Play “Ladderz”, the complete HTML5 game based on “Mike Dangers” concept

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And finally we have a complete game to play. Without sounds, because well, just add them if you want, it’s not a commercial game. The “Mike Dangers” series developed with Phaser ends with this game, which I called “Ladderz”, but I will port it to other engines. Also, a more complete and polished version is coming to your screens, with a full “How to” guide, so stay tuned.
You know the game: climb ladders, collect diamonds and avoid spikes, score is determined multiplying the floor reached by the number of diamonds collected. Also, every floor can be played and it’s not “impossible”, so if you fail, don’t blame on the game. I also tried to keep the code as clean as possible, if you have questions don’t hesitate to ask:
var game;
var gameOptions = {
    gameWidth: 800,
    floorStart: 1 / 8 * 5,
    floorGap: 250,
    playerGravity: 10000,
    playerSpeed: 450,
    climbSpeed: 450,
    playerJump: 1800,
    diamondRatio: 2,
    doubleSpikeRatio: 1,
    skyColor: 0xaaeaff,
    safeRadius: 180,
    localStorageName: "climbgame",
    versionNumber: "1.0"
}
window.onload = function() {
    var windowWidth = window.innerWidth;
    var windowHeight = window.innerHeight;
    if(windowWidth > windowHeight){
        windowHeight = windowWidth * 1.8
    }
    game = new Phaser.Game(gameOptions.gameWidth, windowHeight * gameOptions.gameWidth / windowWidth);
    game.state.add("PreloadGame", preloadGame);
    game.state.add("PlayGame", playGame);
    game.state.start("PreloadGame");
}
var preloadGame = function(game){}
preloadGame.prototype = {
    preload: function(){
        game.stage.backgroundColor = gameOptions.skyColor;
        game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
        game.scale.pageAlignHorizontally = true;
        game.scale.pageAlignVertically = true;
        game.stage.disableVisibilityChange = true;
        game.load.image("floor", "floor.png");
        game.load.image("hero", "hero.png");
        game.load.image("ladder", "ladder.png");
        game.load.image("diamond", "diamond.png");
        game.load.image("diamondparticle", "diamondparticle.png");
        game.load.image("spike", "spike.png");
        game.load.image("cloud", "cloud.png");
        game.load.image("tap", "tap.png");
        game.load.bitmapFont("font", "font.png", "font.fnt");
    },
    create: function(){
        game.state.start("PlayGame");
    }
}
var playGame = function(game){}
playGame.prototype = {
    create: function(){
        this.savedData = localStorage.getItem(gameOptions.localStorageName) == null ? {score : 0} : JSON.parse(localStorage.getItem(gameOptions.localStorageName));
        this.gameOver = false;
        this.reachedFloor = 0;
        this.collectedDiamonds = 0;
        game.physics.startSystem(Phaser.Physics.ARCADE);
        this.canJump = true;
        this.isClimbing = false;
        this.defineGroups();
        this.emitter = game.add.emitter(0, 0, 80);
        this.emitter.makeParticles("diamondparticle");
        this.emitter.setAlpha(0.4, 0.6);
        this.emitter.setScale(0.4, 0.6, 0.4, 0.6);
        this.gameGroup.add(this.emitter);
        this.drawLevel();
        this.defineTweens();
        this.createMenu();
        this.createOverlay();
        game.input.onTap.add(this.handleTap, this);
    },
    createOverlay: function(){
        var cloud = game.add.sprite(0, game.height, "cloud");
        cloud.anchor.set(0, 1);
        cloud.tint = gameOptions.skyColor;
        this.overlayGroup.add(cloud);
        var highScoreText = game.add.bitmapText(game.width - 10, game.height - 10, "font", "Best Score: " + this.savedData.score.toString(), 30);
        highScoreText.anchor.set(1, 1);
        this.overlayGroup.add(highScoreText);
        this.scoreText = game.add.bitmapText(10, game.height - 10, "font", "Score: 0", 30);
        this.scoreText.anchor.set(0, 1);
        this.overlayGroup.add(this.scoreText);
    },
    createMenu: function(){
        var tap = game.add.sprite(game.width / 2, game.height - 150, "tap");
        tap.anchor.set(0.5);
        this.menuGroup.add(tap);
        tapTween = game.add.tween(tap).to({
            alpha: 0
        }, 200, Phaser.Easing.Cubic.InOut, true, 0, -1, true);
        var tapText = game.add.bitmapText(game.width / 2, tap.y - 120, "font", "Tap to jump", 45);
        tapText.anchor.set(0.5);
        this.menuGroup.add(tapText);
        var titleText = game.add.bitmapText(game.width / 2, tap.y - 200, "font", "LADDERZ", 90);
        titleText.anchor.set(0.5);
        this.menuGroup.add(titleText);
    },
    drawLevel: function(){
        this.currentFloor = 0;
        this.highestFloorY = game.height * gameOptions.floorStart;
        this.floorsBeforeDisappear = Math.ceil((game.height - game.height * (gameOptions.floorStart)) / gameOptions.floorGap) + 1;
        this.floorPool = [];
        this.ladderPool = [];
        this.diamondPool = [];
        this.spikePool = [];
        while(this.highestFloorY > - 2 * gameOptions.floorGap){
                this.addFloor();
                if(this.currentFloor > 0){
                    this.addLadder();
                    this.addDiamond();
                    this.addSpike();
                }
                this.highestFloorY -= gameOptions.floorGap;
                this.currentFloor ++;
        }
        this.highestFloorY += gameOptions.floorGap;
        this.currentFloor = 0;
        this.addHero();
    },
    addFloor: function(){
        if(this.floorPool.length > 0){
            var floor = this.floorPool.pop();
            floor.y = this.highestFloorY;
            floor.revive();
        }
        else{
            var floor = game.add.sprite(0, this.highestFloorY, "floor");
            this.floorGroup.add(floor);
            game.physics.enable(floor, Phaser.Physics.ARCADE);
            floor.body.immovable = true;
            floor.body.checkCollision.down = false;
        }
    },
    addLadder: function(){
        var ladderXPosition = game.rnd.integerInRange(50, game.width - 50);
        if(this.ladderPool.length > 0){
            var ladder = this.ladderPool.pop();
            ladder.x = ladderXPosition;
            ladder.y = this.highestFloorY;
            ladder.revive();
        }
        else{
            var ladder = game.add.sprite(ladderXPosition, this.highestFloorY, "ladder");
            this.ladderGroup.add(ladder);
            ladder.anchor.set(0.5, 0);
            game.physics.enable(ladder, Phaser.Physics.ARCADE);
            ladder.body.immovable = true;
        }
        this.safeZone = [];
        this.safeZone.length = 0;
        this.safeZone .push({
            start: ladderXPosition - gameOptions.safeRadius,
            end: ladderXPosition + gameOptions.safeRadius
        });
    },
    addDiamond: function(){
        if(game.rnd.integerInRange(0, gameOptions.diamondRatio) != 0){
            var diamondX = game.rnd.integerInRange(50, game.width - 50);
            if(this.diamondPool.length > 0){
                var diamond = this.diamondPool.pop();
                diamond.x = diamondX;
                diamond.y = this.highestFloorY - gameOptions.floorGap / 2;
                diamond.revive();
            }
            else{
                var diamond = game.add.sprite(diamondX, this.highestFloorY - gameOptions.floorGap / 2, "diamond");
                diamond.anchor.set(0.5);
                game.physics.enable(diamond, Phaser.Physics.ARCADE);
                diamond.body.immovable = true;
                this.diamondGroup.add(diamond);
            }
        }
    },
    addSpike: function(){
        var spikes = 1;
        if(game.rnd.integerInRange(0, gameOptions.doubleSpikeRatio) == 0){
            spikes = 2;
        }
        for(var i = 1; i <= spikes; i++){
            var spikeXPosition = this.findSpikePosition();
            if(spikeXPosition){
                if(this.spikePool.length &gt; 0){
                    var spike = this.spikePool.pop();
                    spike.x = spikeXPosition;
                    spike.y = this.highestFloorY - 20;
                    spike.revive();
                }
                else{
                    var spike = game.add.sprite(spikeXPosition, this.highestFloorY - 20, "spike");
                    spike.anchor.set(0.5, 0);
                    game.physics.enable(spike, Phaser.Physics.ARCADE);
                    spike.body.immovable = true;
                    this.spikeGroup.add(spike);
                }
            }
        }
    },
    findSpikePosition: function(){
        var attempts = 0;
        do{
            attempts ++;
            var posX = game.rnd.integerInRange(150, game.width - 150)
        } while(!this.isSafe(posX) &amp;&amp; attempts < 10);
        if(this.isSafe(posX)){
            this.safeZone.push({
                start: posX - gameOptions.safeRadius,
                end: posX + gameOptions.safeRadius
            })
            return posX;
        }
        return false;
    },
    isSafe: function(n){
        for(var i = 0; i < this.safeZone.length; i++){
            if(n &gt; this.safeZone[i].start &amp;&amp; n < this.safeZone[i].end){
                return false;
            }
        }
        return true;
    },
    addHero: function(){
        this.hero = game.add.sprite(game.width / 2, game.height * gameOptions.floorStart - 40, "hero");
        this.gameGroup.add(this.hero)
        this.hero.anchor.set(0.5, 0);
        game.physics.enable(this.hero, Phaser.Physics.ARCADE);
        this.hero.body.collideWorldBounds = true;
        this.hero.body.gravity.y = gameOptions.playerGravity;
        this.hero.body.velocity.x = gameOptions.playerSpeed;
        this.hero.body.onWorldBounds = new Phaser.Signal();
        this.hero.body.onWorldBounds.add(function(sprite, up, down, left, right){
            if(left){
                this.hero.body.velocity.x = gameOptions.playerSpeed;
                this.hero.scale.x = 1;
            }
            if(right){
                this.hero.body.velocity.x = -gameOptions.playerSpeed;
                this.hero.scale.x = -1;
            }
            if(down){
                var score = this.reachedFloor * this.collectedDiamonds;
                localStorage.setItem(gameOptions.localStorageName,JSON.stringify({
                        score: Math.max(score, this.savedData.score)
                 }));
                game.state.start("PlayGame");
            }
        }, this)
    },
    defineTweens: function(){
        this.tweensToGo = 0;
        this.scrollTween = game.add.tween(this.gameGroup);
        this.scrollTween.to({
            y: gameOptions.floorGap
        }, 500, Phaser.Easing.Cubic.Out);
        this.scrollTween.onComplete.add(function(){
            this.gameGroup.y = 0;
            this.gameGroup.forEach(function(item){
                if(item.length &gt; 0){
                    item.forEach(function(subItem) {
                        subItem.y += gameOptions.floorGap;
                        if(subItem.y &gt; game.height){
                            switch(subItem.key){
                                case "floor":
                                    this.killFloor(subItem);
                                    break;
                                case "ladder":
                                    this.killLadder(subItem);
                                    break;
                                case "diamond":
                                    this.killDiamond(subItem);
                                    break;
                                case "spike":
                                    this.killSpike(subItem);
                                    break;
                            }
                        }
                    }, this);
                }
                else{
                    item.y += gameOptions.floorGap;
                }
            }, this);
            this.addFloor();
            this.addLadder();
            this.addDiamond();
            this.addSpike();
            if(this.tweensToGo &gt; 0){
                this.tweensToGo --;
                this.scrollTween.start();
            }
        }, this);
    },
    defineGroups: function(){
        this.gameGroup = game.add.group();
        this.floorGroup = game.add.group();
        this.ladderGroup = game.add.group();
        this.diamondGroup = game.add.group();
        this.spikeGroup = game.add.group();
        this.overlayGroup = game.add.group();
        this.menuGroup = game.add.group();
        this.gameGroup.add(this.floorGroup);
        this.gameGroup.add(this.ladderGroup);
        this.gameGroup.add(this.diamondGroup);
        this.gameGroup.add(this.spikeGroup);
    },
    handleTap: function(pointer, doubleTap){
        if(this.menuGroup != null){
            this.menuGroup.destroy();
        }
        if(this.canJump &amp;&amp; !this.isClimbing &amp;&amp; !this.gameOver){
            this.hero.body.velocity.y = -gameOptions.playerJump;
            this.canJump = false;
        }
    },
    update: function(){
        if(!this.gameOver){
            this.checkFloorCollision();
            this.checkLadderCollision();
            this.checkDiamondCollision();
            this.checkSpikeCollision();
        }
    },
    checkFloorCollision: function(){
        game.physics.arcade.collide(this.hero, this.floorGroup, function(){
            this.canJump = true;
        }, null, this);
    },
    checkLadderCollision: function(){
        if(!this.isClimbing){
            game.physics.arcade.overlap(this.hero, this.ladderGroup, function(player, ladder){
                if(Math.abs(player.x - ladder.x) < 10){
                    this.ladderToClimb = ladder;
                    this.hero.body.velocity.x = 0;
                    this.hero.body.velocity.y = - gameOptions.climbSpeed;
                    this.hero.body.gravity.y = 0;
                    this.isClimbing = true;
                    if(this.scrollTween.isRunning){
                        this.tweensToGo ++;
                    }
                    else{
                        this.scrollTween.start();
                    }
                }
            }, null, this);
        }
        else{
            if(this.hero.y < this.ladderToClimb.y - 40){
                this.hero.body.gravity.y = gameOptions.playerGravity;
                this.hero.body.velocity.x = gameOptions.playerSpeed * this.hero.scale.x;
                this.hero.body.velocity.y = 0;
                this.isClimbing = false;
                this.reachedFloor ++;
                this.scoreText.text = (this.collectedDiamonds * this.reachedFloor).toString();
            }
        }
    },
    checkDiamondCollision: function(){
        game.physics.arcade.overlap(this.hero, this.diamondGroup, function(player, diamond){
            this.emitter.x = diamond.x;
            this.emitter.y = diamond.y;
            this.emitter.start(true, 1000, null, 20);
            this.collectedDiamonds ++;
            this.scoreText.text = (this.collectedDiamonds * this.reachedFloor).toString();
            this.killDiamond(diamond);
        }, null, this);
    },
    checkSpikeCollision: function(){
        game.physics.arcade.overlap(this.hero, this.spikeGroup, function(){
            this.gameOver = true;
            this.hero.body.velocity.x =  game.rnd.integerInRange(-20, 20);
            this.hero.body.velocity.y = -gameOptions.playerJump;
            this.hero.body.gravity.y = gameOptions.playerGravity;
        }, null, this);
    },
    killFloor: function(floor){
        floor.kill();
        this.floorPool.push(floor);
    },
    killLadder: function(ladder){
        ladder.kill();
        this.ladderPool.push(ladder);
    },
    killDiamond: function(diamond){
        diamond.kill();
        this.diamondPool.push(diamond);
    },
    killSpike: function(spike){
        spike.kill();
        this.spikePool.push(spike);
    },
}
We have a complete game in less than 400 lines, but if you have some new features in mind, leave a comment and I’ll try to add them to the game. Also, download the source code and play with it

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214 GAME PROTOTYPES EXPLAINED WITH SOURCE CODE
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