// the game itself var game; // when the window loads... window.onload = function() { // game creation game = new Phaser.Game(320, 480, Phaser.CANVAS); // adding "Play" state and execute it game.state.add("Play", play, true); } // "Play" state var play = function(){} play.prototype = { // when the state preloads preload:function(){ // loading graphic assets game.load.image("player", "player.png"); game.load.image("enemy", "enemy.png"); }, // once the state has been created create:function(){ // maximizing the game game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; // set the score to zero this.score = 0; // set top score to local storage saved score, if any, or zero. this.topScore = localStorage.getItem("topboomdots") == null ? 0 : localStorage.getItem("topboomdots"); // adding a text object which will display the score this.scoreText = game.add.text(10, 10, "-", { font:"bold 16px Arial", fill: "#acacac" }); // we'll call this method each time we need to update the score this.updateScore(); // ladies and gentlemen, the player this.player = game.add.sprite(game.width / 2, game.height / 5 * 4, "player"); // set player registration point to its center this.player.anchor.setTo(0.5); // ladies and gentlemen, the enemy :) this.enemy = game.add.sprite(game.width, 0, "enemy"); // set enemy registration point to its center this.enemy.anchor.set(0.5); // method to place the player this.placePlayer(); // method to place the enemy this.placeEnemy(); }, // function to be executed at each frame update:function(){ // if the player touches the enemy if(Phaser.Math.distance(this.player.x, this.player.y, this.enemy.x, this.enemy.y) < this.player.width / 2 + this.enemy.width / 2){ // stop enemy tween this.enemyTween.stop(); // stop player tween this.playerTween.stop(); // adding one point to the score this.score ++; // this is a perfect shot: player and enemy are almost aligned on the vertical axis if(Math.abs(this.player.x - this.enemy.x) < 10){ // a bonus score this.score += 2; } // place the enemy again this.placeEnemy(); // place the player again this.placePlayer(); // update score text this.updateScore(); } }, // method to update the score updateScore: function(){ this.scoreText.text = "Score: " + this.score + " - Best: " + this.topScore; }, // method to place the player placePlayer: function(){ // set player horizontal position this.player.x = game.width / 2; // set player vertical position this.player.y = game.height / 5 * 4; // player tween to move the player to the bottom of the screen. The higher the score, the faster the tween this.playerTween = game.add.tween(this.player).to({ y: game.height }, 10000 - this.score * 10, Phaser.Easing.Linear.None, true); // if the tween completes, it's game over and we call die method this.playerTween.onComplete.add(this.die, this); // waiting for player input to call fire method game.input.onDown.add(this.fire, this); }, // game over die: function(){ // update local storage saving the max between current score and top score localStorage.setItem("topboomdots", Math.max(this.score, this.topScore)); // start the game again game.state.start("Play"); }, // method to place the enemmy placeEnemy: function(){ // set enemy x position this.enemy.x = game.width - this.enemy.width / 2; // set enemy y position this.enemy.y = -this.enemy.width / 2; // tween to make the enemy enter on the stage var enemyEnterTween = game.add.tween(this.enemy).to({ y: game.rnd.between(this.enemy.width * 2, game.height / 4 * 3 - this.player.width / 2) }, 200, Phaser.Easing.Linear.None, true); // once the tween is completed, move the enemy horizontally enemyEnterTween.onComplete.add(this.moveEnemy, this); }, // method to move the enemy moveEnemy: function(){ // yoyo tween to move the enemy left and right this.enemyTween = game.add.tween(this.enemy).to({ x: this.enemy.width / 2 }, 500 + game.rnd.between(0, 2500), Phaser.Easing.Cubic.InOut, true, 0, -1, true); }, // method to fire fire: function(){ // removing input listener game.input.onDown.remove(this.fire, this); // stop current player tween this.playerTween.stop(); // tween to fire the player to the top of the stage this.playerTween = game.add.tween(this.player).to({ y: -this.player.width }, 500, Phaser.Easing.Linear.None, true); // if the tween completes, that is the player missed the enemy, then it's game over this.playerTween.onComplete.add(this.die, this); } }Have fun with the prototype, once you download the source code.
HTML5 “Boom Dots” game updated to Phaser 2.9.1 with commented source code
Read all posts about "Boom Dots" game
More than two years ago I showed you the prototype of Boom Dots game made with Phaser.
Several time – and Phaser updates – passed since that day so I am going to update the script to Phaser 2.9.1 and comment the source code which was uncommented at the time.
Click/tap anywhere on the stage to fire the small ball before it disappears to the bottom of the stage. Hit the big ball to score points and advance levels.
If you have a mobile device, you can play the game directly from this link.
And finally, the updated and commented source code: