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Introduction to HTML5 game development (with Phaser)
valerio.riva@gmail.com
@ValerioRiva
http://it.linkedin.com/in/valerioriva/
Valerio «Lotti» Riva
Who am I?
• Web developer @ past life
• Game developer @ Interactive Project
• MyGPTeam (http://www.mygpteam.com/)
• MyGPTeam Turbo (http://www.mygpteam.com/turbo/)
• OverVolt: crazy slot cars (coming soon!)
ROME 11-12 april 2014 – Valerio Riva
2
Intro
• Core game development concepts
• Phaser: Desktop and Mobile HTML5 game
framework
• Few useful tools
• Deployment
ROME 11-12 april 2014 – Valerio Riva
3
HTML5 is the new Flash
• No plugin needed!
• Available on all mobile devices
• Low performances on almost
every mobile devices
(especially on Android)
• Flash game frameworks ported
to HTML5 (Flixel -> Phaser!)
ROME 11-12 april 2014 – Valerio Riva
4
To develop an HTML5 game you
need…
• Any OS
• Any editor
• Any web server
Or you can just use Brackets! http://brackets.io/
ROME 11-12 april 2014 – Valerio Riva
5
Phaser (http://phaser.io/)
• Easy to use 2D game framework
• Focused on mobile
• Use pixi.js for WebGL & Canvas rendering
(http://www.pixijs.com/)
• Supports WebAudio & HTML Audio
• Various physics engine supported
• “arcade”: simple AABB physics engine
• p2.js: complete physics engine
(http://schteppe.github.io/p2.js/)
ROME 11-12 april 2014 – Valerio Riva
6
Core Game Development
Concepts
• Loop
• Sprite
• Tilemap
• Collision
• Input
ROME 11-12 april 2014 – Valerio Riva
7
do { game } while (true);
• The hearth of the game
• update loop executes game logic
• Inputs, AI, collisions… your game is computed here!
• rendering loop draws graphic elements to screen
• Phaser game implementation
• Game is a set of states
• Each state has its own loops
• rendering loop is supplied by pixi.js
ROME 11-12 april 2014 – Valerio Riva
8
Phaser game state
Main functions:
• preload: used to load assets
• create: state initialization
• update: the real game loop
• render: called after rendering. Use it for debugging and
post-rendering purposes
• Other function:
• pause: called when the game is paused (on focus loss)
• shutdown: called when leaving a state
• …
ROME 11-12 april 2014 – Valerio Riva
9
Hello Phaser!
ROME 11-12 april 2014 – Valerio Riva
10
Deployment
Web
• Any hosting!
• Game portals
• http://gamepix.com
• http://kongregate.com
• http://armorgames.com
Mobile
• Cordova (Phonegap)
• Intel XDK
• Accelerated webview
• CocoonJS
• Accelerated webview
• API for
Ads, IAP, accelerometer,
etc.
ROME 11-12 april 2014 –
Valerio Riva
11
Sprite
“In computer graphics, a sprite is a two-
dimensional image or animation that is
integrated into a larger scene.”
• Has a set of coordinates
and sizes
• Can be animated with
sequential drawings
• Main actor of a 2D game
ROME 11-12 april 2014 – Valerio Riva
12
• Be created
• Scale
• Rotate
• Moves
• Animate
• Have physic body
for collisions
• and much more!
var s = game.add.sprite(x,y, "image");
s.scale.setTo(0.75,0.75);
s.angle=180 / s.rotation=3.141
s.x += 10; s.y -= 10;
s.animations.play("walk",fps);
game.physics.arcade.enable(s);
ROME 11-12 april 2014 – Valerio Riva
What sprites can do
ROME 11-12 april 2014 –
Valerio Riva
13
Group of sprites
• Use it as z-ordered layer
• Use it for fast pooling and object recycling too
• Can apply transformation to all sprites of the group
• Can call methods on all sprites of the group
var group = game.add.group();
var sprite = group.create(x, y, 'image');
group.x += 100;
group.callAll('kill');
var zombie = group.getFirstExists(false);
zombie.revive(); //cured!
ROME 11-12 april 2014 – Valerio Riva
14
Tilesprite
“A tilesprite is a sprite that has a repeating texture.”
var tilesprite =
game.add.tileSprite(0, 0, 32, 64, 'image');
• texture can be scrolled
tilesprite.tilePosition.setTo(10,20);
• texture can be scaled
tilesprite.tileScale.setTo(1.5,1.5);
ROME 11-12 april 2014 – Valerio Riva
15
Tilemap
ROME 11-12 april 2014 – Valerio Riva
16
Tilemap
A tilemap is a map composed by a fixed number of
same sized sprites (tiles)
• Each tile can have different behavior
• Used to create platform and map based games
• Can be orthogonal or isometric
• Easy to create with Tiled
(http://www.mapeditor.org/)
ROME 11-12 april 2014 – Valerio Riva
17
Tilemap
function preload() {
game.load.tilemap('codem', 'tilemap/codem.json', n
ull, Phaser.Tilemap.TILED_JSON);
game.load.image('block', 'sprites/block.gif');
}
function create() {
map = game.add.tilemap("codem");
map.addTilesetImage("block");
map.setCollisionByExclusion([]);
layer = map.createLayer("codemotion");
layer.resizeWorld();
}
ROME 11-12 april 2014 – Valerio Riva
18
Collision
“A collision is an instance of one moving object touching
another.”
• Both object must have a “body” (collider)
• Object can be a sprite or a tilemap or even a group!
• A body can be a rectangle, a circle or a polygon
• Bodies can have a lot of properties
(mass, gravity, velocity, material, …)
• Last two statements depends on what physics engine
you are using.
• More complex is the engine, more computation is
needed. Choose wisely!
ROME 11-12 april 2014 – Valerio Riva
19
Collision
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
sprite = game.add.sprite(0, 0, 'image');
game.physics.enable(sprite, Phaser.Physics.ARCADE);
sprite.body.collideWorldBounds = true;
sprite.body.bounce.set(1);
}
function update() {
game.physics.arcade.collide(sprite, [tilemap, group],
function(sprite, other) { … });
}
ROME 11-12 april 2014 – Valerio Riva
20
Input
Phaser supports natively
• Keyboard
• Mouse
• Multi-touch
• Gamepads (up to four, each one with 10 axis and
16 buttons)
• Supports even Xbox 360 gamepad! (button
mapping depends on browser : )
ROME 11-12 april 2014 – Valerio Riva
21
Input: Keyboard
function update() {
if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
ufo.y -= 10;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
ufo.y += 10;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
ufo.x -= 10;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
ufo.x += 10;
}
}
ROME 11-12 april 2014 – Valerio Riva
22
Input: Mouse
if (game.input.mousePointer.isDown) {
if (game.input.mousePointer.x < game.width*0.5) {
clickOnLeft = true;
}
else if (game.input.mousePointer.x > game.width*0.5) {
clickOnRight = true;
}
if (game.input.mousePointer.y < game.height*0.5) {
clickOnTop = true;
}
}
• Swap mousePointer with activePointer to capture
any active pointer (works with mouse and touch
inputs)
ROME 11-12 april 2014 – Valerio Riva
23
Input: Multi-touch
• Supports 10 pointers (= fingers)!
• Two pointers are already available
• Add another pointer
game.input.addPointer();
• Read different pointers
game.input.pointer3; or game.input.pointer4;
ROME 11-12 april 2014 – Valerio Riva
24
Input: Gamepad
function create() {
game.input.gamepad.start();
pad1 = game.input.gamepad.pad1;
}
function update() {
if (game.input.gamepad.supported
&& game.input.gamepad.active
&& pad1.connected) {
//play with gamepad!
if (pad1.isDown(Phaser.Gamepad.XBOX360_DPAD_LEFT)) { … }
if (pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_X)) { … }
if (pad1.justPressed(Phaser.Gamepad.XBOX360_A)) { … }
}
else {
//play with boring keyboard!
}
}
ROME 11-12 april 2014 – Valerio Riva
25
Dissecting the mummy
ROME 11-12 april 2014 – Valerio Riva
26
Want more?
• Take a look to another example that implements P2
physics engine (http://github.com/Lotti/phaserTut)
• Phaser examples (http://examples.phaser.io/)
• Phaser docs (http://docs.phaser.io/)
ROME 11-12 april 2014 – Valerio Riva
27
Resources & Links
• The mummy game
• P2 physics engine example
• Phaser’s forum
• http://docs.phaser.io
• http://examples.phaser.io
• http://html5gameengine.com
• http://brackets.io
• http://www.pixijs.com
• http://schteppe.github.io/p2.js
• http://www.mapeditor.org
• http://xdk-software.intel.com
• https://www.ludei.com/cocoonjs
• https://cordova.apache.org
• http://phonegap.com
ROME 11-12 april 2014 –
Valerio Riva
28
Thank you!
Any Questions?
ROME 11-12 april 2014 – Valerio Riva
29
valerio.riva@gmail.com
@ValerioRiva
http://it.linkedin.com/in/valerioriva/

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Introduction to HTML5 game development (with Phaser)

  • 1. Introduction to HTML5 game development (with Phaser) valerio.riva@gmail.com @ValerioRiva http://it.linkedin.com/in/valerioriva/ Valerio «Lotti» Riva
  • 2. Who am I? • Web developer @ past life • Game developer @ Interactive Project • MyGPTeam (http://www.mygpteam.com/) • MyGPTeam Turbo (http://www.mygpteam.com/turbo/) • OverVolt: crazy slot cars (coming soon!) ROME 11-12 april 2014 – Valerio Riva 2
  • 3. Intro • Core game development concepts • Phaser: Desktop and Mobile HTML5 game framework • Few useful tools • Deployment ROME 11-12 april 2014 – Valerio Riva 3
  • 4. HTML5 is the new Flash • No plugin needed! • Available on all mobile devices • Low performances on almost every mobile devices (especially on Android) • Flash game frameworks ported to HTML5 (Flixel -> Phaser!) ROME 11-12 april 2014 – Valerio Riva 4
  • 5. To develop an HTML5 game you need… • Any OS • Any editor • Any web server Or you can just use Brackets! http://brackets.io/ ROME 11-12 april 2014 – Valerio Riva 5
  • 6. Phaser (http://phaser.io/) • Easy to use 2D game framework • Focused on mobile • Use pixi.js for WebGL & Canvas rendering (http://www.pixijs.com/) • Supports WebAudio & HTML Audio • Various physics engine supported • “arcade”: simple AABB physics engine • p2.js: complete physics engine (http://schteppe.github.io/p2.js/) ROME 11-12 april 2014 – Valerio Riva 6
  • 7. Core Game Development Concepts • Loop • Sprite • Tilemap • Collision • Input ROME 11-12 april 2014 – Valerio Riva 7
  • 8. do { game } while (true); • The hearth of the game • update loop executes game logic • Inputs, AI, collisions… your game is computed here! • rendering loop draws graphic elements to screen • Phaser game implementation • Game is a set of states • Each state has its own loops • rendering loop is supplied by pixi.js ROME 11-12 april 2014 – Valerio Riva 8
  • 9. Phaser game state Main functions: • preload: used to load assets • create: state initialization • update: the real game loop • render: called after rendering. Use it for debugging and post-rendering purposes • Other function: • pause: called when the game is paused (on focus loss) • shutdown: called when leaving a state • … ROME 11-12 april 2014 – Valerio Riva 9
  • 10. Hello Phaser! ROME 11-12 april 2014 – Valerio Riva 10
  • 11. Deployment Web • Any hosting! • Game portals • http://gamepix.com • http://kongregate.com • http://armorgames.com Mobile • Cordova (Phonegap) • Intel XDK • Accelerated webview • CocoonJS • Accelerated webview • API for Ads, IAP, accelerometer, etc. ROME 11-12 april 2014 – Valerio Riva 11
  • 12. Sprite “In computer graphics, a sprite is a two- dimensional image or animation that is integrated into a larger scene.” • Has a set of coordinates and sizes • Can be animated with sequential drawings • Main actor of a 2D game ROME 11-12 april 2014 – Valerio Riva 12
  • 13. • Be created • Scale • Rotate • Moves • Animate • Have physic body for collisions • and much more! var s = game.add.sprite(x,y, "image"); s.scale.setTo(0.75,0.75); s.angle=180 / s.rotation=3.141 s.x += 10; s.y -= 10; s.animations.play("walk",fps); game.physics.arcade.enable(s); ROME 11-12 april 2014 – Valerio Riva What sprites can do ROME 11-12 april 2014 – Valerio Riva 13
  • 14. Group of sprites • Use it as z-ordered layer • Use it for fast pooling and object recycling too • Can apply transformation to all sprites of the group • Can call methods on all sprites of the group var group = game.add.group(); var sprite = group.create(x, y, 'image'); group.x += 100; group.callAll('kill'); var zombie = group.getFirstExists(false); zombie.revive(); //cured! ROME 11-12 april 2014 – Valerio Riva 14
  • 15. Tilesprite “A tilesprite is a sprite that has a repeating texture.” var tilesprite = game.add.tileSprite(0, 0, 32, 64, 'image'); • texture can be scrolled tilesprite.tilePosition.setTo(10,20); • texture can be scaled tilesprite.tileScale.setTo(1.5,1.5); ROME 11-12 april 2014 – Valerio Riva 15
  • 16. Tilemap ROME 11-12 april 2014 – Valerio Riva 16
  • 17. Tilemap A tilemap is a map composed by a fixed number of same sized sprites (tiles) • Each tile can have different behavior • Used to create platform and map based games • Can be orthogonal or isometric • Easy to create with Tiled (http://www.mapeditor.org/) ROME 11-12 april 2014 – Valerio Riva 17
  • 18. Tilemap function preload() { game.load.tilemap('codem', 'tilemap/codem.json', n ull, Phaser.Tilemap.TILED_JSON); game.load.image('block', 'sprites/block.gif'); } function create() { map = game.add.tilemap("codem"); map.addTilesetImage("block"); map.setCollisionByExclusion([]); layer = map.createLayer("codemotion"); layer.resizeWorld(); } ROME 11-12 april 2014 – Valerio Riva 18
  • 19. Collision “A collision is an instance of one moving object touching another.” • Both object must have a “body” (collider) • Object can be a sprite or a tilemap or even a group! • A body can be a rectangle, a circle or a polygon • Bodies can have a lot of properties (mass, gravity, velocity, material, …) • Last two statements depends on what physics engine you are using. • More complex is the engine, more computation is needed. Choose wisely! ROME 11-12 april 2014 – Valerio Riva 19
  • 20. Collision function create() { game.physics.startSystem(Phaser.Physics.ARCADE); sprite = game.add.sprite(0, 0, 'image'); game.physics.enable(sprite, Phaser.Physics.ARCADE); sprite.body.collideWorldBounds = true; sprite.body.bounce.set(1); } function update() { game.physics.arcade.collide(sprite, [tilemap, group], function(sprite, other) { … }); } ROME 11-12 april 2014 – Valerio Riva 20
  • 21. Input Phaser supports natively • Keyboard • Mouse • Multi-touch • Gamepads (up to four, each one with 10 axis and 16 buttons) • Supports even Xbox 360 gamepad! (button mapping depends on browser : ) ROME 11-12 april 2014 – Valerio Riva 21
  • 22. Input: Keyboard function update() { if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { ufo.y -= 10; } else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { ufo.y += 10; } if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { ufo.x -= 10; } else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { ufo.x += 10; } } ROME 11-12 april 2014 – Valerio Riva 22
  • 23. Input: Mouse if (game.input.mousePointer.isDown) { if (game.input.mousePointer.x < game.width*0.5) { clickOnLeft = true; } else if (game.input.mousePointer.x > game.width*0.5) { clickOnRight = true; } if (game.input.mousePointer.y < game.height*0.5) { clickOnTop = true; } } • Swap mousePointer with activePointer to capture any active pointer (works with mouse and touch inputs) ROME 11-12 april 2014 – Valerio Riva 23
  • 24. Input: Multi-touch • Supports 10 pointers (= fingers)! • Two pointers are already available • Add another pointer game.input.addPointer(); • Read different pointers game.input.pointer3; or game.input.pointer4; ROME 11-12 april 2014 – Valerio Riva 24
  • 25. Input: Gamepad function create() { game.input.gamepad.start(); pad1 = game.input.gamepad.pad1; } function update() { if (game.input.gamepad.supported && game.input.gamepad.active && pad1.connected) { //play with gamepad! if (pad1.isDown(Phaser.Gamepad.XBOX360_DPAD_LEFT)) { … } if (pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_X)) { … } if (pad1.justPressed(Phaser.Gamepad.XBOX360_A)) { … } } else { //play with boring keyboard! } } ROME 11-12 april 2014 – Valerio Riva 25
  • 26. Dissecting the mummy ROME 11-12 april 2014 – Valerio Riva 26
  • 27. Want more? • Take a look to another example that implements P2 physics engine (http://github.com/Lotti/phaserTut) • Phaser examples (http://examples.phaser.io/) • Phaser docs (http://docs.phaser.io/) ROME 11-12 april 2014 – Valerio Riva 27
  • 28. Resources & Links • The mummy game • P2 physics engine example • Phaser’s forum • http://docs.phaser.io • http://examples.phaser.io • http://html5gameengine.com • http://brackets.io • http://www.pixijs.com • http://schteppe.github.io/p2.js • http://www.mapeditor.org • http://xdk-software.intel.com • https://www.ludei.com/cocoonjs • https://cordova.apache.org • http://phonegap.com ROME 11-12 april 2014 – Valerio Riva 28
  • 29. Thank you! Any Questions? ROME 11-12 april 2014 – Valerio Riva 29 valerio.riva@gmail.com @ValerioRiva http://it.linkedin.com/in/valerioriva/