an HTML5 game in Phaser 4 + TypeScript, with my own physics engine.
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HTML5 game Spears N’ Coins with Phaser 4.1 and TypeScript: a tiny endless runner like Dashy Panda
Spears N' Coins is a HTML5 fast-paced endless runner powered by Phaser 4 and TypeScript featuring procedural generation and pixel art parallax scrolling starting from the Create Phaser Game app. Full source code available.
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Getting Started with Phaser 4: Vite + TypeScript Setup, using the official Create Game App
Phaser 4 has arrived, bringing a fresh foundation for modern web game development. Learn to set up a brand new project using the official Create Game App, powered by Vite and TypeScript, and walk through the essential structure to get your first game up and running quickly.
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Phaser 4 HTML5 SameGame powered by samegame-engine, a headless TypeScript class
Complete HTML5 SameGame clone built with Phaser 4, powered by a fully headless TypeScript game engine. It features a clean separation between logic and rendering, reusable core mechanics, and an efficient implementation based on object pooling and delta-driven animations.
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Build a highly customizable mobile friendly HTML5 level selection screen controllable by tap, swipe and mouse wheel, written in TypeScript and powered by Phaser
A clean, fully paginated level selection system built in Phaser 4 with TypeScript, featuring horizontal drag, direction-aware snap, mouse wheel navigation and event-driven thumbnails. The UI components are fully decoupled from scene logic and designed with clear state separation. Complete source code available for download, ready to use and extend.
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Simulating rotating gravity and perimeter based movement like in “Be Brave, Barb” game with Phaser, without any physics engine
HTML5 platformer engine inspired by Be Brave, Barb, built without physics. Hero walks along a dynamically generated perimeter, switches between four gravity directions, and reattaches to surfaces using continuous collision detection. Everything is driven by pure geometry, vector math, and segment intersection.
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HTML5 prototype of a planet gravity platform using Phaser 4 and Arcade physics, written in TypeScript
A gravity-rotating movement system built with Phaser 4 and TypeScript, where a character walks around floating terrain by dynamically reassigning gravity instead of falling off edges. Movement and jumping are defined in surface space rather than world space, allowing seamless transitions around corners while keeping Arcade Physics fully in control.
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Pure TypeScript class to handle math draw games: build your HTML5 math game in a matter of minutes – Phaser example included
Build your own HTML5 draw and sum game in just minutes: the DrawSum class is a standalone, dependency-free TypeScript class that manages the board, scoring, chain logic, and even calculates sprite animations. Phaser example included.
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Build a HTML5 “Helix Jump” prototype with Three.js and TypeScript – Step 4: scoring, animated CSS background and platforms fading away
In the fourth step of the Helix Jump HTML5 prototype with Three.js and TypeScript, I added a clean CSS-based score display, a subtle animated background using only CSS, and made destroyed platforms fade out and fly away with GSAP. These visual touches make the game feel more alive, and as always, you get the full line-by-line commented source code for free.
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Build a HTML5 “Helix Jump” prototype with Three.js and TypeScript – Step 3: adding spikes and using GSAP for camera tweening
In this third step of my Helix Jump prototype with Three.js and TypeScript, I’m adding deadly spikes and animating the camera using GSAP for smoother transitions. As always, I’m sharing the full source code, commented line by line, completely free.
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Build a HTML5 “Helix Jump” prototype with Three.js and TypeScript – Step 2: adding a bouncing ball with no physics engine
In this second step of my three.js HTML5 Helix Jump prototype, I added a bouncing ball, handled platform collisions and made platforms infinite. As always, you’ll find fully commented TypeScript source code.
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Build a HTML5 “Helix Jump” prototype with Three.js and TypeScript
Build the foundation of a HTML5 "Helix Jump" game using Three.js, TypeScript, and Vite. Learn to create a rotating tower with sliced platforms and manage shadows and lighting, all with fully commented source code to guide you step by step.