HTML5 prototype of an endless runner game like Spring Ninja

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Are you playing Spring Ninja? It’s a cute iOS game you can play in about 20 seconds, just like Flappy Bird, so I am going to show you how you can do it using Phaser.

Have a look at what we are going to build:

Press and hold mouse key to jump, land on the poles, close to the middle of them, or you will fall down. That easy, but addicting.

Also, the source code is really similar to the one used in the creation of Flappy Bird, as it features Arcade Physics and class extensions. I am leaving it uncommented at the moment because I am going to improve it then publish a complete tutorial:

window.onload = function() {	
	var game = new Phaser.Game(640, 480, Phaser.CANVAS);
	var ninja;
	var ninjaGravity = 800;
	var ninjaJumpPower;    
	var score=0;
	var scoreText;
     var topScore;
     var powerBar;
     var powerTween;
     var placedPoles;
	var poleGroup; 
     var minPoleGap = 100;
     var maxPoleGap = 300; 
     var ninjaJumping;
     var ninjaFallingDown;     
     var play = function(game){}     
     play.prototype = {
		preload:function(){
			game.load.image("ninja", "ninja.png"); 
			game.load.image("pole", "pole.png");
               game.load.image("powerbar", "powerbar.png");
		},
		create:function(){
			ninjaJumping = false;
			ninjaFallingDown = false;
			score = 0;
			placedPoles = 0;
			poleGroup = game.add.group();
			topScore = localStorage.getItem("topFlappyScore")==null?0:localStorage.getItem("topFlappyScore");
			scoreText = game.add.text(10,10,"-",{
				font:"bold 16px Arial"
			});
			updateScore();
			game.stage.backgroundColor = "#87CEEB";
			game.physics.startSystem(Phaser.Physics.ARCADE);
			ninja = game.add.sprite(80,0,"ninja");
			ninja.anchor.set(0.5);
			ninja.lastPole = 1;
			game.physics.arcade.enable(ninja);              
			ninja.body.gravity.y = ninjaGravity;
			game.input.onDown.add(prepareToJump, this);
			addPole(80);
		},
		update:function(){
			game.physics.arcade.collide(ninja, poleGroup, checkLanding);
			if(ninja.y>game.height){
				die();
			}
		}
	}     
     game.state.add("Play",play);
     game.state.start("Play");
	function updateScore(){
		scoreText.text = "Score: "+score+"\nBest: "+topScore;	
	}     
	function prepareToJump(){
		if(ninja.body.velocity.y==0){
	          powerBar = game.add.sprite(ninja.x,ninja.y-50,"powerbar");
	          powerBar.width = 0;
	          powerTween = game.add.tween(powerBar).to({
			   width:100
			}, 1000, "Linear",true); 
	          game.input.onDown.remove(prepareToJump, this);
	          game.input.onUp.add(jump, this);
          }        	
	}     
     function jump(){
          ninjaJumpPower= -powerBar.width*3-100
          powerBar.destroy();
          game.tweens.removeAll();
          ninja.body.velocity.y = ninjaJumpPower*2;
          ninjaJumping = true;
          powerTween.stop();
          game.input.onUp.remove(jump, this);
     }     
     function addNewPoles(){
     	var maxPoleX = 0;
		poleGroup.forEach(function(item) {
			maxPoleX = Math.max(item.x,maxPoleX)			
		});
		var nextPolePosition = maxPoleX + game.rnd.between(minPoleGap,maxPoleGap);
		addPole(nextPolePosition);			
	}
	function addPole(poleX){
		if(poleX<game.width*2){
			placedPoles++;
			var pole = new Pole(game,poleX,game.rnd.between(250,380));
			game.add.existing(pole);
	          pole.anchor.set(0.5,0);
			poleGroup.add(pole);
			var nextPolePosition = poleX + game.rnd.between(minPoleGap,maxPoleGap);
			addPole(nextPolePosition);
		}
	}	
	function die(){
		localStorage.setItem("topFlappyScore",Math.max(score,topScore));	
		game.state.start("Play");
	}
	function checkLanding(n,p){
		if(p.y>=n.y+n.height/2){
			var border = n.x-p.x
			if(Math.abs(border)>20){
				n.body.velocity.x=border*2;
				n.body.velocity.y=-200;	
			}
			var poleDiff = p.poleNumber-n.lastPole;
			if(poleDiff>0){
				score+= Math.pow(2,poleDiff);
				updateScore();	
				n.lastPole= p.poleNumber;
			}
			if(ninjaJumping){
               	ninjaJumping = false;              
               	game.input.onDown.add(prepareToJump, this);
          	}
		}
		else{
			ninjaFallingDown = true;
			poleGroup.forEach(function(item) {
				item.body.velocity.x = 0;			
			});
		}			
	}
	Pole = function (game, x, y) {
		Phaser.Sprite.call(this, game, x, y, "pole");
		game.physics.enable(this, Phaser.Physics.ARCADE);
          this.body.immovable = true;
          this.poleNumber = placedPoles;
	};
	Pole.prototype = Object.create(Phaser.Sprite.prototype);
	Pole.prototype.constructor = Pole;
	Pole.prototype.update = function() {
          if(ninjaJumping && !ninjaFallingDown){
               this.body.velocity.x = ninjaJumpPower;
          }
          else{
               this.body.velocity.x = 0
          }
		if(this.x<-this.width){
			this.destroy();
			addNewPoles();
		}
	}	
}

Dont’ forget to download the whole project and tell me your best score.

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215 GAME PROTOTYPES EXPLAINED WITH SOURCE CODE
// 1+2=3
// 100 rounds
// 10000000
// 2 Cars
// 2048
// A Blocky Christmas
// A Jumping Block
// A Life of Logic
// Angry Birds
// Angry Birds Space
// Artillery
// Astro-PANIC!
// Avoider
// Back to Square One
// Ball Game
// Ball vs Ball
// Ball: Revamped
// Balloon Invasion
// BallPusher
// Ballz
// Bar Balance
// Bejeweled
// Biggification
// Block it
// Blockage
// Bloons
// Boids
// Bombuzal
// Boom Dots
// Bouncing Ball
// Bouncing Ball 2
// Bouncy Light
// BoxHead
// Breakout
// Bricks
// Bubble Chaos
// Bubbles 2
// Card Game
// Castle Ramble
// Chronotron
// Circle Chain
// Circle Path
// Circle Race
// Circular endless runner
// Cirplosion
// CLOCKS - The Game
// Color Hit
// Color Jump
// ColorFill
// Columns
// Concentration
// Crossy Road
// Crush the Castle
// Cube Jump
// CubesOut
// Dash N Blast
// Dashy Panda
// Deflection
// Diamond Digger Saga
// Don't touch the spikes
// Dots
// Down The Mountain
// Drag and Match
// Draw Game
// Drop Wizard
// DROP'd
// Dudeski
// Dungeon Raid
// Educational Game
// Elasticity
// Endless Runner
// Erase Box
// Eskiv
// Farm Heroes Saga
// Filler
// Flappy Bird
// Fling
// Flipping Legend
// Floaty Light
// Fuse Ballz
// GearTaker
// Gem Sweeper
// Globe
// Goat Rider
// Gold Miner
// Grindstone
// GuessNext
// Helicopter
// Hero Emblems
// Hero Slide
// Hexagonal Tiles
// HookPod
// Hop Hop Hop Underwater
// Horizontal Endless Runner
// Hundreds
// Hungry Hero
// Hurry it's Christmas
// InkTd
// Iromeku
// Jet Set Willy
// Jigsaw Game
// Knife Hit
// Knightfall
// Legends of Runeterra
// Lep's World
// Line Rider
// Lumines
// Magick
// MagOrMin
// Mass Attack
// Math Game
// Maze
// Meeblings
// Memdot
// Metro Siberia Underground
// Mike Dangers
// Mikey Hooks
// Nano War
// Nodes
// o:anquan
// One Button Game
// One Tap RPG
// Ononmin
// Pacco
// Perfect Square!
// Perfectionism
// Phyballs
// Pixel Purge
// PixelField
// Planet Revenge
// Plants Vs Zombies
// Platform
// Platform game
// Plus+Plus
// Pocket Snap
// Poker
// Pool
// Pop the Lock
// Pop to Save
// Poux
// Pudi
// Pumpkin Story
// Puppet Bird
// Pyramids of Ra
// qomp
// Quick Switch
// Racing
// Radical
// Rebuild Chile
// Renju
// Rise Above
// Risky Road
// Roguelike
// Roly Poly
// Run Around
// Rush Hour
// SameGame
// SamePhysics
// Save the Totem
// Security
// Serious Scramblers
// Shrink it
// Sling
// Slingy
// Snowflakes
// Sokoban
// Space Checkers
// Space is Key
// Spellfall
// Spinny Gun
// Splitter
// Spring Ninja
// Sproing
// Stabilize!
// Stack
// Stairs
// Stick Hero
// String Avoider
// Stringy
// Sudoku
// Super Mario Bros
// Surfingers
// Survival Horror
// Talesworth Adventure
// Tetris
// The Impossible Line
// The Moops - Combos of Joy
// The Next Arrow
// Threes
// Tic Tac Toe
// Timberman
// Tiny Wings
// Tipsy Tower
// Toony
// Totem Destroyer
// Tower Defense
// Trick Shot
// Tunnelball
// Turn
// Turnellio
// TwinSpin
// vvvvvv
// Warp Shift
// Way of an Idea
// Whack a Creep
// Wheel of Fortune
// Where's my Water
// Wish Upon a Star
// Word Game
// Wordle
// Worms
// Yanga
// Yeah Bunny
// Zhed
// zNumbers