Top-Down Shooter Mechanics
A comprehensive example of top-down combat featuring WASD movement, mouse-controlled aiming via pointer lock, bullet group pooling, and basic enemy AI with health tracking.
800 × 600
class Example extends Phaser.Scene
{
time = 0;
enemyBullets;
playerBullets;
moveKeys;
reticle;
healthpoints;
player;
enemy;
hp1;
hp2;
hp3;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
// Load in images and sprites
this.load.spritesheet('player_handgun', 'assets/sprites/player_handgun.png',
{ frameWidth: 66, frameHeight: 60 }
); // Made by tokkatrain: https://tokkatrain.itch.io/top-down-basic-set
this.load.image('bullet', 'assets/sprites/bullets/bullet6.png');
this.load.image('target', 'assets/demoscene/ball.png');
this.load.image('background', 'assets/skies/underwater1.png');
}
create ()
{
// Set world bounds
this.physics.world.setBounds(0, 0, 1600, 1200);
// Add 2 groups for Bullet objects
this.playerBullets = this.physics.add.group({ classType: Bullet, runChildUpdate: true });
this.enemyBullets = this.physics.add.group({ classType: Bullet, runChildUpdate: true });
// Add background player, enemy, reticle, healthpoint sprites
const background = this.add.image(800, 600, 'background');
this.player = this.physics.add.sprite(800, 600, 'player_handgun');
this.enemy = this.physics.add.sprite(300, 600, 'player_handgun');
this.reticle = this.physics.add.sprite(800, 700, 'target');
this.hp1 = this.add.image(-350, -250, 'target').setScrollFactor(0.5, 0.5);
this.hp2 = this.add.image(-300, -250, 'target').setScrollFactor(0.5, 0.5);
this.hp3 = this.add.image(-250, -250, 'target').setScrollFactor(0.5, 0.5);
// Set image/sprite properties
background.setOrigin(0.5, 0.5).setDisplaySize(1600, 1200);
this.player.setOrigin(0.5, 0.5).setDisplaySize(132, 120).setCollideWorldBounds(true).setDrag(500, 500);
this.enemy.setOrigin(0.5, 0.5).setDisplaySize(132, 120).setCollideWorldBounds(true);
this.reticle.setOrigin(0.5, 0.5).setDisplaySize(25, 25).setCollideWorldBounds(true);
this.hp1.setOrigin(0.5, 0.5).setDisplaySize(50, 50);
this.hp2.setOrigin(0.5, 0.5).setDisplaySize(50, 50);
this.hp3.setOrigin(0.5, 0.5).setDisplaySize(50, 50);
// Set sprite variables
this.player.health = 3;
this.enemy.health = 3;
this.enemy.lastFired = 0;
// Set camera properties
this.cameras.main.zoom = 0.5;
this.cameras.main.startFollow(this.player);
// Creates object for input with WASD kets
this.moveKeys = this.input.keyboard.addKeys({
up: Phaser.Input.Keyboard.KeyCodes.W,
down: Phaser.Input.Keyboard.KeyCodes.S,
left: Phaser.Input.Keyboard.KeyCodes.A,
right: Phaser.Input.Keyboard.KeyCodes.D
});
// Enables movement of player with WASD keys
this.input.keyboard.on('keydown_W', event => {
this.player.setAccelerationY(-800);
});
this.input.keyboard.on('keydown_S', event => {
this.player.setAccelerationY(800);
});
this.input.keyboard.on('keydown_A', event => {
this.player.setAccelerationX(-800);
});
this.input.keyboard.on('keydown_D', event => {
this.player.setAccelerationX(800);
});
// Stops player acceleration on uppress of WASD keys
this.input.keyboard.on('keyup_W', event => {
if (this.moveKeys['down'].isUp) { this.player.setAccelerationY(0); }
});
this.input.keyboard.on('keyup_S', event => {
if (this.moveKeys['up'].isUp) { this.player.setAccelerationY(0); }
});
this.input.keyboard.on('keyup_A', event => {
if (this.moveKeys['right'].isUp) { this.player.setAccelerationX(0); }
});
this.input.keyboard.on('keyup_D', event => {
if (this.moveKeys['left'].isUp) { this.player.setAccelerationX(0); }
});
// Fires bullet from player on left click of mouse
this.input.on('pointerdown', (pointer, time, lastFired) =>
{
if (this.player.active === false) { return; }
// Get bullet from bullets group
const bullet = this.playerBullets.get().setActive(true).setVisible(true);
if (bullet)
{
bullet.fire(this.player, this.reticle);
this.physics.add.collider(this.enemy, bullet, (enemyHit, bulletHit) => this.enemyHitCallback(enemyHit, bulletHit));
}
});
// Pointer lock will only work after mousedown
game.canvas.addEventListener('mousedown', () => {
game.input.mouse.requestPointerLock();
});
// Exit pointer lock when Q or escape (by default) is pressed.
this.input.keyboard.on('keydown_Q', event => {
if (game.input.mouse.locked) { game.input.mouse.releasePointerLock(); }
}, 0);
// Move reticle upon locked pointer move
this.input.on('pointermove', pointer =>
{
if (this.input.mouse.locked)
{
this.reticle.x += pointer.movementX;
this.reticle.y += pointer.movementY;
}
});
}
update (time, delta)
{
// Rotates player to face towards reticle
this.player.rotation = Phaser.Math.Angle.Between(this.player.x, this.player.y, this.reticle.x, this.reticle.y);
// Rotates enemy to face towards player
this.enemy.rotation = Phaser.Math.Angle.Between(this.enemy.x, this.enemy.y, this.player.x, this.player.y);
// Make reticle move with player
this.reticle.body.velocity.x = this.player.body.velocity.x;
this.reticle.body.velocity.y = this.player.body.velocity.y;
// Constrain velocity of player
this.constrainVelocity(this.player, 500);
// Constrain position of constrainReticle
this.constrainReticle(this.reticle);
// Make enemy fire
this.enemyFire(time);
}
enemyHitCallback (enemyHit, bulletHit)
{
// Reduce health of enemy
if (bulletHit.active === true && enemyHit.active === true)
{
enemyHit.health = enemyHit.health - 1;
console.log('Enemy hp: ', enemyHit.health);
// Kill enemy if health <= 0
if (enemyHit.health <= 0)
{
enemyHit.setActive(false).setVisible(false);
}
// Destroy bullet
bulletHit.setActive(false).setVisible(false);
}
}
playerHitCallback (playerHit, bulletHit)
{
// Reduce health of player
if (bulletHit.active === true && playerHit.active === true)
{
playerHit.health = playerHit.health - 1;
console.log('Player hp: ', playerHit.health);
// Kill hp sprites and kill player if health <= 0
if (playerHit.health === 2)
{
this.hp3.destroy();
}
else if (playerHit.health === 1)
{
this.hp2.destroy();
}
else
{
this.hp1.destroy();
// Game over state should execute here
}
// Destroy bullet
bulletHit.setActive(false).setVisible(false);
}
}
enemyFire (time)
{
if (this.enemy.active === false)
{
return;
}
if ((time - this.enemy.lastFired) > 1000)
{
this.enemy.lastFired = time;
// Get bullet from bullets group
const bullet = this.enemyBullets.get().setActive(true).setVisible(true);
if (bullet)
{
bullet.fire(this.enemy, this.player);
// Add collider between bullet and player
this.physics.add.collider(this.player, bullet, (playerHit, bulletHit) => this.playerHitCallback(playerHit, bulletHit));
}
}
}
constrainVelocity (sprite, maxVelocity)
{
if (!sprite || !sprite.body)
{ return; }
let angle, currVelocitySqr, vx, vy;
vx = sprite.body.velocity.x;
vy = sprite.body.velocity.y;
currVelocitySqr = vx * vx + vy * vy;
if (currVelocitySqr > maxVelocity * maxVelocity)
{
angle = Math.atan2(vy, vx);
vx = Math.cos(angle) * maxVelocity;
vy = Math.sin(angle) * maxVelocity;
sprite.body.velocity.x = vx;
sprite.body.velocity.y = vy;
}
}
constrainReticle (reticle)
{
const distX = reticle.x - this.player.x; // X distance between player & reticle
const distY = reticle.y - this.player.y; // Y distance between player & reticle
// Ensures reticle cannot be moved offscreen (player follow)
if (distX > 800)
{ reticle.x = this.player.x + 800; }
else if (distX < -800)
{ reticle.x = this.player.x - 800; }
if (distY > 600)
{ reticle.y = this.player.y + 600; }
else if (distY < -600)
{ reticle.y = this.player.y - 600; }
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
parent: 'game-container',
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 0 },
debug: false
}
},
scene: Example
};
const game = new Phaser.Game(config);
class Bullet extends Phaser.GameObjects.Image
{
constructor (scene)
{
super(scene, 0, 0, 'bullet');
this.speed = 1;
this.born = 0;
this.direction = 0;
this.xSpeed = 0;
this.ySpeed = 0;
this.setSize(12, 12, true);
}
fire (shooter, target)
{
this.setPosition(shooter.x, shooter.y); // Initial position
this.direction = Math.atan((target.x - this.x) / (target.y - this.y));
// Calculate X and y velocity of bullet to moves it from shooter to target
if (target.y >= this.y)
{
this.xSpeed = this.speed * Math.sin(this.direction);
this.ySpeed = this.speed * Math.cos(this.direction);
}
else
{
this.xSpeed = -this.speed * Math.sin(this.direction);
this.ySpeed = -this.speed * Math.cos(this.direction);
}
this.rotation = shooter.rotation; // angle bullet with shooters rotation
this.born = 0; // Time since new bullet spawned
}
update (time, delta)
{
this.x += this.xSpeed * delta;
this.y += this.ySpeed * delta;
this.born += delta;
if (this.born > 1800)
{
this.setActive(false);
this.setVisible(false);
}
}
}