HTML5 prototype of iOS game “Perfect Square!” built with Phaser using TypeScript – Build a physics game using only tweens

Read all posts about "" game

Finally, after a long tutorial series about the migration from JavaScript to TypeScript, we are ready to start building games again.

If you want more information about the migration from JavaScript to TypeScript, check steps 1, 2, 3 and 4.

The first game we port from JavaScript to TypeScript is Perfect Square!, which has been already built with Phaser 2 and 3.

This is the game we are going to build:

Tap and hold to make the square grow, release to drop it. Don’t make it fall down the hole or hit the ground. There are also in-game instructions.

To ensure a maximum code reusability, the source code is split in 10 TypeScript files and one HTML file. Let’s analyse them one by one:

index.html

It’s the webpage which hosts the game, it only has a little CSS code, a div element where the game will run, then main.ts is called.

<!DOCTYPE html>
<html>
    <head>
        <style type = "text/css">
            body {
                background: #000000;
                padding: 0px;
                margin: 0px;
            }
        </style>
    </head>
    <body>
        <div id = "thegame"></div>
        <script src = "scripts/main.ts"></script>
    </body>
</html>

main.ts

It’s the main TypeScript file, built to be reused as it only initializes the game.

import Phaser from 'phaser';
import { ScaleObject } from './scaleObject';
import { PreloadAssets } from './preloadAssets';
import { PlayGame} from './playGame';

const configObject: Phaser.Types.Core.GameConfig = {
    type: Phaser.AUTO,
    scale: ScaleObject,
    scene: [PreloadAssets, PlayGame]
}

new Phaser.Game(configObject);

scaleObject.ts

Another file which can be reused, it just contains the scale manager configuration

export const ScaleObject : Phaser.Types.Core.ScaleConfig = {
    mode: Phaser.Scale.FIT,
    autoCenter: Phaser.Scale.CENTER_BOTH,
    parent: 'thegame',
    width: 640,
    height: 960
}

preloadAssets.ts

This is the scene which preloads all assets. Can be reused too.

export class PreloadAssets extends Phaser.Scene {
    
    constructor() {
        super({
            key: 'PreloadAssets'
        });
    }

    preload() {
        this.load.image('base', 'assets/base.png');
        this.load.image('square', 'assets/square.png');
        this.load.image('top', 'assets/top.png');
        this.load.bitmapFont('font', 'assets/font.png', 'assets/font.fnt');
	}

	create() {
        this.scene.start('PlayGame');
	}
}

playGame.ts

The game itlself. Check for Perfect Square! built with modern JavaScript to see the differences between JavaScript and TypeScript.

import { GameOptions } from './gameOptions';
import { GameModes } from './gameModes';
import { GameTexts } from './gameTexts';
import GameWall from './gameWall';
import SquareText from './squareText';
import PlayerSquare from './playerSquare';

export class PlayGame extends Phaser.Scene {

    saveData: any;
    leftSquare: GameWall;
    rightSquare: GameWall;
    leftWall: GameWall;
    rightWall: GameWall;
    square: PlayerSquare;
    squareText: SquareText;
    infoGroup: Phaser.GameObjects.Group;
    levelText: Phaser.GameObjects.BitmapText;
    squareTweenTargets:any[];
    currentGameMode: number = GameModes.IDLE;
    gameWidth: number;
    gameHeight: number;
    growTween: Phaser.Tweens.Tween;
    rotateTween: Phaser.Tweens.Tween;

    constructor() {
        super({
            key: 'PlayGame'
        });
    }
  
    create(): void {
        this.gameWidth = this.game.config.width as number;
        this.gameHeight = this.game.config.height as number;
        this.saveData = localStorage.getItem(GameOptions.localStorageName) == null ? { level: 1} : JSON.parse(localStorage.getItem(GameOptions.localStorageName) as string);
        let tintColor = Phaser.Utils.Array.GetRandom(GameOptions.bgColors);
        this.cameras.main.setBackgroundColor(tintColor);
        this.placeWalls();
        this.square = new PlayerSquare(this, this.gameWidth / 2, -400, 'square');
		this.add.existing(this.square);
        this.squareText = new SquareText(this, this.square.x, this.square.y, 'font', this.saveData.level, 120, tintColor);
		this.add.existing(this.squareText);
        this.squareTweenTargets = [this.square, this.squareText];
        this.levelText = this.add.bitmapText(this.gameWidth / 2, 0, 'font', 'level ' + this.saveData.level, 60);
        this.levelText.setOrigin(0.5, 0);
        this.updateLevel();
        this.input.on('pointerdown', this.grow, this);
        this.input.on('pointerup', this.stop, this);
    }

    placeWalls(): void {
        this.leftSquare = new GameWall(this, 0, this.gameHeight, 'base', new Phaser.Math.Vector2(1, 1));
        this.add.existing(this.leftSquare);
        this.rightSquare = new GameWall(this, this.gameWidth, this.gameHeight, 'base', new Phaser.Math.Vector2(0, 1));
        this.add.existing(this.rightSquare);
        this.leftWall = new GameWall(this, 0, this.gameHeight - this.leftSquare.height, 'top', new Phaser.Math.Vector2(1, 1));
        this.add.existing(this.leftWall);
        this.rightWall = new GameWall(this, this.gameWidth, this.gameHeight - this.leftSquare.height, 'top', new Phaser.Math.Vector2(0, 1));
        this.add.existing(this.rightWall);
    }

    updateLevel(): void {
        let holeWidth = Phaser.Math.Between(GameOptions.holeWidthRange[0], GameOptions.holeWidthRange[1]);
        let wallWidth = Phaser.Math.Between(GameOptions.wallRange[0], GameOptions.wallRange[1]);
        this.leftSquare.tweenTo((this.gameWidth - holeWidth) / 2);
        this.rightSquare.tweenTo((this.gameWidth + holeWidth) / 2);
        this.leftWall.tweenTo((this.gameWidth - holeWidth) / 2 - wallWidth);
        this.rightWall.tweenTo((this.gameWidth + holeWidth) / 2 + wallWidth);
        this.tweens.add({
            targets: this.squareTweenTargets,
            y: 150,
            scaleX: 0.2,
            scaleY: 0.2,
            angle: 50,
            duration: 500,
            ease: 'Cubic.easeOut',
            callbackScope: this,
            onComplete: function() {
                this.rotateTween = this.tweens.add({
                    targets: this.squareTweenTargets,
                    angle: 40,
                    duration: 300,
                    yoyo: true,
                    repeat: -1
                });
                if (this.square.successful == 0) {
                    this.addInfo(holeWidth, wallWidth);
                }
                this.currentGameMode = GameModes.WAITING;
            }
        })
    }

    grow(): void {
        if (this.currentGameMode == GameModes.WAITING) {
            this.currentGameMode = GameModes.GROWING;
            if (this.square.successful == 0) {
                this.infoGroup.toggleVisible();
            }
            this.growTween = this.tweens.add({
                targets: this.squareTweenTargets,
                scaleX: 1,
                scaleY: 1,
                duration: GameOptions.growTime
            });
        }
    }

    stop(): void {
        if (this.currentGameMode == GameModes.GROWING) {
            this.currentGameMode = GameModes.IDLE;
            this.growTween.stop();
            this.rotateTween.stop();
            this.rotateTween = this.tweens.add({
                targets: this.squareTweenTargets,
                angle: 0,
                duration:300,
                ease: 'Cubic.easeOut',
                callbackScope: this,
                onComplete: function(){
                    if (this.square.displayWidth <= this.rightSquare.x - this.leftSquare.x) {
                        this.tweens.add({
                            targets: this.squareTweenTargets,
                            y: this.gameHeight + this.square.displayWidth,
                            duration:600,
                            ease: 'Cubic.easeIn',
                            callbackScope: this,
                            onComplete: function(){
                                this.levelText.text = 'Oh no!!!';
                                this.gameOver();
                            }
                        })
                    }
                    else{
                        if (this.square.displayWidth <= this.rightWall.x - this.leftWall.x) {
                            this.fallAndBounce(true);
                        }
                        else{
                            this.fallAndBounce(false);
                        }
                    }
                }
            })
        }
    }

    fallAndBounce(success: Boolean): void {
        let destY = this.gameHeight - this.leftSquare.displayHeight - this.square.displayHeight / 2;
        let message = success ? GameTexts.success : GameTexts.failure;
        if (success) {
            this.square.successful ++;
        }
        else {
            destY = this.gameHeight - this.leftSquare.displayHeight - this.leftWall.displayHeight - this.square.displayHeight / 2;
        }
        this.tweens.add({
            targets: this.squareTweenTargets,
            y: destY,
            duration:600,
            ease: 'Bounce.easeOut',
            callbackScope: this,
            onComplete: function() {
                this.levelText.text = message;
                if (!success) {
                    this.gameOver();
                }
                else{
                    this.time.addEvent({
                        delay: 1000,
                        callback: function() {
                            if (this.square.successful == this.saveData.level) {
                                this.saveData.level ++;
                                localStorage.setItem(GameOptions.localStorageName, JSON.stringify({
                                    level: this.saveData.level
                                }));
                                this.scene.start('PlayGame');
                            }
                            else {
                                this.squareText.updateText(this.saveData.level - this.square.successful);
                                this.levelText.text = 'level ' + this.saveData.level;
                                this.updateLevel();
                            }
                        },
                        callbackScope: this
                    });
                }
            }
        })
    }

    addInfo(holeWidth: number, wallWidth: number): void {
        this.infoGroup = this.add.group();
        let targetSquare = this.add.sprite(this.gameWidth / 2, this.gameHeight - this.leftSquare.displayHeight, 'square');
        targetSquare.displayWidth = holeWidth + wallWidth;
        targetSquare.displayHeight = holeWidth + wallWidth;
        targetSquare.alpha = 0.3;
        targetSquare.setOrigin(0.5, 1);
        this.infoGroup.add(targetSquare);
        let targetText = this.add.bitmapText(this.gameWidth / 2, targetSquare.y - targetSquare.displayHeight - 20, 'font', GameTexts.landHere, 48);
        targetText.setOrigin(0.5, 1);
        this.infoGroup.add(targetText);
        let holdText = this.add.bitmapText(this.gameWidth / 2, 250, 'font', GameTexts.infoLines[0], 40);
        holdText.setOrigin(0.5, 0);
        this.infoGroup.add(holdText);
        let releaseText = this.add.bitmapText(this.gameWidth / 2, 300, 'font', GameTexts.infoLines[1], 40);
        releaseText.setOrigin(0.5, 0);
        this.infoGroup.add(releaseText);
    }

    gameOver(): void {
        this.time.addEvent({
            delay: 1000,
            callback: function() {
                this.scene.start('PlayGame');
            },
            callbackScope: this
        });
    }
}

gameOptions.ts

Game options which can be changed to tune the gameplay are stored in a separate module, ready to be reused.

export const GameOptions = {
    bgColors: [0x62bd18, 0xff5300, 0xd21034, 0xff475c, 0x8f16b2, 0x588c7e, 0x8c4646],
    holeWidthRange: [80, 260],
    wallRange: [10, 50],
    growTime: 1500,
    localStorageName: 'squaregamephaser3'
}

gameModes.ts

Game modes too are stored in a separate module.

export const GameModes = {
    IDLE: 0,
    WAITING: 1,
    GROWING: 2
}

gameTexts.ts

In-game dynamic text messages have been stored in a separate module, ready to be reused.

export const GameTexts = {
    level: 'level',
    infoLines: ['tap and hold to grow', 'release to drop'],
    landHere: 'land here',
    success: 'Yeah!!!',
    failure: 'On no!!'
}

gameWall.ts

This is the class which handles game walls. Game walls only tween to become bigger or smaller.

export default class GameWall extends Phaser.GameObjects.Sprite {

	constructor(scene: Phaser.Scene, x: number, y: number, key: string, origin: Phaser.Math.Vector2) {
		super(scene, x, y, key);
        this.setOrigin(origin.x, origin.y);
	}

    tweenTo(x: number): void {
        this.scene.tweens.add({
            targets: this,
            x: x,
            duration: 500,
            ease: 'Cubic.easeOut'
        });
    }
}

squareText.ts

It’s the dynamic text inside the square telling us how many drops we need to finish the level.

export default class SquareText extends Phaser.GameObjects.BitmapText {

	constructor(scene: Phaser.Scene, x: number, y: number, font: string, text: string, size: number, tintColor: number) {
		super(scene, x, y, font, text, size);
		this.setOrigin(0.5);
        this.setScale(0.4);
        this.setTint(tintColor);

	}
    
    updateText(text: string) {
        this.setText(text);
    }
}

playerSquare.ts

The square we control

export default class PlayerSquare extends Phaser.GameObjects.Sprite {

    successful: number;

	constructor(scene: Phaser.Scene, x: number, y: number, key: string) {
		super(scene, x, y, key);
        this.successful = 0;
        this.setScale(0.2);
	}
}

I did not comment the scripts because they are basically the porting from this JavaScript prototype, it’s just an example to show you how easy is to code with TypeScript and how keeping modules separate allows us to reuse some of the code.

Download the source code of the entire project.

Get the most popular Phaser 3 book

Through 202 pages, 32 source code examples and an Android Studio project you will learn how to build cross platform HTML5 games and create a complete game along the way.

Get the book

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