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HTML

              
                <!DOCTYPE HTML>
<html>
<head>
    <title>Tanks - Part 1</title>
    <meta charset="utf-8">
    <script src="//cdn.jsdelivr.net/phaser/2.2.2/phaser.min.js"></script>
</head>
<body>

    <div id="game"></div>
  
    <a href="https://phaser.io"><img src="https://files.phaser.io.s3.amazonaws.com/codingtips/issue001/phaser-tips-header1.png" title="Phaser Coding Tips Weekly" style="margin-top: 8px" /></a>

</body>
</html>
              
            
!

CSS

              
                
              
            
!

JS

              
                    var game = new Phaser.Game(640, 480, Phaser.CANVAS, 'game');

    var PhaserGame = function (game) {

        this.tank = null;
        this.turret = null;
        this.flame = null;
        this.bullet = null;

        this.background = null;
        this.targets = null;

        this.power = 300;
        this.powerText = null;

        this.cursors = null;
        this.fireButton = null;

    };

    PhaserGame.prototype = {

        init: function () {

            this.game.renderer.renderSession.roundPixels = true;

            this.game.world.setBounds(0, 0, 992, 480);

            this.physics.startSystem(Phaser.Physics.ARCADE);
            this.physics.arcade.gravity.y = 200;

        },

        preload: function () {

            //  We need this because the assets are on Amazon S3
            //  Remove the next 2 lines if running locally
            this.load.baseURL = 'https://files.phaser.io.s3.amazonaws.com/codingtips/issue001/';
            this.load.crossOrigin = 'anonymous';

            this.load.image('tank', 'assets/tank.png');
            this.load.image('turret', 'assets/turret.png');
            this.load.image('bullet', 'assets/bullet.png');
            this.load.image('background', 'assets/background.png');
            this.load.image('flame', 'assets/flame.png');
            this.load.image('target', 'assets/target.png');

            //  Note: Graphics from Amiga Tanx Copyright 1991 Gary Roberts

        },

        create: function () {

            //  Simple but pretty background
            this.background = this.add.sprite(0, 0, 'background');

            //  Something to shoot at :)
            this.targets = this.add.group(this.game.world, 'targets', false, true, Phaser.Physics.ARCADE);

            this.targets.create(300, 390, 'target');
            this.targets.create(500, 390, 'target');
            this.targets.create(700, 390, 'target');
            this.targets.create(900, 390, 'target');

            //  Stop gravity from pulling them away
            this.targets.setAll('body.allowGravity', false);

            //  A single bullet that the tank will fire
            this.bullet = this.add.sprite(0, 0, 'bullet');
            this.bullet.exists = false;
            this.physics.arcade.enable(this.bullet);

            //  The body of the tank
            this.tank = this.add.sprite(24, 383, 'tank');

            //  The turret which we rotate (offset 30x14 from the tank)
            this.turret = this.add.sprite(this.tank.x + 30, this.tank.y + 14, 'turret');

            //  When we shoot this little flame sprite will appear briefly at the end of the turret
            this.flame = this.add.sprite(0, 0, 'flame');
            this.flame.anchor.set(0.5);
            this.flame.visible = false;

            //  Used to display the power of the shot
            this.power = 300;
            this.powerText = this.add.text(8, 8, 'Power: 300', { font: "18px Arial", fill: "#ffffff" });
            this.powerText.setShadow(1, 1, 'rgba(0, 0, 0, 0.8)', 1);
            this.powerText.fixedToCamera = true;

            //  Some basic controls
            this.cursors = this.input.keyboard.createCursorKeys();
    
            this.fireButton = this.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
            this.fireButton.onDown.add(this.fire, this);

        },

        /**
         * Called by fireButton.onDown
         *
         * @method fire
         */
        fire: function () {

            if (this.bullet.exists)
            {
                return;
            }

            //  Re-position the bullet where the turret is
            this.bullet.reset(this.turret.x, this.turret.y);

            //  Now work out where the END of the turret is
            var p = new Phaser.Point(this.turret.x, this.turret.y);
            p.rotate(p.x, p.y, this.turret.rotation, false, 34);

            //  And position the flame sprite there
            this.flame.x = p.x;
            this.flame.y = p.y;
            this.flame.alpha = 1;
            this.flame.visible = true;

            //  Boom
            this.add.tween(this.flame).to( { alpha: 0 }, 100, "Linear", true);

            //  So we can see what's going on when the bullet leaves the screen
            this.camera.follow(this.bullet);

            //  Our launch trajectory is based on the angle of the turret and the power
            this.physics.arcade.velocityFromRotation(this.turret.rotation, this.power, this.bullet.body.velocity);

        },

        /**
         * Called by physics.arcade.overlap if the bullet and a target overlap
         *
         * @method hitTarget
         * @param {Phaser.Sprite} bullet - A reference to the bullet (same as this.bullet)
         * @param {Phaser.Sprite} target - The target the bullet hit
         */
        hitTarget: function (bullet, target) {

            target.kill();
            this.removeBullet();

        },

        /**
         * Removes the bullet, stops the camera following and tweens the camera back to the tank.
         * Have put this into its own method as it's called from several places.
         *
         * @method removeBullet
         */
        removeBullet: function () {

            this.bullet.kill();
            this.camera.follow();
            this.add.tween(this.camera).to( { x: 0 }, 1000, "Quint", true, 1000);

        },

        /**
         * Core update loop. Handles collision checks and player input.
         *
         * @method update
         */
        update: function () {

            //  If the bullet is in flight we don't let them control anything
            if (this.bullet.exists)
            {
                if (this.bullet.y > 420)
                {
                    //  Simple check to see if it's fallen too low
                    this.removeBullet();
                }
                else
                {
                    //  Bullet vs. the Targets
                    this.physics.arcade.overlap(this.bullet, this.targets, this.hitTarget, null, this);
                }
            }
            else
            {
                //  Allow them to set the power between 100 and 600
                if (this.cursors.left.isDown && this.power > 100)
                {
                    this.power -= 2;
                }
                else if (this.cursors.right.isDown && this.power < 600)
                {
                    this.power += 2;
                }

                //  Allow them to set the angle, between -90 (straight up) and 0 (facing to the right)
                if (this.cursors.up.isDown && this.turret.angle > -90)
                {
                    this.turret.angle--;
                }
                else if (this.cursors.down.isDown && this.turret.angle < 0)
                {
                    this.turret.angle++;
                }

                //  Update the text
                this.powerText.text = 'Power: ' + this.power;
            }

        }

    };

    game.state.add('Game', PhaserGame, true);

              
            
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999px

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