Build a HTML5 game like “Magick” iPad game using Phaser and ARCADE physics – code updated to Phaser 3

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It’s a pity you can’t play Magick anymore because it was a fun game, but unfortunately it was probably one of the victims of 32 bits apocalypse. It was a retro platformer featuring a mage called Oz which walks and jumps by himself, but you can summon a crate, but only one, to modify the terrain. Oz also changed direction by tapping over him.
The player walks and climbs on his own, you can only click anywhere on an empty spot to summon a crate, but you can summon only one crate at once. You can also change player direction by tapping on the character. I was asked to port the old Phaser 2 example into Phaser 3, so here it is:
var game;
var gameOptions = {
    playerSpeed: 120,
    playerJumpSpeed: {
        x: 30,
        y: -100
    },
    tileSize: 32,
    changeDirectionRange: 32,
    playerGravity: 400
}
window.onload = function() {
    var gameConfig = {
        width: 800,
        height: 320,
        physics: {
            default: "arcade",
            arcade: {
                gravity: {
                    y: 0
                }
            }
        },
        scene: [playGame]
    }
    game = new Phaser.Game(gameConfig);
    window.focus()
    resize();
    window.addEventListener("resize", resize, false);
}
class playGame extends Phaser.Scene{
    constructor(){
        super("PlayGame");
    }
    preload(){
		this.load.tilemapTiledJSON("map", "map.json");
		this.load.image("tiles", "tiles.png");
        this.load.image("player", "player.png");
	}
	create(){
        this.tilePoint = null;
        this.map = this.make.tilemap({
            key: "map"
        });
        var tileSet = this.map.addTilesetImage("tileset01", "tiles");
        this.levelLayer = this.map.createDynamicLayer("myLevel", tileSet);
        this.map.setCollisionBetween(1, 2);
        this.player = this.physics.add.sprite(48, 226, "player");
        this.player.isJumping = false;
        this.player.direction = 1;
        this.player.body.gravity.y = gameOptions.playerGravity;
        this.input.on("pointerdown", this.addBlock, this);
	}
	update(){
        this.player.body.velocity.x = 0;
        this.physics.world.collide(this.player, this.levelLayer, this.movePlayer, null, this);
	}
    movePlayer(){
        if(this.player.body.blocked.down){
            this.player.body.velocity.x = gameOptions.playerSpeed * this.player.direction;
            this.player.isJumping = false;
        }
        if(this.player.body.blocked.right && this.player.direction == 1){
            if((!this.map.getTileAtWorldXY(this.player.x + gameOptions.tileSize, this.player.y - gameOptions.tileSize) && !this.map.getTileAtWorldXY(this.player.x, this.player.y - gameOptions.tileSize)) || this.player.isJumping){
				this.jump();
			}
            else{
                this.player.direction *= -1;
            }
        }
        if(this.player.body.blocked.left && this.player.direction == -1){
			if((!this.map.getTileAtWorldXY(this.player.x - gameOptions.tileSize, this.player.y - gameOptions.tileSize) && !this.map.getTileAtWorldXY(this.player.x, this.player.y - gameOptions.tileSize)) || this.player.isJumping){
				this.jump();
			}
			else{
				this.player.direction *= -1;
			}
		}
    }
    addBlock(e){
        var distanceX = e.x - this.player.x;
        var distanceY = e.y - this.player.y;
        if ((distanceX * distanceX + distanceY * distanceY) < gameOptions.changeDirectionRange * gameOptions.changeDirectionRange){
            this.player.direction *= -1;
        }
        else{
            if(!this.map.getTileAtWorldXY(e.x, e.y)){
                if(this.tilePoint){
                    this.map.removeTileAtWorldXY(this.tilePoint.x, this.tilePoint.y);
                }
                this.map.putTileAtWorldXY(2, e.x, e.y);
                this.tilePoint = new Phaser.Math.Vector2(e.x, e.y);
            }
        }
    }
    jump(){
        this.player.body.velocity.y = gameOptions.playerJumpSpeed.y;
        this.player.body.velocity.x = gameOptions.playerJumpSpeed.x * this.player.direction;
        this.player.isJumping = true;
    }
}
function resize() {
    var canvas = document.querySelector("canvas");
    var windowWidth = window.innerWidth;
    var windowHeight = window.innerHeight;
    var windowRatio = windowWidth / windowHeight;
    var gameRatio = game.config.width / game.config.height;
    if(windowRatio < gameRatio){
        canvas.style.width = windowWidth + "px";
        canvas.style.height = (windowWidth / gameRatio) + "px";
    }
    else{
        canvas.style.width = (windowHeight * gameRatio) + "px";
        canvas.style.height = windowHeight + "px";
    }
}
I would like to add some more features, so I am open for suggestions. Once the prototype will be richer, I will also start commenting the script, meanwhile you can download the source code.

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214 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
// 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