“Block it” HTML5 prototype now features a score system and particles explosion when it’s game over. A physics game using Phaser and Box2D thanks to Planck.js, written in TypeScript. Full commented source code available.
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Detailed tutorial with completely commented source code about handling an energy bar in your HTML5 games. Powered by Phaser, written in TypeScript.
“Block it” HTML5 prototype now features activable walls and an energy system. A good way to learn how to build physics games with Phaser and Box2D, coding in Typescript. Full commented source code available.
Read all posts about "Block it" gameThe HTML5 prototype of a “Block it” game continues, adding sprites to render the Box2D compound object, which now also rotates. Powered by Phaser and Planck, written in TypeScript. Full commented source code available.
Read all posts about "Block it" gameCompound objects and contact callbacks are two of the more complicated features of Box2D. In this HTML5 example powered by Phaser and written in TypeScript, they are explained the easy way with a real world example, as usual. Commented source code available
Read all posts about "Block it" gameHere is a HTML5 “Block it” version powered by Phaser and written in TypeScript which does not use any physics engine and features rotating walls and continuous collision detection. Full source code available.
Read all posts about "Block it" gameComplete HTML5 example of continuous collision detection between a moving circle and any number of static line segments, featuring vertices collision. Written in TypeScript and powered by Phaser, full source code available.
The journey into continuous collision detection continues. Moving circle Vs a lot of static circles trajectory prediction. HTML5 example powered by Phaser and written in TypeScript. Full source code available.
Moving circle Vs static circle continuous collision detection explained without using any physics engine, only math. HTML5 TypeScript example powered by Phaser, full source code available.
Moving circle Vs line continuous collision detection explained the easy way, now handling circle bounces, in only six steps with an interactive HTML5 example powered by Phaser. Physics has never been so much easy!