The following topics will be reviewed:
Game Tab
The game tab is where we define the attributes for our game.
For example: having gravity in the game, the width and height of the world and so on.
These settings can be changed prior to running the game and cannot be changed in the code.
Settings
Name | Description |
Background image | The background image of the game can be changed to either an existing background or an uploaded one. |
World width | Sets the world’s width. The visible part of the world is 600 by 400. |
World height | Sets the world’s height. The visible part of the world is 600 by 400. |
Camera target | Defines which sprite to follow. When the game runs, the camera will move following the sprite. When the world size is 600 by 400, setting this option is meaningless because the entire world can be seen. |
Gravity | Defines the level of gravity in the game. Zero means that there is no gravity and the sprites do not fall down. The gravity also affects how high the sprite jumps or how fast it falls. |
Physics | Defines the physics system of the game. Use Arcade when you need simple physics like in a platformer game. P2 physics allows complex physics in the game. P2 physics can be used for games such as moon lander. Note: some functions are available only for arcade physics and some only for P2 physics. |
Tip
When the world’s width and height are different from the default values (600 pixels and 400 pixels respectively), the camera target should be set as well. Otherwise, when the sprite moves out of the visible part of the world, it will be out of camera’s sight.
Properties
The table below lists all properties that can be used in the code.
Name | Description |
Returns the time elapsed in milliseconds. |
game.time.now
Shows the time elapsed in milliseconds (thousandths of a second).
Example
game.time.now
Functions
The table below lists all functions that can be used in the code.
The functions can be used with both physics (arcade and P2).
game.reset()
Resets the game to its original configuration.
Example
When the following code will be reached, the game will restart to its original configuration.
game.reset()
game.pause()
Pauses the game.
Example
When the following code will be reached, the game will pause, sprites will not be moved, timer widgets will stop counting.
game.pause()
game.unpause()
Resumes the game.
Example
When the following code will be reached, the game will resume, timer widgets will continue counting from the place they were paused.
game.unpause()
Sounds Tab
Sounds are objects in the game. Sound objects can be played by calling the "play" function of the sound object. There are various sounds available. The sound can be played before adding it to the game by clicking on the play button.
Functions
Function Name | Description |
Plays the sound |
play()
Plays the sound.
Examples
Plays a sound named mySound.
mySound.play()
Tilemaps
Tilemap consists of tiles that can be added to the game.
When using arcade physics, the tiles are used as the ground of the game, meaning sprites can move and jump on them. If gravity is applied to the sprite, then when the game runs, the sprite will fall and land on a tile.
When using P2 physics, the function onCollideWithTilemap can be used to define what to do in case the sprite collides with any of the tiles in the game.
Actions
Action Name | Description |
Add | Add tiles |
Erase | Erase tiles |
There are two icons located on the top right corner of the game screen.
To add tiles, click on the paint brush icon. The available patterns of the tiles are opened on the right-side of the screen. Choose one pattern and click on the screen to add the tiles. Once done, click on the arrow icon (otherwise, each click on the screen will add another tile).
To delete tiles, click on the eraser icon. Go over the tiles that needs to be erased. Once done, click on the arrow icon (otherwise, each click on the screen will erase another tile).
General Functions
These functions can be used in the sprites’ and in widgets’ codes.
Functions
Function Name | Description |
Returns a number between the minimum number and the maximum number. |
random min, max
Returns a random number in between the range of the minimum and maximum numbers provided. Each call to this function will return a different number.
Arguments
Name | Type | Description |
min | number | The minimum number that can be returned. |
max | number | The maximum number that can be returned. |
Returns
Number - a random number between min and max.
Example
x = random 1, 3 # x is assigned a random number between 1 and 3
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