Canvas and Phaser: Interactive Games in the Browser

Module 1: Introduction to Canvas and Phaser

Objective: To introduce students to the capabilities of Canvas and the Phaser framework for creating games.

Topics:

  • Basics of the Canvas API: creating a game field, drawing objects;
  • Comparing Canvas and DOM for games;
  • Introduction to Phaser.js: scenes, objects, sprites;
  • Setting up the environment and tools (VS Code, browser, DevTools).

Practice:

  • Drawing rectangles and circles on Canvas;
  • Creating your first scene in Phaser;
  • Simple object animation.

Module 2: Game loop basics

Goal: learn the basic structure of a game and object interaction.

Topics:

  • Game loop: updating, rendering, event handling;
  • Coordinates and object movement;
  • Working with timers and requestAnimationFrame;
  • User interaction (keyboard, mouse).

Practice:

  • Moving an object across the screen using keys;
  • Simple background animation;
  • Implementing clickable objects.

Module 3: Collisions and physics

Objective: to teach students how to implement collisions and interactions between objects.

Topics:

  • Basics of collisions in 2D games;
  • Simple physics: speed, gravity, jumps;
  • Phaser Physics: Arcade, Matter.js;
  • Movement restriction and game field boundary checking.

Practice:

  • “Catch the falling object” game with boundary restrictions;
  • Creating platforms with jump physics;
  • Implementing collisions with obstacles.

Module 4: Sprites and animation

Objective: Add visual appeal and character animation.

Topics:

  • Sprite sheets and their animation;
  • Phaser: creating animations and frame management;
  • Visual effects (Particle System);
  • Character and enemy movement animation.

Practice:

  • Animated character that walks and jumps;
  • Animation of enemies and backgrounds;
  • Adding collision effects (explosion, sparkle).

Module 5: Creating an interactive interface

Objective: to implement interface elements and feedback for the player.

Topics:

  • HUD: points, health, timer;
  • Pause and restart buttons;
  • Displaying messages (Game Over, Level Up);
  • Phaser UI and interaction with DOM.

Practice:

  • Creating a points and health counter;
  • Pause/Continue button;
  • Win or loss messages.

Module 6: Levels and game logic

Objective: to teach students how to create multiple levels and complex game scenarios.

Topics:

  • Multi-level game structure;
  • TileMap and tile maps;
  • Progression system: difficulty, enemies, bonuses;
  • Events and triggers in Phaser.

Practice:

  • Creating a two-level platform game;
  • Adding bonuses and enemies to each level;
  • Configuring the logic for transitioning between levels.

Module 7: Sounds and final effects

bjective: Add sounds and visual effects for a complete gaming experience.

Topics:

  • Sound effects and music in Phaser;
  • Adjusting volume and playback events;
  • Particle effects, explosions, sparkles;
  • Adjusting visual feedback for player actions.

Practice:

  • Sounds for jumping, collisions, and collecting bonuses;
  • Effects when defeating enemies;
  • Animating the interface when goals are achieved.

Module 8: Final project

Goal: to create a full-fledged interactive browser game using Canvas and Phaser.

Tasks:

  • Developing the game concept: genre, mechanics, visual style;
  • Implementing the game world, levels, and characters;
  • Adding animations, sounds, and interface;
  • Testing and performance optimization.

Practice:

  • A fully completed game with several levels;
  • Publishing the project in a browser (GitHub Pages, itch.io);
  • Demonstrating the game to other students.