“PixelField” prototype ported to HTML5 using Phaser

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I always ask to myself where in the world is Tonypa now. I loved his Flash games and I already ported to HTML5 one of his old glories, Turnellio.

Now it’s time to continue the PixelField series started in 2008, porting the prototype to HTML5 using Phaser, and obviously trying to give a new life to a gameplay which now looks a bit obsolete.

You control a rotating square – a triangle in the original game – with little squares attached to its vertices through elastic strings.

By tapping on the stage, you teleport the rotating square, but elastic strings will cause little squares to bounce here and there.

I have an idea about making this game more enjoyable on moder mobile devices, but at the moment let me show you the basics of player movement:

Tap around the canvas and see what happens.

The source code is uncommented at the moment because the concept has already been explained in the tutorial series.

let game;

let gameOptions = {
    bigSquareSize: 100,
    smallSquareSize: 25,
    satelliteDistance: 200,
    speedScale: 0.01,
    friction: 0.95
}
window.onload = function() {
    let gameConfig = {
        type: Phaser.AUTO,
        backgroundColor: 0x222222,
        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");
    }
    create() {
        this.elasticsGraphics = this.add.graphics();
        let bigSquareGraphics = this.make.graphics();
        bigSquareGraphics.fillStyle(0xff0000, 1);
        bigSquareGraphics.fillRect(0, 0, gameOptions.bigSquareSize, gameOptions.bigSquareSize);
        bigSquareGraphics.generateTexture("bigSquare", gameOptions.bigSquareSize, gameOptions.bigSquareSize);
        let smallSquareGraphics = this.make.graphics();
        smallSquareGraphics.fillStyle(0xff0000, 1);
        smallSquareGraphics.fillRect(0, 0, gameOptions.smallSquareSize, gameOptions.smallSquareSize);
        smallSquareGraphics.generateTexture("smallSquare", gameOptions.smallSquareSize, gameOptions.smallSquareSize);
        this.bigSquare = this.add.sprite(game.config.width / 2, game.config.height / 2, "bigSquare");
        this.smallSquares = [];
        for(let i = 0; i < 4; i ++) {
            this.smallSquares.push({
                sprite: this.add.sprite(game.config.width / 2, game.config.height / 2, "smallSquare"),
                xSpeed: 0,
                ySpeed: 0
            })
        }
        this.input.on("pointerdown", this.moveSquare, this);
    }
    moveSquare(e) {
        this.bigSquare.x = e.x;
        this.bigSquare.y = e.y;
    }
    update() {
        this.elasticsGraphics.clear();
        this.elasticsGraphics.lineStyle(1, 0x00ff00);
        this.bigSquare.angle ++;
        for(let i = 0; i < 4; i ++) {
            let perfectX = this.bigSquare.x + gameOptions.satelliteDistance * Math.cos(this.bigSquare.rotation + i * Math.PI / 2 + Math.PI / 4);
            let perfectY = this.bigSquare.y + gameOptions.satelliteDistance * Math.sin(this.bigSquare.rotation + i * Math.PI / 2 + Math.PI / 4);
            let distanceX = (perfectX - this.smallSquares[i].sprite.x) * gameOptions.speedScale;
            let distanceY = (perfectY - this.smallSquares[i].sprite.y) * gameOptions.speedScale;
            this.smallSquares[i].xSpeed += distanceX;
            this.smallSquares[i].ySpeed += distanceY;
            this.smallSquares[i].xSpeed *= gameOptions.friction;
            this.smallSquares[i].ySpeed *= gameOptions.friction;
            this.smallSquares[i].sprite.x += this.smallSquares[i].xSpeed;
            this.smallSquares[i].sprite.y += this.smallSquares[i].ySpeed;
            this.smallSquares[i].sprite.angle = this.bigSquare.angle;
            this.elasticsGraphics.lineBetween(this.bigSquare.x, this.bigSquare.y, this.smallSquares[i].sprite.x, this.smallSquares[i].sprite.y)
        }
    }
}

Now I am going to add collectible items, a limited number of jumps, some deadly obstacle, and I think I will manage to give a new life to this game. 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
// 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
// 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