Another one of my “walk-through” of a classic Phaser 2 based tutorial by the great Richard Davey.
I hope those in similar circumstances will find my Phaser 3 conversion of the original tutorial example useful. My conversion is accessible below. As always I’ve tried to keep the structure of the code similar to the orginal so you can read the original tutorial to make sense of it. I have also jotted down my learnings in my own blog here, which also has a link to the “dissolving shield” that I recreated using pixel detection.
And while I’m at it, I used the techniques I learned to create the “barrels rolling down sloping platforms” effect in the classic Donkey Kong game - the link to the Codepen is in my blog here.
And I also created the basis for a sand simulation by writing and reading of HMTL canvas directly - the link to the Codepen is in my blog here.
Question for the Senpai programmers:
Is there some kind of noise generator method in Phaser 3, like Perlin noise? I am wanting to randomly create the landscape, as suggested by the original tutorial, and I want to confirm that there is/isn’t a built-in Phaser 1 dimensional perlin noise or such like, before I start coding.