Build games as easily as you play them — join the Phaser Beam waitlist for Early Access.
// This Scene has no aspect ratio lock, it will scale to fit the browser window, but will zoom to match the Game class BackgroundScene extends Phaser.Scene { gameScene; layer; constructor () { super('BackgroundScene'); } preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('guide', 'assets/tests/640x960-guide.png'); this.load.image('bg', 'assets/skies/bigsky.png'); this.load.atlas('clouds', 'assets/atlas/clouds.png', 'assets/atlas/clouds.json'); this.load.image('sky', 'src/games/firstgame/assets/sky.png'); this.load.image('ground', 'src/games/firstgame/assets/platform.png'); this.load.image('star', 'src/games/firstgame/assets/star.png'); this.load.image('bomb', 'src/games/firstgame/assets/bomb.png'); this.load.spritesheet('dude', 'src/games/firstgame/assets/dude.png', { frameWidth: 32, frameHeight: 48 }); } create () { const width = this.scale.gameSize.width; const height = this.scale.gameSize.height; const bg = this.add.image(0, 0, 'bg').setOrigin(0, 0); // If you'd rather use a layer to container all Game Objects, use the following (and see updateCamera) // const bg = this.add.image(0, 0, 'bg'); // this.layer = this.add.container(); // this.layer.add(bg); // Create some clouds to show we can animate objects in this Scene as well as the Game Scene this.time.addEvent({ delay: 3000, callback: this.spawnCloud, callbackScope: this, repeat: 12 }); this.scene.launch('GameScene'); this.gameScene = this.scene.get('GameScene'); } updateCamera () { const width = this.scale.gameSize.width; const height = this.scale.gameSize.height; const camera = this.cameras.main; // There is 240px of extra padding below the game area in the background graphic // so we account for it in the y offset (scaled by the game zoom factor) const zoom = this.gameScene.getZoom(); const offset = 120 * zoom; // We can either zoom and re-center the camera: camera.setZoom(zoom); camera.centerOn(1400 / 2, (1200 / 2) + 120); // Or, if you want to put all of the Game Objects in this Scene into a layer, // you can position and scale that: // this.layer.x = width / 2; // this.layer.y = (height / 2) + offset; // this.layer.setScale(zoom); } spawnCloud (cloud) { const cloudType = Phaser.Math.Between(1, 3); const x = 1400; const y = Phaser.Math.Between(0, this.scale.height / 1.25); if (!cloud) { cloud = this.add.image(x, y, 'clouds', 'cloud' + cloudType); } else { cloud.setPosition(x, y); } this.tweens.add({ targets: cloud, x: -400, duration: Phaser.Math.Between(20000, 60000), ease: 'linear', onComplete: () => this.spawnCloud(cloud) }); } } // This Scene is aspect ratio locked at 640 x 960 (and scaled and centered accordingly) class GameScene extends Phaser.Scene { GAME_WIDTH = 640; GAME_HEIGHT = 960; backgroundScene; parent; sizer; player; stars; bombs; platforms; cursors; score = 0; gameOver = false; scoreText; constructor () { super('GameScene'); } create () { const width = this.scale.gameSize.width; const height = this.scale.gameSize.height; this.parent = new Phaser.Structs.Size(width, height); this.sizer = new Phaser.Structs.Size(this.GAME_WIDTH, this.GAME_HEIGHT, Phaser.Structs.Size.FIT, this.parent); this.parent.setSize(width, height); this.sizer.setSize(width, height); this.backgroundScene = this.scene.get('BackgroundScene'); this.updateCamera(); this.scale.on('resize', this.resize, this); const guide = this.add.image(0, 0, 'guide').setOrigin(0, 0).setDepth(1).setVisible(false); this.add.text(this.GAME_WIDTH / 2, this.GAME_HEIGHT - 16, 'Press X to toggle mobile guide', { fontSize: '16px', fill: '#ffffff' }).setDepth(1).setOrigin(0.5); this.input.keyboard.on('keydown-X', () => { guide.visible = !guide.visible; }); // ----------------------------------- // ----------------------------------- // ----------------------------------- // Normal game stuff from here on down // ----------------------------------- // ----------------------------------- // ----------------------------------- this.physics.world.setBounds(0, 0, this.GAME_WIDTH, this.GAME_HEIGHT); // The platforms group contains the ground and the 2 ledges we can jump on this.platforms = this.physics.add.staticGroup(); // Here we create the ground. // Scale it to fit the width of the game (the original sprite is 400x32 in size) this.platforms.create(320, 944, 'ground').setDisplaySize(640, 32).refreshBody(); // Now let's create some ledges this.platforms.create(750, 220, 'ground'); this.platforms.create(50, 250, 'ground'); this.platforms.create(600, 400, 'ground'); this.platforms.create(320, 520, 'ground').setScale(0.3, 1).refreshBody();; this.platforms.create(50, 650, 'ground'); this.platforms.create(600, 780, 'ground'); // The player and its settings this.player = this.physics.add.sprite(100, 800, 'dude'); // Player physics properties. Give the little guy a slight bounce. this.player.setBounce(0.1); this.player.setCollideWorldBounds(true); // Our player animations, turning, walking left and walking right. this.anims.create({ key: 'left', frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'turn', frames: [ { key: 'dude', frame: 4 } ], frameRate: 20 }); this.anims.create({ key: 'right', frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }), frameRate: 10, repeat: -1 }); // Input Events this.cursors = this.input.keyboard.createCursorKeys(); // Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis this.stars = this.physics.add.group({ key: 'star', repeat: 11, setXY: { x: 12, y: 0, stepX: 50 } }); this.stars.children.iterate(function (child) { // Give each star a slightly different bounce child.setBounce(1, Phaser.Math.FloatBetween(0.4, 0.8)); child.setCollideWorldBounds(true); child.setVelocity(Phaser.Math.Between(-200, 200), 20); child.setDragX(4); }); this.bombs = this.physics.add.group(); // The score this.scoreText = this.add.text(32, 8, 'score: 0', { fontSize: '32px', fill: '#000' }); // Collide the player and the stars with the platforms this.physics.add.collider(this.player, this.platforms); this.physics.add.collider(this.stars, this.platforms); this.physics.add.collider(this.bombs, this.platforms); // Checks to see if the player overlaps with any of the stars, if he does call the collectStar function this.physics.add.overlap(this.player, this.stars, this.collectStar, null, this); this.physics.add.collider(this.player, this.bombs, this.hitBomb, null, this); } // ------------------------ // ------------------------ // ------------------------ // Resize related functions // ------------------------ // ------------------------ // ------------------------ resize (gameSize) { const width = gameSize.width; const height = gameSize.height; this.parent.setSize(width, height); this.sizer.setSize(width, height); this.updateCamera(); } updateCamera () { const camera = this.cameras.main; const x = Math.ceil((this.parent.width - this.sizer.width) * 0.5); const y = 0; const scaleX = this.sizer.width / this.GAME_WIDTH; const scaleY = this.sizer.height / this.GAME_HEIGHT; camera.setViewport(x, y, this.sizer.width, this.sizer.height); camera.setZoom(Math.max(scaleX, scaleY)); camera.centerOn(this.GAME_WIDTH / 2, this.GAME_HEIGHT / 2); this.backgroundScene.updateCamera(); } getZoom () { return this.cameras.main.zoom; } // ------------------------ // ------------------------ // ------------------------ // Game related functions // ------------------------ // ------------------------ // ------------------------ update () { if (this.gameOver) { return; } const cursors = this.cursors; const player = this.player; if (cursors.left.isDown) { player.setVelocityX(-160); player.anims.play('left', true); } else if (cursors.right.isDown) { player.setVelocityX(160); player.anims.play('right', true); } else { player.setVelocityX(0); player.anims.play('turn'); } if (cursors.up.isDown && player.body.touching.down) { player.setVelocityY(-330); } } collectStar (player, star) { star.disableBody(true, true); // Add and update the score this.score += 10; this.scoreText.setText('Score: ' + this.score); if (this.stars.countActive(true) === 0) { // A new batch of stars to collect this.stars.children.iterate(function (child) { child.enableBody(true, child.x, 0, true, true); }); const halfX = this.GAME_WIDTH / 2; const x = (this.player.x < halfX) ? Phaser.Math.Between(halfX, this.GAME_WIDTH) : Phaser.Math.Between(0, halfX); const bomb = this.bombs.create(x, 16, 'bomb'); bomb.setBounce(1); bomb.setCollideWorldBounds(true); bomb.setVelocity(Phaser.Math.Between(-200, 200), 20); } } hitBomb (player, bomb) { this.physics.pause(); player.setTint(0xff0000); player.anims.play('turn'); this.gameOver = true; } } const config = { type: Phaser.AUTO, backgroundColor: '#000000', scale: { mode: Phaser.Scale.RESIZE, parent: 'phaser-example', width: 640, height: 960, min: { width: 320, height: 480 }, max: { width: 1400, height: 1200 } }, scene: [ BackgroundScene, GameScene ], physics: { default: 'arcade', arcade: { gravity: { y: 300 }, debug: false } } }; const game = new Phaser.Game(config);
// This Scene has no aspect ratio lock, it will scale to fit the browser window, but will zoom to match the Game
class BackgroundScene extends Phaser.Scene
{
gameScene;
layer;
constructor ()
{
super('BackgroundScene');
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.image('guide', 'assets/tests/640x960-guide.png');
this.load.image('bg', 'assets/skies/bigsky.png');
this.load.atlas('clouds', 'assets/atlas/clouds.png', 'assets/atlas/clouds.json');
this.load.image('sky', 'src/games/firstgame/assets/sky.png');
this.load.image('ground', 'src/games/firstgame/assets/platform.png');
this.load.image('star', 'src/games/firstgame/assets/star.png');
this.load.image('bomb', 'src/games/firstgame/assets/bomb.png');
this.load.spritesheet('dude', 'src/games/firstgame/assets/dude.png', { frameWidth: 32, frameHeight: 48 });
}
create ()
{
const width = this.scale.gameSize.width;
const height = this.scale.gameSize.height;
const bg = this.add.image(0, 0, 'bg').setOrigin(0, 0);
// If you'd rather use a layer to container all Game Objects, use the following (and see updateCamera)
// const bg = this.add.image(0, 0, 'bg');
// this.layer = this.add.container();
// this.layer.add(bg);
// Create some clouds to show we can animate objects in this Scene as well as the Game Scene
this.time.addEvent({ delay: 3000, callback: this.spawnCloud, callbackScope: this, repeat: 12 });
this.scene.launch('GameScene');
this.gameScene = this.scene.get('GameScene');
}
updateCamera ()
{
const width = this.scale.gameSize.width;
const height = this.scale.gameSize.height;
const camera = this.cameras.main;
// There is 240px of extra padding below the game area in the background graphic
// so we account for it in the y offset (scaled by the game zoom factor)
const zoom = this.gameScene.getZoom();
const offset = 120 * zoom;
// We can either zoom and re-center the camera:
camera.setZoom(zoom);
camera.centerOn(1400 / 2, (1200 / 2) + 120);
// Or, if you want to put all of the Game Objects in this Scene into a layer,
// you can position and scale that:
// this.layer.x = width / 2;
// this.layer.y = (height / 2) + offset;
// this.layer.setScale(zoom);
}
spawnCloud (cloud)
{
const cloudType = Phaser.Math.Between(1, 3);
const x = 1400;
const y = Phaser.Math.Between(0, this.scale.height / 1.25);
if (!cloud)
{
cloud = this.add.image(x, y, 'clouds', 'cloud' + cloudType);
}
else
{
cloud.setPosition(x, y);
}
this.tweens.add({
targets: cloud,
x: -400,
duration: Phaser.Math.Between(20000, 60000),
ease: 'linear',
onComplete: () => this.spawnCloud(cloud)
});
}
}
// This Scene is aspect ratio locked at 640 x 960 (and scaled and centered accordingly)
class GameScene extends Phaser.Scene
{
GAME_WIDTH = 640;
GAME_HEIGHT = 960;
backgroundScene;
parent;
sizer;
player;
stars;
bombs;
platforms;
cursors;
score = 0;
gameOver = false;
scoreText;
constructor ()
{
super('GameScene');
}
create ()
{
const width = this.scale.gameSize.width;
const height = this.scale.gameSize.height;
this.parent = new Phaser.Structs.Size(width, height);
this.sizer = new Phaser.Structs.Size(this.GAME_WIDTH, this.GAME_HEIGHT, Phaser.Structs.Size.FIT, this.parent);
this.parent.setSize(width, height);
this.sizer.setSize(width, height);
this.backgroundScene = this.scene.get('BackgroundScene');
this.updateCamera();
this.scale.on('resize', this.resize, this);
const guide = this.add.image(0, 0, 'guide').setOrigin(0, 0).setDepth(1).setVisible(false);
this.add.text(this.GAME_WIDTH / 2, this.GAME_HEIGHT - 16, 'Press X to toggle mobile guide', { fontSize: '16px', fill: '#ffffff' }).setDepth(1).setOrigin(0.5);
this.input.keyboard.on('keydown-X', () => {
guide.visible = !guide.visible;
});
// -----------------------------------
// -----------------------------------
// -----------------------------------
// Normal game stuff from here on down
// -----------------------------------
// -----------------------------------
// -----------------------------------
this.physics.world.setBounds(0, 0, this.GAME_WIDTH, this.GAME_HEIGHT);
// The platforms group contains the ground and the 2 ledges we can jump on
this.platforms = this.physics.add.staticGroup();
// Here we create the ground.
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
this.platforms.create(320, 944, 'ground').setDisplaySize(640, 32).refreshBody();
// Now let's create some ledges
this.platforms.create(750, 220, 'ground');
this.platforms.create(50, 250, 'ground');
this.platforms.create(600, 400, 'ground');
this.platforms.create(320, 520, 'ground').setScale(0.3, 1).refreshBody();;
this.platforms.create(50, 650, 'ground');
this.platforms.create(600, 780, 'ground');
// The player and its settings
this.player = this.physics.add.sprite(100, 800, 'dude');
// Player physics properties. Give the little guy a slight bounce.
this.player.setBounce(0.1);
this.player.setCollideWorldBounds(true);
// Our player animations, turning, walking left and walking right.
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'turn',
frames: [ { key: 'dude', frame: 4 } ],
frameRate: 20
});
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
frameRate: 10,
repeat: -1
});
// Input Events
this.cursors = this.input.keyboard.createCursorKeys();
// Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
this.stars = this.physics.add.group({
key: 'star',
repeat: 11,
setXY: { x: 12, y: 0, stepX: 50 }
});
this.stars.children.iterate(function (child) {
// Give each star a slightly different bounce
child.setBounce(1, Phaser.Math.FloatBetween(0.4, 0.8));
child.setCollideWorldBounds(true);
child.setVelocity(Phaser.Math.Between(-200, 200), 20);
child.setDragX(4);
});
this.bombs = this.physics.add.group();
// The score
this.scoreText = this.add.text(32, 8, 'score: 0', { fontSize: '32px', fill: '#000' });
// Collide the player and the stars with the platforms
this.physics.add.collider(this.player, this.platforms);
this.physics.add.collider(this.stars, this.platforms);
this.physics.add.collider(this.bombs, this.platforms);
// Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
this.physics.add.overlap(this.player, this.stars, this.collectStar, null, this);
this.physics.add.collider(this.player, this.bombs, this.hitBomb, null, this);
}
// ------------------------
// ------------------------
// ------------------------
// Resize related functions
// ------------------------
// ------------------------
// ------------------------
resize (gameSize)
{
const width = gameSize.width;
const height = gameSize.height;
this.parent.setSize(width, height);
this.sizer.setSize(width, height);
this.updateCamera();
}
updateCamera ()
{
const camera = this.cameras.main;
const x = Math.ceil((this.parent.width - this.sizer.width) * 0.5);
const y = 0;
const scaleX = this.sizer.width / this.GAME_WIDTH;
const scaleY = this.sizer.height / this.GAME_HEIGHT;
camera.setViewport(x, y, this.sizer.width, this.sizer.height);
camera.setZoom(Math.max(scaleX, scaleY));
camera.centerOn(this.GAME_WIDTH / 2, this.GAME_HEIGHT / 2);
this.backgroundScene.updateCamera();
}
getZoom ()
{
return this.cameras.main.zoom;
}
// ------------------------
// ------------------------
// ------------------------
// Game related functions
// ------------------------
// ------------------------
// ------------------------
update ()
{
if (this.gameOver)
{
return;
}
const cursors = this.cursors;
const player = this.player;
if (cursors.left.isDown)
{
player.setVelocityX(-160);
player.anims.play('left', true);
}
else if (cursors.right.isDown)
{
player.setVelocityX(160);
player.anims.play('right', true);
}
else
{
player.setVelocityX(0);
player.anims.play('turn');
}
if (cursors.up.isDown && player.body.touching.down)
{
player.setVelocityY(-330);
}
}
collectStar (player, star)
{
star.disableBody(true, true);
// Add and update the score
this.score += 10;
this.scoreText.setText('Score: ' + this.score);
if (this.stars.countActive(true) === 0)
{
// A new batch of stars to collect
this.stars.children.iterate(function (child)
{
child.enableBody(true, child.x, 0, true, true);
});
const halfX = this.GAME_WIDTH / 2;
const x = (this.player.x < halfX) ? Phaser.Math.Between(halfX, this.GAME_WIDTH) : Phaser.Math.Between(0, halfX);
const bomb = this.bombs.create(x, 16, 'bomb');
bomb.setBounce(1);
bomb.setCollideWorldBounds(true);
bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
}
}
hitBomb (player, bomb)
{
this.physics.pause();
player.setTint(0xff0000);
player.anims.play('turn');
this.gameOver = true;
}
}
const config = {
type: Phaser.AUTO,
backgroundColor: '#000000',
scale: {
mode: Phaser.Scale.RESIZE,
parent: 'phaser-example',
width: 640,
height: 960,
min: {
width: 320,
height: 480
},
max: {
width: 1400,
height: 1200
}
},
scene: [ BackgroundScene, GameScene ],
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
}
};
const game = new Phaser.Game(config);