Posts Tagged ‘tutorial’
23rd Jan 2015
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One of the biggest genres of game that devs new to Phaser want to create are platformers. It appears they can’t get enough of their Mario fix. Being a fan of the genre myself I figured it would make a great new series, especially when you factor in all the things that a platform game needs. In this issue we’ll get started with the platforms themselves.
Get the source
There are two source files this week. The first shows the core mechanics of just the platforms working and the second is the game Jump Up!
I’m only going to highlight the most important parts of the code here. So please always look at the source first. If you’ve questions about something I didn’t cover then ask on the forum.
“Ride on” Platforms
What does a platform game need? Platforms of course! In this weeks Coding Tips we’re going to create two different types of platform, each with their own characteristics. First up is our standard platform. It looks like this:
The platforms are added to a Physics Group:
16th Jan 2015
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Missed Issue 1? Read it before continuing. It contains Part 1 of the Tanks game.
I was really pleased with the reception the first issue received! It seems I wasn’t the only one looking for small and focused tutorials. In this issue we complete the tanks game, although there’s plenty of scope left for you to push it further. If you do so please share the end result!
Tanks – Part 2
In Part 1 we got the tank displayed and firing a single bullet at some targets. Now it’s time to make it a proper tanks game and add a landscape!
10th Jan 2015
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If you’re anything like me you probably write loads of code. From prototypes demonstrating a single mechanic to helper functions. And sometimes you might even finish a game
I started this series as a means to share code with you in an informal manner, one game dev to another. The aim is to build-up something over the course of a couple of weeks. Each chunk being easily digestible in a short period of time. It’s something I call “lunch break game dev”: in that you can read and experiment for yourself in under an hour (just try not to get crumbs in your keyboard.)
I’m not writing to any fixed agenda here. I fully expect this series to evolve. If something doesn’t work I’ll pull it, and I equally won’t be scared of trying new things. Maybe one week the code will be far too easy for you, another it might be the opposite. But hopefully in all cases it will spark some ideas for you to play with regardless.
Finally I’m not here to try and “sell” you anything. If I release a new book or plugin then I’ll probably write about it, but only because I’ll be so pleased at having achieved that! On the whole this is our place to write some code together, so please do leave feedback and ideas.
10th Dec 2013
In this tutorial we’ll cover setting-up a Phaser TypeScript project. We’re going to specifically cover using Visual Studio, but the concepts will be similar regardless of which IDE you’re using.
This guide is based on TypeScript 0.9.5 and Visual Studio 2013. Ensure you have both of these installed before carrying on, as it probably won’t work with earlier builds of TypeScript. You will also need a local copy of the Phaser repository. See the Phaser Getting Started Guide for details on how to download this.
Step 1: Create a New Project
In Visual Studio create a new Project. Make sure you pick “HTML Application built with TypeScript” as the Template, which can be found under the TypeScript template category on the left. We’ve called our sample project “PhaserTypeScript”.
After a short while it will create the Solution and open a file called
app.tscontaining the default TypeScript Greeter class example:
7th Dec 2013
This article was written by Alvin Ourrad and Richard Davey.
Freshly updated for Phaser 2.0!
Welcome to the our first tutorial on Making a Game with Phaser. Here we will learn how to create a small game involving a player running and jumping around platforms collecting stars. While going through this process we’ll explain some of the core features of the framework.
What is Phaser?
Phaser is an HTML5 game framework which aims to help developers make powerful, cross-browser HTML5 games really quickly and, unlike some others, has solely been built to work with the mobile browsers. The only browser requirement is the support of the canvas tag. It also borrows a lot from Flixel.
- Download the source files and assets that go with this tutorial.
- Also make sure you go through the Getting Started Guide, it will show you how to download the framework, set up a local development environment, and give you a glimpse of the structure of a Phaser project and its core functions.
If you’ve gone through the Getting Started Guide you will have downloaded Phaser and got everything set-up and ready to code. Download the resources for this tutorial from here and unzip it into your web root.
Line 1 is where you bring Phaser to life by creating an instance of a Phaser.Game object and assigning it to a local variable called ‘game’. Calling it ‘game’ is a common practice, but not a requirement, and this is what you will find in the Phaser examples.
The first two parameters are the width and the height of the canvas element that Phaser will create. In this case 800 x 600 pixels. Your game world can be any size you like, but this is the resolution the game will display in. The third parameter can be either Phaser.CANVAS, Phaser.WEBGL, or Phaser.AUTO. This is the rendering context that you want to use. The recommended parameter is Phaser.AUTO which automatically tries to use WebGL, but if the browser or device doesn’t support it it’ll fall back to Canvas.
The fourth parameter is an empty string, this is the id of the DOM element in which you would like to insert the canvas element that Phaser creates. As we’ve left it blank it will simply be appended to the body. The final parameter is an object containing four references to Phasers essential functions. Their use is thoroughly explained here. Note that this object isn’t required – Phaser supports a full State system allowing you to break your code into much cleaner single objects. But for a simple Getting Started guide such as this we’ll use this approach as it allows for faster prototyping.
Let’s load the assets we need for our game. You do this by putting calls to game.load inside of a function called preload. Phaser will automatically look for this function when it starts and load anything defined within it.
Create a Sprite
If you bring up the page in a browser you should now see a black game screen with a single star sprite in the top left corner:
The order in which items are rendered in the display matches the order in which you create them. So if you wish to place a background behind the star sprite you would need to ensure that it was added as a sprite first, before the star.
Under the hood game.add.sprite is creating a new Phaser.Sprite object and adding the sprite to the “game world”. This world is where all your objects live, it can be compared to the Stage in Actionscript3.
Note: The game world has no fixed size and extends infinitely in all directions, with 0,0 being the center of it. For convenience Phaser places 0,0 at the top left of your game for you, but by using the built-in Camera you can move around as needed.
The world class can be accessed via game.world and comes with a lot of handy methods and properties to help you distribute your objects inside the world. It includes some simple properties like game.world.height, but also some more advanced ones that we will use in another tutorial.
If you run this, which you’ll find as part4.html in the tutorial zip file, you should see a much more game-like scene:
The first part is the same as the star sprite we had before, only instead we changed the key to ‘sky’ and it has displayed our sky background instead. This is an 800×600 PNG that fills the game screen.
As with sprites game.add creates our Group object. We assign it to a new local variable called platforms. Now created we can add objects to it. First up is the ground. This is positioned at the bottom of the game and uses the ‘ground’ image loaded earlier. The ground is scaled to fill the width of the game. Finally we set its ‘immovable’ property to true. Had we not done this the ground would move when the player collides with it (more on this in the Physics section).
With the ground in place we create two smaller ledges to jump on to using the exact same technique as for the ground.
Ready Player One
This creates a new sprite called ‘player’, positioned at 32 pixels by 150 pixels from the bottom of the game. We’re telling it to use the ‘dude’ asset previously loaded. If you glance back to the preload function you’ll see that ‘dude’ was loaded as a sprite sheet, not an image. That is because it contains animation frames. This is what the full sprite sheet looks like:
You can see 9 frames in total, 4 for running left, 1 for facing the camera and 4 for running right. Note: Phaser supports flipping sprites to save on animation frames, but for the sake of this tutorial we’ll keep it old school. We define two animations called ‘left’ and ‘right’. The ‘left’ animation uses frames 0, 1, 2 and 3 and runs at 10 frames per second. The ‘true’ parameter tells the animation to loop. This is our standard run-cycle and we repeat it for running in the opposite direction. With the animations set we create a few physics properties.
The Body and Velocity: A world of physics
Phaser has support for a variety of different physics systems. It ships with Arcade Physics, Ninja Physics and P2.JS Full-Body Physics. For the sake of this tutorial we will be using the Arcade Physics system, which is simple and light-weight, perfect for mobile browsers. You’ll notice in the code that we have to start the physics system running, and then for every sprite or Group that we wish to use physics on we enable them.
This is an arbitrary value, but logically, the higher the value, the heavier your object feels and the quicker it falls. If you add this to your code or run part5.html you will see that the player falls down without stopping, completely ignoring the ground we created earlier:
The reason for this is that we’re not yet testing for collision between the ground and the player. We already told Phaser that our ground and ledges would be immovable. Had we not done that when the player collided with them it would stop for a moment and then everything would have collapsed. This is because unless told otherwise, the ground sprite is a moving physical object (also known as a dynamic body) and when the player hits it, the resulting force of the collision is applied to the ground, therefore, the two bodies exchange their velocities and ground starts falling as well.
The update function is called by the core game loop every frame. The Physics.collide function is the one that performs the magic. It takes two objects and tests for collision and performs separation against them. In this case we’re giving it the player sprite and the platforms Group. It’s clever enough to run collision against all Group members, so this one call will collide against the ground and both ledges. The result is a firm platform:
Controlling the player with the keyboard
Although we’ve added a lot of code it should all be pretty readable. The first thing we do is reset the horizontal velocity on the sprite. Then we check to see if the left cursor key is held down. If it is we apply a negative horizontal velocity and start the ‘left’ running animation. If they are holding down ‘right’ instead we literally do the opposite. By clearing the velocity and setting it in this manner, every frame, it creates a ‘stop-start’ style of movement.
The player sprite will move only when a key is held down and stop immediately they are not. Phaser also allows you to create more complex motions, with momentum and acceleration, but this gives us the effect we need for this game. The final part of the key check sets the frame to 4 if no keyis held down. Frame 4 in the sprite sheet is the one of the player looking at you, idle.
Jump to it
The final part of the code adds the ability to jump. The up cursor is our jump key and we test if that is down. However we also test if the player is touching the floor, otherwise they could jump while in mid-air. If both of these conditions are met we apply a vertical velocity of 350 px/sec sq. The player will fall to the ground automatically because of the gravity value we applied to it. With the controls in place we now have a game world we can explore. Load up part7.html and have a play. Try tweaking values like the 350 for the jump to lower and higher values to see the effect it will have.
Quite simply the star is killed, which removes it from display. Running the game now gives us a player that can dash about, jumping, bouncing off the platforms and collecting the stars that fall from above. Not bad for a few lines of hopefully mostly quite readable code
So 10 points are added for every star and the scoreText is updated to show this new total. If you run part9.html you will see the final game.
You have now learnt how to create a sprite with physics properties, to control its motion and to make it interact with other objects in a small game world. There are lots more things you can do to enhance this, for example there is no sense of completion or jeopardy yet. Why not add some spikes you must avoid? You could create a new ‘spikes’ group and check for collision vs. the player, only instead of killing the spike sprite you kill the player instead. Or for a non-violent style game you could make it a speed-run and simply challenge them to collect the stars as quickly as possible. We’ve included a few
extra graphics in the zip file to help inspire you.
With the help of what you have learnt in this tutorial and the 250+ examples available to you, you should now have a solid foundation for a future project. But as always if you have questions, need advice or want to share what you’ve been working on then feel free to ask for help in the Phaser forum.
More tutorials will follow, stay tuned
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