Spanish translation of the tutorials

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<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>hello phaser!</title>
<script src="phaser.min.js"></script>
</head>
<body>
<script type="text/javascript">
window.onload = function() {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
function preload () {
game.load.image('logo', 'phaser.png');
}
function create () {
var logo = game.add.sprite(game.world.centerX, game.world.centerY, 'logo');
logo.anchor.setTo(0.5, 0.5);
}
};
</script>
</body>
</html>

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<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>Phaser Tutorial 01 - Getting Started</title>
<script src="build/phaser.js" type="text/javascript"></script>
<style>
body {
font-family: Arial;
font-size: 14px;
}
</style>
</head>
<body>
<h1>Getting started with Phaser</h1>
<ul>
<li><a href="index.html">Part 1: Introduction</a></li>
<li><a href="part2.html">Part 2: Installing a web server</a></li>
<li><a href="part3.html">Part 3: Run in the Cloud</a></li>
<li><a href="part4.html">Part 4: Choosing an Editor</a></li>
<li><a href="part5.html">Part 5: Downloading Phaser</a></li>
<li><a href="part6.html">Part 6: Hello World!</a></li>
<li><a href="part7.html">Part 7: The Phaser Examples</a></li>
<li><a href="part8.html">Part 8: Next Steps</a></li>
</ul>
<h2>Part 1 - Introduction</h2>
<p>In this tutorial we're going to cover setting-up a development enviornment with which you can build your Phaser games. This will include running a local web server, picking an IDE, getting the latest version of Phaser and checking it all works together properly.</p>
<p><strong>"Why do I need a local web server? Can't I just drag the html files onto my browser?"</strong></p>
<p>Not these days, no. I appreciate that it's a bit confusing, even contradictory at times, but it all boils down to browser security. If you're making a static html web page, perhaps with a few images in it, then you can happily drag this file into your browser and see the end results. You can also "Save As" entire web pages locally and re-open them, with all the contents mostly intact. If both of these things work why can't you drag an HTML5 game into a browser and run it?</p>
<p>It's to do with the protocol used to access the files. When you request anything over the web you're using http, and the server level security is enough to ensure you can only access files you're meant to. But when you drag a file in it's loaded via the local file system (technically file://) and that is massively restricted, for obvious reasons. Under file:// there's no concept of domains, no server level security, just a raw file system. Ask yourself this: do you really want JavaScript to have the ability to load files from your local file system? Your immediate answer should of course be "not in a million years!". If JavaScript had free reign while operating under file:// there would be nothing stopping it loading pretty much <em>any</em> file it fancied and sending it off who knows where.</p>
<p>Because this is so dangerous browsers lock themselves down tighter than Alcatraz when running under file://. Every single page becomes treated as a unique local domain. That is why "Save Web page" works, to a degree. It opens under the same cross-site restrictions as if they were on a live server. There's a detailed post about it on the Chromium blog: http://blog.chromium.org/2008/12/security-in-depth-local-web-pages.html.</p>
<p>Your game is going to need to load in resources. Images, audio files, JSON data, maybe other JavaScript files. In order to do this it needs to run unhindered by the browser security shackles. It needs http:// access to the game files. And for that we need a web server.</p>
<p><a href="part2.html">Part 2: Installing a web server</a></p>
</body>
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<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>Phaser Tutorial 01 - Getting Started</title>
<script src="build/phaser.js" type="text/javascript"></script>
<style>
body {
font-family: Arial;
font-size: 14px;
}
</style>
</head>
<body>
<h1>Getting started with Phaser</h1>
<h2>Part 2 - Installing a web server</h2>
<h3>Windows</h3>
<p>On Windows there are lots of "single install" bundles available. These are easy-to-install files that package together popular web technologies like Apache, PHP and MySQL and install them all for you at once, often with a handy system-tray icon to manage them too.</p>
<p>We would recommend either <a href="http://www.wampserver.com/en/">WAMP Server</a> or <a href="http://www.apachefriends.org/en/xampp.html">XAMPP</a>. Both have easy set-up guides available. WAMP specifically installs an icon into your system-try from which you can stop and restart the services as well as modify Apache settings, such as creating a new folder alias for a project.</p>
<p>Cesanta provide the <a href="http://cesanta.com/downloads.html">Mongoose web server</a>. This is a really small application that requires no installation and can run as a single EXE file. Without all of the additional bundles like SSI and WebDAV (none of which you'll need for an HTML5 game) the EXE is a paltry 45KB in size. Even the fully featured one is only 355KB.</p>
<p>Instead of an 'all in one' bundle you could also download just a web server on its own. Both <a href="http://www.iis.net/">Microsoft IIS</a> and <a href="http://httpd.apache.org/">Apache</a> can be downloaded for free from their respective sites.</p>
<p><strong>Note:</strong> Skype likes to steal port 80 by default. This is the traditional port for a web server to run over and it might interfer with WAMP or similar being able to start. To disable this within Skype go to "Tools - Options - Connection" and uncheck the "Use port 80 and 443 as alternatives for incoming connections" checkbox.</p>
<h3>OS X</h3>
<p>Being a Unix environment at heart there are more options available of OS X. But if you'd like an "all in one" approach like WAMP for Windows, with a nice clean and easy to use interface then we'd strongly recommend <a href="http://www.mamp.info/en/index.html">MAMP</a>. This comes in two versions: one free and one paid for.</p>
<p>Naturally there are also guides for setting up a local web server manually, such as <a href="https://discussions.apple.com/docs/DOC-3083">this guide written for Mountain Lion</a>. Pick whichever approach you feel most comfortable with.</p>
<h3>grunt connect</h3>
<p><a href="http://gruntjs.com/">Grunt</a> is an extremely powerful tool to have installed, regardless if you use it as a web server or not. At its essence it's a JavaScript based task runner and allows you to automate tedious time consuming tasks. We use it in Phaser to build our distribution scripts for example. But it can also be configured with Connect to serve local files, acting as a web server, and <a href="https://github.com/gruntjs/grunt-contrib-connect">here's a guide on doing just that</a>.</p>
<h3>Simple HTTP Server with Python</h3>
<p>If you need a quick web server running and you don't want to mess around with setting up Apache or downloading an app, then Python can help. Python comes with a simple built-in HTTP server. With the help of this little HTTP server you can turn any directory on your system into your web server directory. Naturally the only thing you need to have installed is Python. <a href="http://www.linuxjournal.com/content/tech-tip-really-simple-http-server-python">Read the full guide here</a>.</p>
<h3>http-server for node.js</h3>
<p>http-server is a simple, zero-configuration command-line http server for <a href="http://nodejs.org/">node.js</a>. It is powerful enough for production usage, but it's simple and hackable enough to be used for testing, local development, and learning. Or as the web site says "Serving up static files like they were turtles strapped to rockets". Get the npm and instructions from the <a href="https://npmjs.org/package/http-server">http-server web site</a>.</p>
<h3>php 5 built-in web server</h3>
<p>As of PHP 5.4.0, the CLI SAPI provides a built-in web server. It's only really suitable for development purposes and serves all files sequentially, but it's easily powerful enough for testing HTML5 games. It's invoked from a single command-line call, and you can find details on how to do this in <a href="http://php.net/manual/en/features.commandline.webserver.php">the PHP Manual</a>.</p>
<p>Rather than running a web server locally you could build your HTML5 game fully in the cloud. We explore some cloud options in Part 3.</p>
<p><a href="part3.html">Part 3: Run in the Cloud</a></p>
<ul>
<li><a href="index.html">Part 1: Introduction</a></li>
<li><a href="part2.html">Part 2: Installing a web server</a></li>
<li><a href="part3.html">Part 3: Run in the Cloud</a></li>
<li><a href="part4.html">Part 4: Choosing an Editor</a></li>
<li><a href="part5.html">Part 5: Downloading Phaser</a></li>
<li><a href="part6.html">Part 6: Hello World!</a></li>
<li><a href="part7.html">Part 7: The Phaser Examples</a></li>
<li><a href="part8.html">Part 8: Next Steps</a></li>
</ul>
</body>
</html>

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<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>Phaser Tutorial 01 - Getting Started</title>
<script src="build/phaser.js" type="text/javascript"></script>
<style>
body {
font-family: Arial;
font-size: 14px;
}
</style>
</head>
<body>
<h1>Getting started with Phaser</h1>
<h2>Part 3 - Run in the Cloud</h2>
<p>If you're not comfortable with github cloning, and setting up a web server, or if you don't want to bother with all that, you can run phaser in the Cloud.</p>
<p>More than a marketing buzzword, the Cloud is often used by developers as tool which allows you to create, edit and share your content without having to install anything, or make the people you share your content with do so.</p>
<p>There are several JavaScript online collaboration tools such as JSBin, codepen and JSFiddle just to name a few of them.</p>
<p>There is another tool that we recommend which is called Cloud9 IDE that allows you get up and running very quickly.</p>
<img src="https://c9.io/site/wp-content/themes/cloud9/img/logo_cloud9.png"/>
<p>First, sign up to the website using GitHub, and once this is completed, you will be redirected to your dashboard.</p>
<img src="images/dashboard.jpg"/>
<p>From this dashboard, you can create private or shared project, or, the feature that interests us in this case, you can create a project from a GitHub repository.</p>
<p>Click the "create workspace" button and select the "clone from URL" option from the drop-down menu.</p>
<img src="images/cloneFrom.jpg"/>
<p>Once the repository is integrated into c9.io, you'll see this window:</p>
<img src="images/start.jpg"/>
<p>When you click on the "start editing" button you'll be redirected here:</p>
<img src="images/editor.jpg"/>
<p>You have now a copy of the Phaser repository.</p>
<p><a href="part4.html">Part 4: Choosing an Editor</a></p>
<ul>
<li><a href="index.html">Part 1: Introduction</a></li>
<li><a href="part2.html">Part 2: Installing a web server</a></li>
<li><a href="part3.html">Part 3: Run in the Cloud</a></li>
<li><a href="part4.html">Part 4: Choosing an Editor</a></li>
<li><a href="part5.html">Part 5: Downloading Phaser</a></li>
<li><a href="part6.html">Part 6: Hello World!</a></li>
<li><a href="part7.html">Part 7: The Phaser Examples</a></li>
<li><a href="part8.html">Part 8: Next Steps</a></li>
</ul>
</body>
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<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>Phaser Tutorial 01 - Getting Started</title>
<script src="build/phaser.js" type="text/javascript"></script>
<style>
body {
font-family: Arial;
font-size: 14px;
}
</style>
</head>
<body>
<h1>Getting started with Phaser</h1>
<h2>Part 4 - Choosing an Editor</h2>
<p>You're going to need an editor in which to prepare your JavaScript code. There are <em>many</em> available, each with their own strengths and weaknesses. If you're an experienced developer you will probably already have your own preferred editor, in which case carry on to Part 5 of this guide. Otherwise here are some options for you:</p>
<h3>Sublime Text</h3>
<p>This is the editor the Phaser team use for building the framework and examples. It's even the editor this guide is being written in. Sublime should be considered as an extremely powerful text editor rather than an IDE. An IDE is an integrated development environment, that often bundles additional features such as built-in web servers, source control and code in-sight / completion. Sublime focuses on being an amazing editor first and foremost, and its multiple cursor and mini-map features are two of the most time saving we've ever come across in decades of development. Using a comprehensive Package system you can enhance it in multiple ways.</p>
<p>The full version costs $70 but is worth every penny and is available for Windows and OS X.</p>
<p><a href="http://www.sublimetext.com/">Sublime Text</a></p>
<h3>WebStorm</h3>
<p>JetBrains WebStorm is an extremely advanced fully development environment. It goes well beyond simple code editing and offers all of the high-level features you'd expect from a proper IDE include code-insight, npm built-in, code style/syntax reports, source control and a wealth of other features designed more for web developers than game developers. It's based on Eclipse, which is both a good and bad thing. For a start the actual code editing experience is nothing like as smooth and freeform as with Sublime, but the power features can often make up for that. Having errors with your code spotted for you, before you've even tested your game can be really useful. And code-completion is great too, although obviously somewhat limited by the myriad ways JavaScript can be written.</p>
<p>The full version starts from $49 and is available for Windows and OS X. There are often deals to be found on the JetBrains site too.</p>
<p><a href="http://www.jetbrains.com/webstorm/">JetBrains WebStorm</a></p>
<h3>Visual Studio</h3>
<p>This should only really be considered if you wish to write your game using <a href="http://www.typescriptlang.org/">TypeScript</a> instead of JavaScript. Phaser has a TypeScript definitions file available, which allows you to use Microsofts new ES6 inspired lanauge to develop in. This gives you access to a statically typed language, with traditional class inheritance, interfaces and most of the OO style trappings you may be used to in other languages like AS3.</p>
<p>The full version varies in cost and Microsoft do great student details. Naturally it's only available for Windows.</p>
<p><a href="http://www.visualstudio.com/">Visual Studio</a></p>
<h3>Brackets</h3>
<p>Although primarily developed for building web site code, Brackets has really come into its own lately. It's a free open-source code editor and rans across Windows, OS X and Linux. It's actually written in JavaScript and is incredibly hackable, with new versions and extensions released every couple of weeks. It has a modern and dark UI, probably familiar to anyone who uses Adobe CS. It's well worth considering, especially if you're after a free editor.</p>
<p>Brackets is a multi-platform and free open-source product.</p>
<p><a href="http://brackets.io/">Brackets</a></p>
<p><a href="part5.html">Part 5: Downloading Phaser</a></p>
<ul>
<li><a href="index.html">Part 1: Introduction</a></li>
<li><a href="part2.html">Part 2: Installing a web server</a></li>
<li><a href="part3.html">Part 3: Run in the Cloud</a></li>
<li><a href="part4.html">Part 4: Choosing an Editor</a></li>
<li><a href="part5.html">Part 5: Downloading Phaser</a></li>
<li><a href="part6.html">Part 6: Hello World!</a></li>
<li><a href="part7.html">Part 7: The Phaser Examples</a></li>
<li><a href="part8.html">Part 8: Next Steps</a></li>
</ul>
</body>
</html>

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<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>Phaser Tutorial 01 - Getting Started</title>
<script src="build/phaser.js" type="text/javascript"></script>
<style>
body {
font-family: Arial;
font-size: 14px;
}
</style>
</head>
<body>
<h1>Getting started with Phaser</h1>
<h2>Part 5 - Downloading Phaser</h2>
<p>Phaser is an open source project and available to download for free. We use github to manage the project and it's on the github site that you will find the latest version:</p>
<p><a href="https://github.com/photonstorm/phaser">https://github.com/photonstorm/phaser</a></p>
<h3>Can I just get a zip file?</h3>
<p>Yes. Github provide the option to <a href="https://github.com/photonstorm/phaser/archive/master.zip">download the whole repository</a> as a zip file. You can then unzip this locally to get to all the files. However we would strongly recommend you learn to use git instead. It will allow you to easily update to the latest versions as we release them, and it makes contributing towards the project much easier as well. If you don't fancy learning to use git via the command-line there are some great applications you can use instead. We'd recommend <a href="http://www.syntevo.com/smartgithg/">SmartGIT</a> on Windows or <a href="http://www.git-tower.com/">Git Tower</a> on OS X.</p>
<h3>Repository Structure</h3>
<p>The Phaser repository is split across 2 main branches: <a href="https://github.com/photonstorm/phaser">master</a> and <a href="https://github.com/photonstorm/phaser/tree/dev">dev</a>. The master branch contains the most recent stable release and is the one you should try first. The dev branch is where we prepare the latest versions. In here you'll find experimental features and API changes, some of which may not work. But it's also where you'll see the bleeding-edge features we're working on.</p>
<p>Right now there is an approximate delay of around 4 weeks between dev and master. This means we build the new features out in dev and let them bake for a month before we move them to master. This gives them time for others to test and comment on them, and it keeps the release rate of Phaser to a manageable monthly cycle.</p>
<p><a href="part6.html">Part 6: Hello World!</a></p>
<ul>
<li><a href="index.html">Part 1: Introduction</a></li>
<li><a href="part2.html">Part 2: Installing a web server</a></li>
<li><a href="part3.html">Part 3: Run in the Cloud</a></li>
<li><a href="part4.html">Part 4: Choosing an Editor</a></li>
<li><a href="part5.html">Part 5: Downloading Phaser</a></li>
<li><a href="part6.html">Part 6: Hello World!</a></li>
<li><a href="part7.html">Part 7: The Phaser Examples</a></li>
<li><a href="part8.html">Part 8: Next Steps</a></li>
</ul>
</body>
</html>

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<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>Phaser Tutorial 01 - Getting Started</title>
<script src="build/phaser.js" type="text/javascript"></script>
<style>
body {
font-family: Arial;
font-size: 14px;
}
</style>
</head>
<body>
<h1>Getting started with Phaser</h1>
<h2>Part 6 - Hello World!</h2>
<p>With your editor set-up, web server installed and Phaser downloaded it's time to create something and check it's all working.</p>
<p>You need to discover where your 'web root' is on your machine. This is the folder in which the server looks for files. If you are using WAMP on Windows you can locate it by clicking the WAMP icon in your system-tray and select "www directory" from the pop-up menu. Other servers will have other methods of determining the location, but from this point on we'll refer to it as the 'webroot'.</p>
<p>Download <a href="hellophaser.zip">this zip file</a>. It contains a folder called 'hellophaser' inside which you'll find a JavaScript file, an index.html and a PNG. Copy the 'hellophaser' folder to your webroot.</p>
<h3>Testing, testing ...</h3>
<p>Open your web browser and browse to your local server. This may be as simple as typing in 'localhost' or '127.0.0.1' or you may need to specify a port number as well, it depends entirely on which server set-up method you used. If the server is set-up correctly and running you will see the default installation page in your browser. This will vary from server to server, but as long as the page doesn't "time out" or throw a permissions error you are good to go.</p>
<p>Now add <em>/hellophaser</em> onto the end of the URL and the Hello World test should load. If it does it will display a black game area with a phaser logo in the middle. If it doesn't for whatever reason you need to bring up the debug console and see what errors are output. In most browsers you can do this by pressing F12. This works across Chrome, Firefox and Internet Explorer. Check to see what the error is, hopefully it's a simple one like the files being missing, in which case check your folder names and refresh the page. If it's something more complex feel free to post about it <a href="http://www.html5gamedevs.com/forum/14-phaser/">on the forum</a> and we'll help.</p>
<p><a href="part7.html">Part 7: The Phaser Examples</a></p>
<ul>
<li><a href="index.html">Part 1: Introduction</a></li>
<li><a href="part2.html">Part 2: Installing a web server</a></li>
<li><a href="part3.html">Part 3: Run in the Cloud</a></li>
<li><a href="part4.html">Part 4: Choosing an Editor</a></li>
<li><a href="part5.html">Part 5: Downloading Phaser</a></li>
<li><a href="part6.html">Part 6: Hello World!</a></li>
<li><a href="part7.html">Part 7: The Phaser Examples</a></li>
<li><a href="part8.html">Part 8: Next Steps</a></li>
</ul>
</body>
</html>

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<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>Phaser Tutorial 01 - Getting Started</title>
<script src="build/phaser.js" type="text/javascript"></script>
<style>
body {
font-family: Arial;
font-size: 14px;
}
</style>
</head>
<body>
<h1>Getting started with Phaser</h1>
<h2>Part 7 - The Phaser Examples</h2>
<p>Phaser comes with a comprehensive suite of examples. At the current count over 160 of them. They are short self-contained snippets of code that focus on just a couple of elements and nothing more, and as such they're really useful to learn from! Whenever we add a new feature into Phaser we create an example to demonstrate how to use it, so there are all kinds of examples from simple things like loading audio to sprite animation and input handling.</p>
<p>Although we've uploaded the Examples to our site we still recommend that you copy the whole phaser folder (the entire repository) to your webroot, so you can easily run the Examples locally. If you've copied the phaser folder into your webroot then you can access the examples at:</p>
<code>http://localhost/phaser/examples</code>
<p>Note: The URL above will differ based on your server set-up.</p>
<h3>Side by side</h3>
<p>There are two ways to explore the examples. The default view is a big long list and each new example opens in a new page. There is also a 'Side View', a link to which you'll find at the top of the page. This puts all of the examples in a list down the left and the content and code loads into a frame on the right. Each one has its advantages, so play around and explore!</p>
<p><a href="part8.html">Part 8: Next Steps</a></p>
<ul>
<li><a href="index.html">Part 1: Introduction</a></li>
<li><a href="part2.html">Part 2: Installing a web server</a></li>
<li><a href="part3.html">Part 3: Run in the Cloud</a></li>
<li><a href="part4.html">Part 4: Choosing an Editor</a></li>
<li><a href="part5.html">Part 5: Downloading Phaser</a></li>
<li><a href="part6.html">Part 6: Hello World!</a></li>
<li><a href="part7.html">Part 7: The Phaser Examples</a></li>
<li><a href="part8.html">Part 8: Next Steps</a></li>
</ul>
</body>
</html>

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<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>Phaser Tutorial 01 - Getting Started</title>
<script src="build/phaser.js" type="text/javascript"></script>
<style>
body {
font-family: Arial;
font-size: 14px;
}
</style>
</head>
<body>
<h1>Getting started with Phaser</h1>
<h2>Part 8 - Next Steps</h2>
<p>Your game development experience with Phaser begins here! Although we've only touched upon the basics you still have a fully working development environment, access to the API docs and hundreds of examples. Even so it's always best to code as part of a community - and for that we cannot recommend our forum enough. It has gone from strength to strength over the past few months, and you're sure to find help and support when you need it most.</p>
<p>Bounce ideas of others, hang-out in the chat room, browse the games showcase and just be involved!</p>
<p><a href="http://www.html5gamedevs.com/forum/14-phaser/">Join the Forum</a></p>
<h3>Phaser Newsletter</h3>
<p>We publish a monthly Phaser newsletter. As well as details about new releases it also contains short tutorials and features. Sign-up for free to have it hit your inbox during the first week of the month.</p>
<p><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Subscribe to the Newsletter</a></p>
<h3>Contribute</h3>
<p>You can help shape the way in which Phaser grows. If you find a bug, please report it. It won't take you long, and to date we have fixed over 91% of all reported issues (and we're still working on the other 9%). You can also issue Pull Requests against the development branch, or release your own plugins or filters.</p>
<p><a href="https://github.com/photonstorm/phaser/issues/new">Report Issues on GitHub</a></p>
<h3>Show us your games!</h3>
<p>We spend many tireless hours working on Phaser because we want it to be the best HTML5 game development framework it can possibly be. We understand it won't be perfect for everyone, and we're cool with that. But if you use it and make something, no matter how small you think that is, please do let us know. You won't believe with a real motivational boost it is when devs show us the games they've been working on! Reach out to us either on the forum, via twitter (<a href="https://twitter.com/photonstorm">@photonstorm</a>) or by <a href="mailto:rdavey@gmail.com">email</a>.</p>
<p>Most of all though, we truly hope you have fun making your game.</p>
<ul>
<li><a href="index.html">Part 1: Introduction</a></li>
<li><a href="part2.html">Part 2: Installing a web server</a></li>
<li><a href="part3.html">Part 3: Run in the Cloud</a></li>
<li><a href="part4.html">Part 4: Choosing an Editor</a></li>
<li><a href="part5.html">Part 5: Downloading Phaser</a></li>
<li><a href="part6.html">Part 6: Hello World!</a></li>
<li><a href="part7.html">Part 7: The Phaser Examples</a></li>
<li><a href="part8.html">Part 8: Next Steps</a></li>
</ul>
</body>
</html>

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Phaser - Making your first game, part 1</title>
<script type="text/javascript" src="js/phaser.min.js"></script>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
}
function create() {
}
function update() {
}
</script>
</body>
</html>

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Phaser - Making your first game, part 1</title>
<script type="text/javascript" src="js/phaser.min.js"></script>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('sky', 'assets/sky.png');
game.load.image('ground', 'assets/platform.png');
game.load.image('star', 'assets/star.png');
game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
}
function create() {
}
function update() {
}
</script>
</body>
</html>

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Phaser - Making your first game, part 1</title>
<script type="text/javascript" src="js/phaser.min.js"></script>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('sky', 'assets/sky.png');
game.load.image('ground', 'assets/platform.png');
game.load.image('star', 'assets/star.png');
game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
}
function create() {
game.add.sprite(0, 0, 'star');
}
function update() {
}
</script>
</body>
</html>

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Phaser - Getting started</title>
<script type="text/javascript" src="js/phaser.min.js"></script>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('sky', 'assets/sky.png');
game.load.image('ground', 'assets/platform.png');
game.load.image('star', 'assets/star.png');
game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
}
var platforms;
function create() {
// A simple background for our game
game.add.sprite(0, 0, 'sky');
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = game.add.group();
// Here we create the ground.
var ground = platforms.create(0, game.world.height - 64, 'ground');
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
ground.scale.setTo(2, 2);
// This stops it from falling away when you jump on it
ground.body.immovable = true;
// Now let's create two ledges
var ledge = platforms.create(400, 400, 'ground');
ledge.body.immovable = true;
ledge = platforms.create(-150, 250, 'ground');
ledge.body.immovable = true;
}
function update() {
}
</script>
</body>
</html>

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Phaser - Getting started</title>
<script type="text/javascript" src="js/phaser.min.js"></script>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('sky', 'assets/sky.png');
game.load.image('ground', 'assets/platform.png');
game.load.image('star', 'assets/star.png');
game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
}
var platforms;
function create() {
// A simple background for our game
game.add.sprite(0, 0, 'sky');
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = game.add.group();
// Here we create the ground.
var ground = platforms.create(0, game.world.height - 64, 'ground');
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
ground.scale.setTo(2, 2);
// This stops it from falling away when you jump on it
ground.body.immovable = true;
// Now let's create two ledges
var ledge = platforms.create(400, 400, 'ground');
ledge.body.immovable = true;
ledge = platforms.create(-150, 250, 'ground');
ledge.body.immovable = true;
// The player and its settings
player = game.add.sprite(32, game.world.height - 150, 'dude');
// Player physics properties. Give the little guy a slight bounce.
player.body.bounce.y = 0.2;
player.body.gravity.y = 6;
player.body.collideWorldBounds = true;
// Our two animations, walking left and right.
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
}
function update() {
}
</script>
</body>
</html>

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Phaser - Getting started</title>
<script type="text/javascript" src="js/phaser.min.js"></script>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('sky', 'assets/sky.png');
game.load.image('ground', 'assets/platform.png');
game.load.image('star', 'assets/star.png');
game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
}
var player;
var platforms;
function create() {
// A simple background for our game
game.add.sprite(0, 0, 'sky');
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = game.add.group();
// Here we create the ground.
var ground = platforms.create(0, game.world.height - 64, 'ground');
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
ground.scale.setTo(2, 2);
// This stops it from falling away when you jump on it
ground.body.immovable = true;
// Now let's create two ledges
var ledge = platforms.create(400, 400, 'ground');
ledge.body.immovable = true;
ledge = platforms.create(-150, 250, 'ground');
ledge.body.immovable = true;
// The player and its settings
player = game.add.sprite(32, game.world.height - 150, 'dude');
// Player physics properties. Give the little guy a slight bounce.
player.body.bounce.y = 0.2;
player.body.gravity.y = 6;
player.body.collideWorldBounds = true;
// Our two animations, walking left and right.
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
}
function update() {
// Collide the player and the stars with the platforms
game.physics.collide(player, platforms);
}
</script>
</body>
</html>

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Phaser - Getting started</title>
<script type="text/javascript" src="js/phaser.min.js"></script>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('sky', 'assets/sky.png');
game.load.image('ground', 'assets/platform.png');
game.load.image('star', 'assets/star.png');
game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
}
var player;
var platforms;
var cursors;
function create() {
// A simple background for our game
game.add.sprite(0, 0, 'sky');
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = game.add.group();
// Here we create the ground.
var ground = platforms.create(0, game.world.height - 64, 'ground');
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
ground.scale.setTo(2, 2);
// This stops it from falling away when you jump on it
ground.body.immovable = true;
// Now let's create two ledges
var ledge = platforms.create(400, 400, 'ground');
ledge.body.immovable = true;
ledge = platforms.create(-150, 250, 'ground');
ledge.body.immovable = true;
// The player and its settings
player = game.add.sprite(32, game.world.height - 150, 'dude');
// Player physics properties. Give the little guy a slight bounce.
player.body.bounce.y = 0.2;
player.body.gravity.y = 6;
player.body.collideWorldBounds = true;
// Our two animations, walking left and right.
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
// Our controls.
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
// Collide the player and the stars with the platforms
game.physics.collide(player, platforms);
// Reset the players velocity (movement)
player.body.velocity.x = 0;
if (cursors.left.isDown)
{
// Move to the left
player.body.velocity.x = -150;
player.animations.play('left');
}
else if (cursors.right.isDown)
{
// Move to the right
player.body.velocity.x = 150;
player.animations.play('right');
}
else
{
// Stand still
player.animations.stop();
player.frame = 4;
}
// Allow the player to jump if they are touching the ground.
if (cursors.up.isDown && player.body.touching.down)
{
player.body.velocity.y = -350;
}
}
</script>
</body>
</html>

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Phaser - Getting started</title>
<script type="text/javascript" src="js/phaser.min.js"></script>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('sky', 'assets/sky.png');
game.load.image('ground', 'assets/platform.png');
game.load.image('star', 'assets/star.png');
game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
}
var player;
var platforms;
var cursors;
var stars;
function create() {
// A simple background for our game
game.add.sprite(0, 0, 'sky');
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = game.add.group();
// Here we create the ground.
var ground = platforms.create(0, game.world.height - 64, 'ground');
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
ground.scale.setTo(2, 2);
// This stops it from falling away when you jump on it
ground.body.immovable = true;
// Now let's create two ledges
var ledge = platforms.create(400, 400, 'ground');
ledge.body.immovable = true;
ledge = platforms.create(-150, 250, 'ground');
ledge.body.immovable = true;
// The player and its settings
player = game.add.sprite(32, game.world.height - 150, 'dude');
// Player physics properties. Give the little guy a slight bounce.
player.body.bounce.y = 0.2;
player.body.gravity.y = 6;
player.body.collideWorldBounds = true;
// Our two animations, walking left and right.
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
// Finally some stars to collect
stars = game.add.group();
// Here we'll create 12 of them evenly spaced apart
for (var i = 0; i < 12; i++)
{
// Create a star inside of the 'stars' group
var star = stars.create(i * 70, 0, 'star');
// Let gravity do its thing
star.body.gravity.y = 6;
// This just gives each star a slightly random bounce value
star.body.bounce.y = 0.7 + Math.random() * 0.2;
}
// Our controls.
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
// Collide the player and the stars with the platforms
game.physics.collide(player, platforms);
game.physics.collide(stars, platforms);
// Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
game.physics.overlap(player, stars, collectStar, null, this);
// Reset the players velocity (movement)
player.body.velocity.x = 0;
if (cursors.left.isDown)
{
// Move to the left
player.body.velocity.x = -150;
player.animations.play('left');
}
else if (cursors.right.isDown)
{
// Move to the right
player.body.velocity.x = 150;
player.animations.play('right');
}
else
{
// Stand still
player.animations.stop();
player.frame = 4;
}
// Allow the player to jump if they are touching the ground.
if (cursors.up.isDown && player.body.touching.down)
{
player.body.velocity.y = -350;
}
}
function collectStar (player, star) {
// Removes the star from the screen
star.kill();
}
</script>
</body>
</html>

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Phaser - Getting started</title>
<script type="text/javascript" src="js/phaser.min.js"></script>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('sky', 'assets/sky.png');
game.load.image('ground', 'assets/platform.png');
game.load.image('star', 'assets/star.png');
game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
}
var player;
var platforms;
var cursors;
var stars;
var score = 0;
var scoreText;
function create() {
// A simple background for our game
game.add.sprite(0, 0, 'sky');
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = game.add.group();
// Here we create the ground.
var ground = platforms.create(0, game.world.height - 64, 'ground');
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
ground.scale.setTo(2, 2);
// This stops it from falling away when you jump on it
ground.body.immovable = true;
// Now let's create two ledges
var ledge = platforms.create(400, 400, 'ground');
ledge.body.immovable = true;
ledge = platforms.create(-150, 250, 'ground');
ledge.body.immovable = true;
// The player and its settings
player = game.add.sprite(32, game.world.height - 150, 'dude');
// Player physics properties. Give the little guy a slight bounce.
player.body.bounce.y = 0.2;
player.body.gravity.y = 6;
player.body.collideWorldBounds = true;
// Our two animations, walking left and right.
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
// Finally some stars to collect
stars = game.add.group();
// Here we'll create 12 of them evenly spaced apart
for (var i = 0; i < 12; i++)
{
// Create a star inside of the 'stars' group
var star = stars.create(i * 70, 0, 'star');
// Let gravity do its thing
star.body.gravity.y = 6;
// This just gives each star a slightly random bounce value
star.body.bounce.y = 0.7 + Math.random() * 0.2;
}
// The score
scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
// Our controls.
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
// Collide the player and the stars with the platforms
game.physics.collide(player, platforms);
game.physics.collide(stars, platforms);
// Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
game.physics.overlap(player, stars, collectStar, null, this);
// Reset the players velocity (movement)
player.body.velocity.x = 0;
if (cursors.left.isDown)
{
// Move to the left
player.body.velocity.x = -150;
player.animations.play('left');
}
else if (cursors.right.isDown)
{
// Move to the right
player.body.velocity.x = 150;
player.animations.play('right');
}
else
{
// Stand still
player.animations.stop();
player.frame = 4;
}
// Allow the player to jump if they are touching the ground.
if (cursors.up.isDown && player.body.touching.down)
{
player.body.velocity.y = -350;
}
}
function collectStar (player, star) {
// Removes the star from the screen
star.kill();
// Add and update the score
score += 10;
scoreText.content = 'Score: ' + score;
}
</script>
</body>
</html>

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This article was written by <a href="https://twitter.com/alvinsight">Alvin Ourrad</a> and Richard Davey.
Welcome to the our first tutorial on Making a Game with Phaser. Here we will learn how to create a small game involving a player running and jumping around platforms collecting stars. While going through this process we'll explain some of the core features of the framework.
<h3>What is Phaser?</h3>
<a href="http://phaser.io">Phaser</a> is an HTML5 game framework which aims to help developers make powerful, cross-browser HTML5 games really quickly and, unlike some others, has solely been built to work with the mobile browsers. The only browser requirement is the support of the canvas tag. It also borrows a lot from Flixel.
<h3>Requirements</h3>
<ul>
<li>You need to have a very, very basic knowledge of JavaScript.</li>
<li>Also make sure you go through the <a href="http://phaser.io/getting-started-js.php">Getting Started Guide</a>, it will show you how to download the framework, set up a local development environment, and give you a glimpse of the structure of a Phaser project and its core functions.</li>
</ul>
If you've gone through the Getting Started Guide you will have downloaded Phaser and got everything set-up and ready to code. Download the resources for this tutorial from here and unzip it into your web root.
Open the part1.html page in your editor of choice and let's have a closer look at the code. After a little boilerplate HTML that includes Phaser the code structure looks like this:
<pre class="lang:js decode:true " >
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
}
function create() {
}
function update() {
}
</pre>
Line 1 is where you bring Phaser to life by creating an instance of a Phaser.Game object and assigning it to a local variable called 'game'. Calling it 'game' is a common practice, but not a requirement, and this is what you will find in the Phaser examples.
The first two parameters are the width and the height of the canvas element that Phaser will create. In this case 800 x 600 pixels. Your game world can be any size you like, but this is the resolution the game will display in. The third parameter can be either Phaser.CANVAS, Phaser.WEBGL, or Phaser.AUTO. This is the rendering context that you want to use. The recommended parameter is Phaser.AUTO which automatically tries to use WebGL, but if the browser or device doesn't support it it'll fall back to Canvas.
The fourth parameter is an empty string, this is the id of the DOM element in which you would like to insert the canvas element that Phaser creates. As we've left it blank it will simply be appended to the body. The final parameter is an object containing four references to Phasers essential functions. Their use is <a href="http://www.html5gamedevs.com/topic/1372-phaser-function-order-reserved-names-and-special-uses/">thoroughly explained here</a>. Note that this object isn't required - Phaser supports a full State system allowing you to break your code into much cleaner single objects. But for a simple Getting Started guide such as this we'll use this approach as it allows for faster prototyping.
<h3>Load Assets</h3>
Let's load the assets we need for our game. You do this by putting calls to game.load inside of a function called preload. Phaser will automatically look for this function when it starts and load anything defined within it.
Currently the preload function is empty. Change it to:
<pre class="lang:js decode:true " >function preload() {
game.load.image('sky', 'assets/sky.png');
game.load.image('ground', 'assets/platform.png');
game.load.image('star', 'assets/star.png');
game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
}
</pre>
This will load in 4 assets: 3 images and a sprite sheet. It may appear obvious to some of you, but I would like to point out the first parameter, also known as the asset key. This string is a link to the loaded asset and is what you'll use in your code when creating sprites. You're free to use any valid JavaScript string as the key.
<h3>Create a Sprite</h3>
In order to add a sprite to our game place the following code in the create function:
<pre class="lang:js decode:true ">game.add.sprite(0, 0, 'star');</pre>
If you bring up the page in a browser you should now see a black game screen with a single star sprite in the top left corner:
<img src="http://www.photonstorm.com/wp-content/uploads/2013/12/part3.png" alt="part3" width="800" height="600" class="alignnone size-full wp-image-13605" />
The order in which items are rendered in the display matches the order in which you create them. So if you wish to place a background behind the star sprite you would need to ensure that it was added as a sprite first, before the star.
<h3>World Building</h3>
Under the hood game.add.sprite is creating a new <a href="http://gametest.mobi/phaser/docs/Phaser.Sprite.html">Phaser.Sprite</a> object and adding the sprite to the “game world”. This world is where all your objects live, it can be compared to the Stage in Actionscript3.
<strong>Note:</strong> The game world has no fixed size and extends infinitely in all directions, with 0,0 being the center of it. For convenience Phaser places 0,0 at the top left of your game for you, but by using the built-in Camera you can move around as needed.
The world class can be accessed via game.world and comes with a lot of handy methods and properties to help you distribute your objects inside the world. It includes some simple properties like game.world.height, but also some more advanced ones that we will use in another tutorial.
For now let's build up the scene by adding a background and platforms. Here is the updated create function:
<pre class="lang:js decode:true " >var platforms;
function create() {
// A simple background for our game
game.add.sprite(0, 0, 'sky');
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = game.add.group();
// Here we create the ground.
var ground = platforms.create(0, game.world.height - 64, 'ground');
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
ground.scale.setTo(2, 2);
// This stops it from falling away when you jump on it
ground.body.immovable = true;
// Now let's create two ledges
var ledge = platforms.create(400, 400, 'ground');
ledge.body.immovable = true;
ledge = platforms.create(-150, 250, 'ground');
ledge.body.immovable = true;
}
</pre>
If you run this, which you'll find as part4.html in the tutorial zip file, you should see a much more game-like scene:
<img src="http://www.photonstorm.com/wp-content/uploads/2013/12/part4.png" alt="part4" width="800" height="600" class="alignnone size-full wp-image-13606" />
The first part is the same as the star sprite we had before, only instead we changed the key to 'sky' and it has displayed our sky background instead. This is an 800x600 PNG that fills the game screen.
<h3>Groups</h3>
Groups are really powerful. As their name implies they allow you to group together similar objects and control them all as one single unit. You can also check for collision between Groups, and for this game we'll be using two different Groups, one of which is created in the code above for the platforms.
<pre class="lang:js decode:true">platforms = game.add.group();</pre>
As with sprites game.add creates our Group object. We assign it to a new local variable called platforms. Now created we can add objects to it. First up is the ground. This is positioned at the bottom of the game and uses the 'ground' image loaded earlier. The ground is scaled to fill the width of the game. Finally we set its 'immovable' property to true. Had we not done this the ground would move when the player collides with it (more on this in the Physics section).
With the ground in place we create two smaller ledges to jump on to using the exact same technique as for the ground.
<h3>Ready Player One</h3>
Create a new local variable called 'player' and add the following code to the create function. You can see this in part5.html:
<pre class="lang:js decode:true " > // The player and its settings
player = game.add.sprite(32, game.world.height - 150, 'dude');
// Player physics properties. Give the little guy a slight bounce.
player.body.bounce.y = 0.2;
player.body.gravity.y = 6;
player.body.collideWorldBounds = true;
// Our two animations, walking left and right.
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
</pre>
This creates a new sprite called 'player', positioned at 32 pixels by 150 pixels from the bottom of the game. We're telling it to use the 'dude' asset previously loaded. If you glance back to the preload function you'll see that 'dude' was loaded as a sprite sheet, not an image. That is because it contains animation frames. This is what the full sprite sheet looks like:
<img src="http://www.photonstorm.com/wp-content/uploads/2013/12/dude.png" alt="dude" width="288" height="48" class="alignnone size-full wp-image-13607" />
You can see 9 frames in total, 4 for running left, 1 for facing the camera and 4 for running right. Note: Phaser supports flipping sprites to save on animation frames, but for the sake of this tutorial we'll keep it old school. We define two animations called 'left' and 'right'. The 'left' animation uses frames 0, 1, 2 and 3 and runs at 10 frames per second. The 'true' parameter tells the animation to loop. This is our standard run-cycle and we repeat it for running in the opposite direction. With the animations set we create a few physics properties.
<h3>The Body and Velocity: A world of physics</h3>
In Phaser all sprites have a body property, which is an instance of <a href="http://gametest.mobi/phaser/docs/Phaser.Physics.Arcade.Body.html">ArcadePhysics.Body</a>. This represents the sprite as a physical body in Phasers built-in physics engine. The body object has itself a lot of properties that we can play with. To simulate the effects of gravity on a sprite, it's as simple as writing this:
<pre class="lang:js decode:true">player.body.gravity.y = 6;</pre>
This is an arbitrary value, but logically, the higher the value, the heavier your object feels and the quicker it falls. If you add this to your code or run part5.html you will see that the player falls down without stopping, completely ignoring the ground we created earlier:
<img src="http://www.photonstorm.com/wp-content/uploads/2013/12/part5.png" alt="part5" width="800" height="600" class="alignnone size-full wp-image-13608" />
The reason for this is that we're not yet testing for collision between the ground and the player. We already told Phaser that our ground and ledges would be immovable. Had we not done that when the player collided with them it would stop for a moment and then everything would have collapsed. This is because unless told otherwise, the ground sprite is a moving physical object (also known as a dynamic body) and when the player hits it, the resulting force of the collision is applied to the ground, therefore, the two bodies exchange their velocities and ground starts falling as well.
So to allow the player to collide and take advantage of the physics properties we need to introduce a collision check in the update function:
<pre class="lang:js decode:true " >function update() {
// Collide the player and the stars with the platforms
game.physics.collide(player, platforms);
}
</pre>
The update function is called by the core game loop every frame. The <a href="http://gametest.mobi/phaser/docs/Phaser.Physics.Arcade.html#toc22">Physics.collide</a> function is the one that performs the magic. It takes two objects and tests for collision and performs separation against them. In this case we're giving it the player sprite and the platforms Group. It's clever enough to run collision against all Group members, so this one call will collide against the ground and both ledges. The result is a firm platform:
<img src="http://www.photonstorm.com/wp-content/uploads/2013/12/part6.png" alt="part6" width="800" height="600" class="alignnone size-full wp-image-13609" />
<h3>Controlling the player with the keyboard</h3>
Colliding is all good and well, but we really need the player to move. You would probably think of heading to the documentation and searching about how to add an event listener, but that is not necessary here. Phaser has a built-in Keyboard manager and one of the benefits of using that is this handy little function:
<pre class="lang:js decode:true " >cursors = game.input.keyboard.createCursorKeys();</pre>
This populates the cursors object with four properties: up, down, left, right, that are all instances of <a href="http://gametest.mobi/phaser/docs/Phaser.Key.html">Phaser.Key</a> objects. Then all we need to do is poll these in our update loop:
<pre class="lang:js decode:true " > // Reset the players velocity (movement)
player.body.velocity.x = 0;
if (cursors.left.isDown)
{
// Move to the left
player.body.velocity.x = -150;
player.animations.play('left');
}
else if (cursors.right.isDown)
{
// Move to the right
player.body.velocity.x = 150;
player.animations.play('right');
}
else
{
// Stand still
player.animations.stop();
player.frame = 4;
}
// Allow the player to jump if they are touching the ground.
if (cursors.up.isDown &amp;&amp; player.body.touching.down)
{
player.body.velocity.y = -350;
}
</pre>
Although we've added a lot of code it should all be pretty readable. The first thing we do is reset the horizontal velocity on the sprite. Then we check to see if the left cursor key is held down. If it is we apply a negative horizontal velocity and start the 'left' running animation. If they are holding down 'right' instead we literally do the opposite. By clearing the velocity and setting it in this manner, every frame, it creates a 'stop-start' style of movement.
The player sprite will move only when a key is held down and stop immediately they are not. Phaser also allows you to create more complex motions, with momentum and acceleration, but this gives us the effect we need for this game. The final part of the key check sets the frame to 4 if no keyis held down. Frame 4 in the sprite sheet is the one of the player looking at you, idle.
<h3>Jump to it</h3>
The final part of the code adds the ability to jump. The up cursor is our jump key and we test if that is down. However we also test if the player is touching the floor, otherwise they could jump while in mid-air. If both of these conditions are met we apply a vertical velocity of 350 px/sec sq. The player will fall to the ground automatically because of the gravity value we applied to it. With the controls in place we now have a game world we can explore. Load up part7.html and have a play. Try tweaking values like the 350 for the jump to lower and higher values to see the effect it will have.
<img src="http://www.photonstorm.com/wp-content/uploads/2013/12/part7.png" alt="part7" width="800" height="600" class="alignnone size-full wp-image-13611" />
<h3>Starshine</h3>
It's time to give our little game a purpose. Let's drop a sprinkling of stars into the scene and allow the player to collect them. To achieve this we'll create a new Group called 'stars' and populate it. In our create function we add the following code (this can be seen in part8.html):
<pre class="lang:js decode:true"> stars = game.add.group();
// Here we'll create 12 of them evenly spaced apart
for (var i = 0; i &lt; 12; i++)
{
// Create a star inside of the 'stars' group
var star = stars.create(i * 70, 0, 'star');
// Let gravity do its thing
star.body.gravity.y = 6;
// This just gives each star a slightly random bounce value
star.body.bounce.y = 0.7 + Math.random() * 0.2;
}
</pre>
The process is similar to when we created the platforms Group. Using a JavaScript 'for' loop we tell it to create 12 stars in our game. They have an x coordinate of i * 70, which means they will be evenly spaced out in the scene 70 pixels apart. As with the player we give them a gravity value so they'll fall down, and a bounce value so they'll bounce a little when they hit the platforms. Bounce is a value between 0 (no bounce at all) and 1 (a full bounce). Ours will bounce somewhere between 0.7 and 0.9. If we were to run the code like this the stars would fall through the bottom of the game. To stop that we need to check for their collision against the platforms in our update loop:
<pre class="lang:js decode:true ">game.physics.collide(stars, platforms);</pre>
As well as doing this we will also check to see if the player overlaps with a star or not:
<pre class="lang:js decode:true ">game.physics.overlap(player, stars, collectStar, null, this);</pre>
This tells Phaser to check for an overlap between the player and any star in the stars Group. If found then pass them to the 'collectStar' function:
<pre class="lang:js decode:true">function collectStar (player, star) {
// Removes the star from the screen
star.kill();
}
</pre>
Quite simply the star is killed, which removes it from display. Running the game now gives us a player that can dash about, jumping, bouncing off the platforms and collecting the stars that fall from above. Not bad for a few lines of hopefully mostly quite readable code :)
<img src="http://www.photonstorm.com/wp-content/uploads/2013/12/part8.png" alt="part8" width="800" height="600" class="alignnone size-full wp-image-13615" />
<h3>Finishing touches</h3>
The final tweak we'll make is to add a score. To do this we'll make use of a <a href="http://gametest.mobi/phaser/docs/Phaser.Text.html">Phaser.Text</a> object. Here we create two new variables, one to hold the actual score and the text object itself:
<pre class="lang:js decode:true">var score = 0;
var scoreText;</pre>
The scoreText is set-up in the create function:
<pre class="lang:js decode:true">scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });</pre>
16x16 is the coordinate to display the text at. 'score: 0' is the default string to display and the object that follows contains a font size and fill colour. By not specifying which font we'll actually use the browser will default, so on Windows it will be Arial. Next we need to modify the collectStar function so that when the player picks-up a star their score increases and the text is updated to reflect this:
<pre class="lang:js decode:true">function collectStar (player, star) {
// Removes the star from the screen
star.kill();
// Add and update the score
score += 10;
scoreText.content = 'Score: ' + score;
}
</pre>
So 10 points are added for every star and the scoreText is updated to show this new total. If you run part9.html you will see the final game.
<img src="http://www.photonstorm.com/wp-content/uploads/2013/12/part9.png" alt="part9" width="800" height="600" class="alignnone size-full wp-image-13618" />
<h2>Conclusion</h2>
You have now learnt how to create a sprite with physics properties, to control its motion and to make it interact with other objects in a small game world. There are lots more things you can do to enhance this, for example there is no sense of completion or jeopardy yet. Why not add some spikes you must avoid? You could create a new 'spikes' group and check for collision vs. the player, only instead of killing the spike sprite you kill the player instead. Or for a non-violent style game you could make it a speed-run and simply challenge them to collect the stars as quickly as possible. We've included a few
extra graphics in the zip file to help inspire you.
With the help of what you have learnt in this tutorial and the <a href="http://www.gametest.mobi/phaser/examples">160+ examples</a> available to you, you should now have a solid foundation for a future project. But as always if you have questions, need advice or want to share what you've been working on then feel free to ask for help in the <a href="http://www.html5gamedevs.com/">Phaser forum</a>.
More tutorials will follow, stay tuned :)