“Risky Steps” HTML5 game made with Phaser reskinned, updated and released with source code

It all started with a Circle Path prototype, then I made a simple game called Risky Steps to be included into a FREE UPDATE with my book Create HTML5 vertical endless runner cross platform games, so while I am about to release an update of the book, here’s a reskinned, more elegant version of the game:
If you have a mobile device, just point it to this page. The game is easy to play, just tap and follow instructions on screen. This is the uncommented source code for you to play with, the commented source will be included in the book Create HTML5 vertical endless runner cross platform games, probably next week.
var game;
var savedData;

var gameOptions = {
    gameHeight: 1334,
    backgroundColor: 0x08131a,
    visibleTargets: 9,
    ballDistance: 120,
    rotationSpeed: 4,
    angleRange: [25, 155],
    localStorageName: "riskystepsgame"
}

window.onload = function() {
    var windowWidth = window.innerWidth;
    var windowHeight = window.innerHeight;
    if(windowWidth > windowHeight){
        windowWidth = windowHeight / 1.8;
    }
    var gameWidth = windowWidth * gameOptions.gameHeight / windowHeight;
    game = new Phaser.Game(gameWidth, gameOptions.gameHeight, Phaser.CANVAS);
    game.state.add("Boot", boot);
    game.state.add("Preload", preload);
    game.state.add("TitleScreen", titleScreen);
    game.state.add("PlayGame", playGame);
    game.state.start("Boot");
}

var boot = function(game){};
boot.prototype = {
  	preload: function(){
        game.load.image("loading", "assets/sprites/loading.png");
	},
  	create: function(){
        game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
        game.scale.pageAlignHorizontally = true;
        game.scale.pageAlignVertically = true;
        game.stage.disableVisibilityChange = true;
        game.stage.backgroundColor = gameOptions.backgroundColor;
        game.state.start("Preload");
	}
}

var preload = function(game){};
preload.prototype = {
    preload: function(){
        var loadingBar = this.add.sprite(game.width / 2, game.height / 2, "loading");
        loadingBar.anchor.setTo(0.5);
        game.load.setPreloadSprite(loadingBar);
        game.load.image("title", "assets/sprites/title.png");
        game.load.image("playbutton", "assets/sprites/playbutton.png");
        game.load.image("ball", "assets/sprites/ball.png");
        game.load.image("target", "assets/sprites/target.png");
        game.load.image("arm", "assets/sprites/arm.png");
        game.load.image("homebutton", "assets/sprites/homebutton.png");
        game.load.image("tap", "assets/sprites/tap.png");
        game.load.image("fog", "assets/sprites/fog.png");
        game.load.bitmapFont("font", "assets/fonts/font.png", "assets/fonts/font.fnt");
        game.load.bitmapFont("whitefont", "assets/fonts/whitefont.png", "assets/fonts/whitefont.fnt");
        game.load.audio("failsound", ["assets/sounds/fail.mp3", "assets/sounds/fail.ogg"]);
        game.load.audio("hitsound", ["assets/sounds/hit.mp3", "assets/sounds/hit.mp3"]);
        game.load.audio("hit2sound", ["assets/sounds/hit2.mp3", "assets/sounds/hit2.ogg"]);
    },
    create: function(){
        game.state.start("TitleScreen");
    }
}

var titleScreen = function(game){};

titleScreen.prototype = {
    create: function(){
        savedData = localStorage.getItem(gameOptions.localStorageName) == null ? {score: 0} : JSON.parse(localStorage.getItem(gameOptions.localStorageName));
        var title = game.add.image(game.width / 2, 50, "title");
        title.anchor.set(0.5, 0);
        var playButton = game.add.button(game.width / 2, game.height / 2, "playbutton", this.startGame);
        playButton.anchor.set(0.5);
        var tween = game.add.tween(playButton.scale).to({
            x: 0.8,
            y: 0.8
        }, 500, Phaser.Easing.Linear.None, true, 0, -1);
        tween.yoyo(true);
        game.add.bitmapText(game.width / 2, game.height - 50, "whitefont", savedData.score.toString(), 60).anchor.set(0.5, 1);
        game.add.bitmapText(game.width / 2, game.height - 110, "font", "BEST SCORE", 48).anchor.set(0.5, 1);
    },
    startGame: function(){
        game.state.start("PlayGame");
    }
}

var playGame = function(game){};

playGame.prototype = {
    create: function(){
        this.failSound = game.add.audio("failsound");
        this.hitSound = [game.add.audio("hitsound"), game.add.audio("hit2sound")];
        this.runUpdate = true;
        this.score = 0;
        this.destroy = false;
        this.rotationSpeed = gameOptions.rotationSpeed;
        this.targetArray = [];
        this.steps = 0;
        this.rotatingDirection = game.rnd.between(0, 1);
        this.gameGroup = game.add.group();
        this.targetGroup = game.add.group();
        this.ballGroup = game.add.group();
        this.gameGroup.add(this.targetGroup);
        this.gameGroup.add(this.ballGroup);
        this.arm = game.add.sprite(game.width / 2, 900, "arm");
        this.arm.anchor.set(0, 0.5);
        this.arm.angle = 90;
        this.ballGroup.add(this.arm);
        this.balls = [
            game.add.sprite(game.width / 2, 900, "ball"),
            game.add.sprite(game.width / 2, 900 + gameOptions.ballDistance, "ball")
        ]
        this.balls[0].anchor.set(0.5);
        this.balls[1].anchor.set(0.5);
        this.ballGroup.add(this.balls[0]);
        this.ballGroup.add(this.balls[1]);
        this.rotationAngle = 0;
        this.rotatingBall = 1;
        var target = game.add.sprite(0, 0, "target");
        target.anchor.set(0.5);
        target.x = this.balls[0].x;
        target.y = this.balls[0].y;
        this.targetGroup.add(target);
        this.targetArray.push(target);
        game.input.onDown.add(this.changeBall, this);
        for(var i = 0; i < gameOptions.visibleTargets; i++){
            this.addTarget();
        }
        this.homeButton = game.add.button(game.width / 2, game.height, "homebutton", function(){
            game.state.start("TitleScreen");
        });
        this.homeButton.anchor.set(0.5, 1);
        this.tap = game.add.sprite(game.width / 8, this.balls[0].y - 50, "tap");
        this.tap.anchor.set(0.5);
        var fog = game.add.image(0, 0, "fog");
        fog.width = game.width;
        this.scoreText = game.add.bitmapText(20, 20, "whitefont", "0", 60);
    },
    update: function(){
        if(this.runUpdate){
            var distanceFromTarget = this.balls[this.rotatingBall].position.distance(this.targetArray[1].position);
            if(distanceFromTarget > 90 && this.destroy && this.steps > gameOptions.visibleTargets){
                var ohnoText = game.add.bitmapText(0, 100, "whitefont", "TOO LATE!!", 48);
                ohnoText.anchor.set(0.5);
                this.targetArray[0].addChild(ohnoText);
                this.gameOver();
            }
            if(distanceFromTarget < 25 && !this.destroy){
                this.destroy = true;
            }
            if(this.steps == gameOptions.visibleTargets){
                if(distanceFromTarget < 20){
                    this.tap.alpha = 1;
                }
                else{
                    this.tap.alpha = 0.2;
                }
            }
            this.rotationAngle = (this.rotationAngle + this.rotationSpeed * (this.rotatingDirection * 2 - 1)) % 360;
            this.arm.angle = this.rotationAngle + 90;
            this.balls[this.rotatingBall].x = this.balls[1 - this.rotatingBall].x - gameOptions.ballDistance * Math.sin(Phaser.Math.degToRad(this.rotationAngle));
            this.balls[this.rotatingBall].y = this.balls[1 - this.rotatingBall].y + gameOptions.ballDistance * Math.cos(Phaser.Math.degToRad(this.rotationAngle));
            var distanceX = this.balls[1 - this.rotatingBall].worldPosition.x - game.width / 2;
            var distanceY = this.balls[1 - this.rotatingBall].worldPosition.y - 900;
            this.gameGroup.x = Phaser.Math.linearInterpolation([this.gameGroup.x, this.gameGroup.x - distanceX], 0.05);
            this.gameGroup.y = Phaser.Math.linearInterpolation([this.gameGroup.y, this.gameGroup.y - distanceY], 0.05);
        }
    },
    changeBall:function(e){
        if(this.tap != null){
            this.tap.destroy();
            this.tap = null;
        }
        var homeBounds = this.homeButton.getBounds();
        if(homeBounds.contains(e.position.x, e.position.y)){
            return;
        }
        this.hitSound[this.rotatingBall].play();
        this.destroy = false;
        var distanceFromTarget = this.balls[this.rotatingBall].position.distance(this.targetArray[1].position);
        if(distanceFromTarget < 20){
            var points = Math.floor((20 - distanceFromTarget) / 2);
            this.score += points;
            this.scoreText.text = this.score.toString();
            this.rotatingDirection = game.rnd.between(0, 1);
            var fallingTarget = this.targetArray.shift();
            var tween = game.add.tween(fallingTarget).to({
                alpha: 0,
                width: 0,
                height: 0
            }, 2500, Phaser.Easing.Cubic.Out, true);
            tween.onComplete.add(function(target){
                target.destroy();
            }, this)
            this.arm.position = this.balls[this.rotatingBall].position;
            this.rotatingBall = 1 - this.rotatingBall;
            this.rotationAngle = this.balls[1 - this.rotatingBall].position.angle(this.balls[this.rotatingBall].position, true) - 90;
            this.arm.angle = this.rotationAngle + 90;
            this.addTarget();
        }
        else{
            var ohnoText = game.add.bitmapText(0, 100, "whitefont", "MISSED!!", 48);
            ohnoText.anchor.set(0.5);
            this.targetArray[0].addChild(ohnoText);
            this.gameOver();
        }
    },
    addTarget: function(){
        this.steps++;
        startX = this.targetArray[this.targetArray.length - 1].x;
        startY = this.targetArray[this.targetArray.length - 1].y;
        var target = game.add.sprite(0, 0, "target");
        var randomAngle = game.rnd.between(gameOptions.angleRange[0] + 90, gameOptions.angleRange[1] + 90);
        target.anchor.set(0.5);
        target.x = startX + gameOptions.ballDistance * Math.sin(Phaser.Math.degToRad(randomAngle));
        target.y = startY + gameOptions.ballDistance * Math.cos(Phaser.Math.degToRad(randomAngle));
        var stepText = game.add.bitmapText(0, 0, "whitefont", this.steps.toString(), 32);
        stepText.anchor.set(0.5);
        target.addChild(stepText);
        this.targetGroup.add(target);
        this.targetArray.push(target);
    },
    gameOver: function(){
        this.failSound.play();
        var finalSteps = this.steps - gameOptions.visibleTargets;
        this.scoreText.text = this.score.toString() + " * " + finalSteps + " = " + (this.score * finalSteps).toString();
        this.score *= finalSteps;
        localStorage.setItem(gameOptions.localStorageName,JSON.stringify({
            score: Math.max(savedData.score, this.score)
        }));
        this.runUpdate = false;
        game.input.onDown.remove(this.changeBall, this);
        this.rotationSpeed = 0;
        this.arm.destroy();
        var gameOverTween = game.add.tween(this.balls[1 - this.rotatingBall]).to({
            alpha: 0
        }, 1500, Phaser.Easing.Cubic.Out, true);
        gameOverTween.onComplete.add(function(){
            game.state.start("PlayGame");
        },this);
    }
}
Do you know I also have an idea for some kind of RPG game using this engine? I am sure you will like it. Download the source code.

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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
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// Ballz
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// Bejeweled
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// Blockage
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// Boids
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// 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
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// 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