The Alien & The Wild West

The tech stack used

Parts taken by each developer

  • an idea

  • tech stack

  • code organisation

  • media (spritesheets, images, sounds, ets.)

The most challenging issues

State separation

class Game extends Phaser.Game {
  constructor() {
    super(800, 600, Phaser.AUTO, 'game');

    this.state.add('Boot', Boot, false);
    this.state.add('Preload', Preload, false);
    this.state.add('Main', Main, false);
    this.state.add('GameOver', GameOver, false);

    this.state.start('Boot');
  }
}
Phaser solves this problem easily. It has State class which provides quick access to common functions such as the camera, cache, input, match, sound and more.

The most challenging issues

Map creation

I used free, easy to use and flexible tile map editor.
Map exports as a JSON file

The most challenging issues

Parse map file and add it to the game

Phaser API has great features for parsing map files and adding map to the game
this.load.tilemap(key, url, data, format)
  // The format of the map data. 
  //Either Phaser.Tilemap.CSV or Phaser.Tilemap.TILED_JSON.

this.map = this.game.add.tilemap(key);
this.map.addTilesetImage(tileset, key);

The most challenging issues

Collision

Phaser API is very useful


setCollision(indexes, collides, layer, recalculate)
//Sets collision the given tile or tiles.

setCollisionBetween(start, stop, collides, layer, recalculate)
//Sets collision on a range of tiles where the tile IDs increment sequentially.

setCollisionByExclusion(indexes, collides, layer, recalculate)
Sets collision on all tiles in the given layer, except for the IDs of those in the given array.

setTileIndexCallback(indexes, callback, callbackContext, layer)
//Sets a global collision callback for the given tile index within the layer.

setTileLocationCallback(x, y, width, height, callback, callbackContext, layer)
//Sets a global collision callback for the given map location within the layer.

The most challenging issues

Objects spawn

Set objects position in Tiled map editor

The most challenging issues

Objects spawn

Get objects position from map object
const objects = this.map.objects;
//an array of Object layers created from Tiled map

const player = objects.Player[0];
//choose an player from object layer

player.x, player.y 
//player position

The most challenging issues

Enemies

Create Enemy class inherited from Phaser.Sprite class for all enemies
class Enemy extends Phaser.Sprite {
  constructor(game, x, y, asset, state) {
    super(game, x, y, asset);
        //set here common properties for all enemies
  }

  update() {
    this.game.physics.arcade.collide(this, this.layer);
    this.game.physics.arcade.overlap(this, this.player, this.hurt, null, this);
    this.animations.play(key, frame speed);
  }

  hurt() {  }

}

The most challenging issues

Enemies

Create special class inherited from Enemy class for species with its own properties and methods
class Bee extends Enemy {
  constructor(game, x, y, asset, state) {
    super(game, x, y, asset, state);

    this.damage = 35;
    this.renderSprite = 10;
    this.tween = this.game.add.tween(this)
        .to({ y: this.position.y - 100 }, 2000, 'Linear', true, 0, -1, true);
  }
}

The End

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