Do you like sunburst effect in games? I do, and mostly on games with a cartoonish appeal.
If you follow me on Twitter – and you should, definitively – you noticed yesterday I published a video about a work in progress of a game I am developing where you can see an animated sunburst effect.
This is the part of the code today I want to share with you, have a look:
Now, let’s see how to do it. We have four graphic elements:
The background: a gradient which is stretched to cover the entire game area.
The top of the terrain: this is the grass, just a plain image
The rest of the terrain: a tile sprite, since we may need to cover a wider area than we expect, due to screen ratio.
And Finally, the ray itself. It’s just a triangle.
At this time you may think “Hey, it’s simple: let’s create a lot of rays forming a full circle and make them rotate by 360 degrees”.
It’s a nice idea, and it would work, it’s just a waste of resources. Why don’t we just create enough rays to cover the game area, rotate them with a tween and repeat such tween forever?
Look at the source code:
let game; window.onload = function() { let gameConfig = { type: Phaser.AUTO, backgroundColor:0x1a213e, scale: { mode: Phaser.Scale.FIT, autoCenter: Phaser.Scale.CENTER_BOTH, parent: "thegame", width: 750, height: 1334 }, scene: playGame, } game = new Phaser.Game(gameConfig); window.focus(); } class playGame extends Phaser.Scene{ constructor(){ super("PlayGame"); } preload(){ this.load.image("background", "background.png"); this.load.image("ray", "ray.png"); this.load.image("topground", "topground.png"); this.load.image("bottomground", "bottomground.png"); } create(){ let background = this.add.sprite(0, 0, "background"); background.setOrigin(0, 0); background.displayWidth = game.config.width; background.displayHeight = game.config.height; let raysArray = []; for(let i = -5; i < 6; i++){ let ray = this.add.sprite(game.config.width / 2, game.config.height, "ray"); ray.setOrigin(0.5, 1); ray.angle = i * 12; ray.displayHeight = game.config.height * 1.2; ray.alpha = 0.2; raysArray.push(ray); } this.tweens.add({ targets: raysArray, props: { angle: { value: "+= 12" } }, duration: 8000, repeat: -1 }); let topGround = this.add.tileSprite(0, 1000, game.config.width, 128, "topground"); topGround.setOrigin(0, 0) let topGroundBottom = topGround.getBounds().bottom; let bottomGround = this.add.tileSprite(0, topGroundBottom, game.config.width, game.config.height - topGroundBottom, "bottomground"); bottomGround.setOrigin(0, 0); } };
Lines 33-51 are responsible of doing it, and yes, it was easy and fun to create a sunburst effect with Phaser, in a few lines as always. Download the source code.