Odds are your game's objects will be moved or influenced by a physics engine. In this article we show you how to use Object Pools with Matterjs physics bodies in Phaser 3.
This article builds upon Basic Object Pools in Phaser 3 with a dedicated class for reusability. It also looks at integration with the GameObjectFactory for more idiomatic code.
Object Pools are a common optimization technique to ensure a smooth game experience. This article shows you how to easily accomplish that in Phaser 3 with Groups.
Creating a spotlight or flashlight effect in Phaser 3 is fairly simple once you know how to use alpha masks. In this article we will show you how to illuminate the darkest corners of your Scene.
Alpha masks can be used to create many different kinds of effects including reveal or scratch-off effects. This article takes a look at how that can be done in Phaser 3.
Object reveal or scratch-off effects are frequently used as mini-games or bonuses. This article looks at a fast and simple method to achieve this effect in Phaser 3 using a RenderTexture.
Phaser is a great HTML5 game framework but it does not handle loading web fonts from Google or Adobe Edge. In this article we show you how to use these great, free fonts in your game.
TypeScript is a great way to create games in Phaser 3 but you will run into some type checking problems when using the SpinePlugin. This article shows you how to fix it so you can use amazing Spine animations with the advanced language features of TypeScript!
TypeScript helps you make better games with Phaser 3. Your game code can be more maintanable and have less bugs. Setting up a Phaser 3 project with TypeScript is super simple using Parcel. We cover everything you need to know in this article.
In this final part we make the game more exciting with bombs created by a BombSpawner class. The code looks significantly different from the official Phaser 3 guide as we take everything we've learned in previous parts and apply it!
With collisions between the player and platforms taken care of in Part 3, we will tackle creating and keeping score of collected stars. We deviate from the official Phaser guide in how we handle score logic and display using a separate class.
In Part 2 we added platforms and created a player character. Here we will handle collisions between the player and platforms as well as add keyboard controls using modern JavaScript. We also discuss pure functions and unintended side effects.