Skip to main content

How to Make a Fighting Game

Copied to clipboard!
No boilerplate memorization required

How to Vibe Code an Arcade Fighting Game

Stay in your creative flow. Direct AI models with high-level combat design intent, tune attack hitboxes and super meters, and ship a responsive 1v1 fighting game in your browser in under 25 minutes.

Core Stack

HTML5 Canvas + JS

Combat Engine

Hitboxes & Frame Data

AI Partner

Claude / Gemini

Target Time

15–25 Mins

The Philosophy

The Vibe Coding Fighting Philosophy

Making a fighting game used to mean months of rigging skeletal animations, writing complex collision solvers, and hand-coding frame-by-frame state machines. Vibe coding puts you in the role of Combat Director: you define the startup/recovery feel, block stun, combo chains, and AI aggression while conversational AI generates the hitbox/hurtbox loop and arcade HUD.

Old-School Fighter Stress

  • Getting stuck importing 200+ FBX animation clips before landing a single punch.
  • Attacks registering damage on every single frame instead of once per swing.
  • Writing brittle input buffer parsers that drop special move commands.
  • AI opponents that either stand still or read your inputs with impossible perfection.

The Vibe Coder Way

  • Expressive procedural fighters on HTML5 Canvas with clear attack telegraphs and hit sparks.
  • Describe the combat vibe: "Light jab, heavy kick knockback, directional block, and a 100% Super Beam."
  • Tune balance conversationally: "Add 3 frames of hitstop freeze when a heavy kick lands."
  • Playtest VS AI or 2-Player Local Keyboard immediately in one browser tab.
Execution

The 4-Step Blueprint

From an empty arena to a 60-second arcade showdown with combos, blocking, and KO announcements.

Step 01

Spawn the Arena Canvas

Create a single index.html file. A 2D HTML5 Canvas arena lets you visualize hurtboxes (green) and active attack hitboxes (red) with crisp precision.

πŸ’‘ Pro Vibe Tip: Prototype with articulated procedural fighters first so you can tweak reach, jump height, and knockback distance via simple numbers.
Step 02

The "One-Shot Architect" Prompt

Prompt your AI with the classic arcade layout: dual top health bars, 60-second round timer, Super gauge, Light/Heavy/Special attacks, and a reactive AI challenger.

πŸ”‘ Key Constraint: Tell the AI: "Give each attack a boolean hasHit flag so one swing only damages the opponent once."
Step 03

Hitstop, Knockback & Combo Counters

Inject arcade crunch: brief hitstop frames on heavy hits, reduced chip damage while blocking, floating combo counters, and screen shake on K.O.

✨ Iteration Secret: Ask for a trailing yellow "damage drain bar" behind the main health bar so big combos look extra dramatic.
Step 04

Playtest & Local 2-Player Mode

Add a toggle between VS CPU and 2-Player Local Keyboard (WASD vs. Arrow keys), test corner pressure with friends, and host your fighter on the web.

πŸ† The Grand Payoff: A responsive, zero-install arcade fighter with footsies, blocks, and supers built through natural language.
Interactive Tool

Vibe Prompt Configurator

Pick your arena style, opponent mode, and combat mechanics. Copy the generated prompt into Claude, Cursor, or Gemini.

Special Feature Vibe
Optional custom details added straight into your master prompt.
Generated Master Prompt
Ready to paste into Claude, Gemini, or ChatGPT Single-file HTML5 Canvas ready
Combat Spec

Essential Elements of a Fighting Game

Interpersonal 1v1 combat lives and dies by frame responsiveness. Make sure your fighting game nails these six core pillars:

  • Expressive Character Animation

    Clear startup, active, and recovery poses let players read incoming punches, kicks, jumps, and blocks without feeling stiff or lifeless.

  • Precision Collision Detection

    Separate each fighter's body hurtbox from their weapon/fist hitbox so spacing, footsies, and anti-air attacks feel accurate.

  • Balanced Fighting Game AI

    Design AI opponents that approach, block, and punish openings with human-like reaction delays so solo matches are challenging but fair.

  • Combos & Super Moves

    Reward offensive pressure and meter management with fast Light-into-Heavy chains and high-impact Super moves when the energy bar fills.

  • Health Bars & Round Clock

    Anchor the top of the screen with draining health gauges, round win pips, and a 60-second timer that decides timeout victories.

  • Defensive Options & Hitstun

    Give players a reliable Guard/Block button, pushback on blocked hits, and brief hitstun so combat flows like a tactical conversation.

UX Checklist Before Shipping: Auto-face the two fighters toward each other when they cross over, prevent infinite corner stunlocks with knockback, and display controls clearly above the canvas.
Starter Template

The "Golden" Single-File Fighting Game Template

Save this as index.html and open it in any browser to play a 1v1 Arcade Fighter with Light/Heavy attacks, Blocking, Super Beams, and AI.

index.html
HTML5 Canvas + Vanilla JS
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Vibe Fighter: Neon Dojo</title>
<style>
  * { box-sizing: border-box; margin: 0; padding: 0; user-select: none; }
  body {
    background: #090d16;
    color: #f8fafc;
    font-family: system-ui, -apple-system, sans-serif;
    display: flex;
    flex-direction: column;
    align-items: center;
    justify-content: center;
    min-height: 100vh;
    padding: 12px;
  }
  .controls {
    margin-bottom: 10px;
    padding: 8px 16px;
    background: #131c2e;
    border: 1px solid #263554;
    border-radius: 999px;
    font-size: 13px;
    color: #cbd5e1;
  }
  canvas {
    border: 2px solid #f43f5e;
    border-radius: 14px;
    box-shadow: 0 20px 50px rgba(244, 63, 94, 0.2);
    max-width: 100%;
    height: auto;
    background: #111827;
  }
</style>
</head>
<body>
  <div class="controls">
    <strong>Vibe Fighter πŸ₯Š</strong> β€” Move: <kbd>A</kbd>/<kbd>D</kbd> β€’ Jump: <kbd>W</kbd> β€’ Block: <kbd>S</kbd> β€’ LightJab: <kbd>J</kbd> β€’ HeavyKick: <kbd>K</kbd> β€’ SuperWave (100% Meter): <kbd>L</kbd>
  </div>
  <canvas id="game" width="880" height="460"></canvas>

<script>
const canvas = document.getElementById('game');
const ctx = canvas.getContext('2d');
const FLOOR_Y = 390;
const keys = {};

window.addEventListener('keydown', e => {
  keys[e.code] = true;
  if (state.over && e.code === 'Space') initMatch();
  if (!state.over) {
    if (e.code === 'KeyJ') startAttack(state.p1, 'light');
    if (e.code === 'KeyK') startAttack(state.p1, 'heavy');
    if (e.code === 'KeyL') startAttack(state.p1, 'super');
  }
});
window.addEventListener('keyup', e => { keys[e.code] = false; });

let state = {};

function makeFighter(x, color, name) {
  return {
    name, x, y: FLOOR_Y - 92, w: 46, h: 92,
    vx: 0, vy: 0, color,
    hp: 100, displayHp: 100, meter: 40,
    facing: 1, blocking: false,
    hitstun: 0, combo: 0,
    atk: null // { type, timer, maxTimer, dmg, reach, knock, hasHit }
  };
}

function initMatch() {
  state = {
    p1: makeFighter(180, '#38bdf8', 'KAI (YOU)'),
    p2: makeFighter(650, '#f43f5e', 'RYUJI (AI)'),
    timer: 60,
    frameCount: 0,
    hitstop: 0,
    shake: 0,
    sparks: [],
    over: false,
    banner: ''
  };
}

function startAttack(f, type) {
  if (f.atk || f.hitstun > 0 || f.blocking) return;
  if (type === 'super') {
    if (f.meter < 100) return;
    f.meter = 0;
    f.atk = { type: 'super', timer: 24, maxTimer: 24, dmg: 26, reach: 170, knock: 16, hasHit: false };
  } else if (type === 'heavy') {
    f.atk = { type: 'heavy', timer: 20, maxTimer: 20, dmg: 14, reach: 78, knock: 11, hasHit: false };
  } else {
    f.atk = { type: 'light', timer: 12, maxTimer: 12, dmg: 7, reach: 58, knock: 5, hasHit: false };
  }
}

function spawnSparks(x, y, color, count) {
  for (let i = 0; i < count; i++) {
    state.sparks.push({
      x, y,
      vx: (Math.random() - 0.5) * 10,
      vy: (Math.random() - 0.5) * 10,
      color,
      life: 16
    });
  }
}

function updateFighter(f, opp) {
  f.displayHp += (f.hp - f.displayHp) * 0.12;
  if (f.atk === null) {
    f.facing = (opp.x >= f.x) ? 1 : -1;
  }

  if (f.hitstun > 0) f.hitstun--;

  if (f.atk) {
    f.atk.timer--;
    // Active frames in the middle of the swing
    const active = f.atk.timer <= f.atk.maxTimer - 3 && f.atk.timer >= 4;
    if (active && !f.atk.hasHit) {
      const hx = f.facing === 1 ? f.x + f.w : f.x - f.atk.reach;
      const hy = f.y + 18;
      const hw = f.atk.reach;
      const hh = 45;

      if (hx < opp.x + opp.w && hx + hw > opp.x && hy < opp.y + opp.h && hy + hh > opp.y) {
        f.atk.hasHit = true;
        const blocked = opp.blocking && opp.facing !== f.facing;
        const dmg = blocked ? Math.ceil(f.atk.dmg * 0.2) : f.atk.dmg;
        opp.hp = Math.max(0, opp.hp - dmg);
        f.meter = Math.min(100, f.meter + (blocked ? 6 : 16));
        opp.meter = Math.min(100, opp.meter + 8);
        opp.vx = f.facing * (blocked ? f.atk.knock * 0.4 : f.atk.knock);
        if (!blocked) {
          opp.hitstun = f.atk.type === 'light' ? 10 : 18;
          f.combo++;
          state.hitstop = f.atk.type === 'light' ? 2 : 5;
          state.shake = f.atk.type === 'super' ? 12 : 6;
        }
        spawnSparks(opp.x + opp.w / 2, hy + 20, blocked ? '#38bdf8' : '#facc15', blocked ? 6 : 14);
      }
    }
    if (f.atk.timer <= 0) f.atk = null;
  }

  if (opp.hitstun === 0) f.combo = 0;

  f.x += f.vx;
  f.vx *= 0.78;
  f.vy += 0.72;
  f.y += f.vy;

  if (f.y + f.h >= FLOOR_Y) {
    f.y = FLOOR_Y - f.h;
    f.vy = 0;
  }
  f.x = Math.max(24, Math.min(canvas.width - f.w - 24, f.x));
}

function updateAI(ai, p1) {
  if (ai.hitstun > 0 || state.over) return;
  const dist = Math.abs(p1.x - ai.x);

  // Defensive reaction when player attacks up close
  if (p1.atk && dist < 110 && Math.random() < 0.35) {
    ai.blocking = true;
    return;
  }
  ai.blocking = false;

  if (dist > 72) {
    ai.vx = ai.facing * 3.6;
    if (Math.random() < 0.015 && ai.y + ai.h >= FLOOR_Y) ai.vy = -13.5;
  } else if (!ai.atk && Math.random() < 0.12) {
    if (ai.meter >= 100) startAttack(ai, 'super');
    else if (Math.random() < 0.4) startAttack(ai, 'heavy');
    else startAttack(ai, 'light');
  }
}

function update() {
  if (state.over) return;
  if (state.hitstop > 0) {
    state.hitstop--;
    return;
  }

  state.frameCount++;
  if (state.frameCount % 60 === 0 && state.timer > 0) state.timer--;

  const p1 = state.p1;
  const p2 = state.p2;

  // Player controls
  p1.blocking = Boolean(keys['KeyS']);
  if (p1.hitstun === 0 && !p1.atk && !p1.blocking) {
    if (keys['KeyA']) p1.vx = -4.8;
    if (keys['KeyD']) p1.vx = 4.8;
    if (keys['KeyW'] && p1.y + p1.h >= FLOOR_Y) p1.vy = -14;
  }

  updateAI(p2, p1);
  updateFighter(p1, p2);
  updateFighter(p2, p1);

  // Prevent body overlap
  if (Math.abs(p1.x - p2.x) < 42 && Math.abs(p1.y - p2.y) < 70) {
    const push = p1.x < p2.x ? -2.5 : 2.5;
    p1.x += push;
    p2.x -= push;
  }

  // Check K.O. or Time Over
  if (p1.hp <= 0 || p2.hp <= 0 || state.timer <= 0) {
    state.over = true;
    if (p1.hp === p2.hp) state.banner = 'DOUBLE K.O. / DRAW!';
    else if (p1.hp > p2.hp) state.banner = 'K.O.! YOU WIN!';
    else state.banner = 'K.O.! RYUJI WINS!';
  }

  state.sparks.forEach(s => {
    s.x += s.vx;
    s.y += s.vy;
    s.life--;
  });
  state.sparks = state.sparks.filter(s => s.life > 0);
  if (state.shake > 0) state.shake--;
}

function drawFighter(f) {
  ctx.save();
  // Shadow
  ctx.fillStyle = 'rgba(0,0,0,0.45)';
  ctx.beginPath();
  ctx.ellipse(f.x + f.w / 2, FLOOR_Y + 4, 26, 7, 0, 0, Math.PI * 2);
  ctx.fill();

  // Body
  ctx.fillStyle = f.hitstun > 0 ? '#f8fafc' : f.color;
  ctx.beginPath();
  ctx.roundRect(f.x, f.y, f.w, f.h, 10);
  ctx.fill();

  // Headband & visor
  ctx.fillStyle = '#0f172a';
  ctx.fillRect(f.x + (f.facing === 1 ? 18 : 6), f.y + 14, 22, 10);

  // Block Shield
  if (f.blocking) {
    ctx.strokeStyle = '#38bdf8';
    ctx.lineWidth = 4;
    ctx.strokeRect(f.x - 6, f.y - 4, f.w + 12, f.h + 8);
  }

  // Attack Hitbox Graphic
  if (f.atk) {
    const hx = f.facing === 1 ? f.x + f.w : f.x - f.atk.reach;
    ctx.fillStyle = f.atk.type === 'super' ? '#facc15' : (f.atk.type === 'heavy' ? '#fb923c' : '#e2e8f0');
    ctx.beginPath();
    ctx.roundRect(hx, f.y + 22, f.atk.reach, f.atk.type === 'super' ? 36 : 22, 8);
    ctx.fill();
  }
  ctx.restore();
}

function drawHUD() {
  // P1 Health Bar
  ctx.fillStyle = '#1e293b';
  ctx.fillRect(30, 22, 340, 24);
  ctx.fillStyle = '#facc15';
  ctx.fillRect(30, 22, 3.4 * state.p1.displayHp, 24);
  ctx.fillStyle = '#10b981';
  ctx.fillRect(30, 22, 3.4 * state.p1.hp, 24);

  // P2 Health Bar
  ctx.fillStyle = '#1e293b';
  ctx.fillRect(510, 22, 340, 24);
  ctx.fillStyle = '#facc15';
  ctx.fillRect(510 + (340 - 3.4 * state.p2.displayHp), 22, 3.4 * state.p2.displayHp, 24);
  ctx.fillStyle = '#f43f5e';
  ctx.fillRect(510 + (340 - 3.4 * state.p2.hp), 22, 3.4 * state.p2.hp, 24);

  // Super Meters
  ctx.fillStyle = '#1e293b';
  ctx.fillRect(30, 52, 220, 10);
  ctx.fillStyle = state.p1.meter >= 100 ? '#facc15' : '#38bdf8';
  ctx.fillRect(30, 52, 2.2 * state.p1.meter, 10);

  ctx.fillStyle = '#1e293b';
  ctx.fillRect(630, 52, 220, 10);
  ctx.fillStyle = state.p2.meter >= 100 ? '#facc15' : '#ec4899';
  ctx.fillRect(630 + (220 - 2.2 * state.p2.meter), 52, 2.2 * state.p2.meter, 10);

  // Timer Box
  ctx.fillStyle = '#0f172a';
  ctx.strokeStyle = '#475569';
  ctx.lineWidth = 2;
  ctx.beginPath();
  ctx.roundRect(405, 14, 70, 48, 10);
  ctx.fill();
  ctx.stroke();
  ctx.fillStyle = '#f8fafc';
  ctx.font = 'bold 26px sans-serif';
  ctx.textAlign = 'center';
  ctx.fillText(state.timer, 440, 47);

  if (state.p1.combo > 1) {
    ctx.fillStyle = '#facc15';
    ctx.font = 'bold 22px sans-serif';
    ctx.textAlign = 'left';
    ctx.fillText(`${state.p1.combo} HIT COMBO!`, 32, 95);
  }
}

function render() {
  ctx.save();
  if (state.shake > 0) {
    ctx.translate((Math.random() - 0.5) * state.shake, (Math.random() - 0.5) * state.shake);
  }
  ctx.clearRect(0, 0, canvas.width, canvas.height);

  // Dojo Floor
  ctx.fillStyle = '#1e293b';
  ctx.fillRect(0, FLOOR_Y, canvas.width, canvas.height - FLOOR_Y);
  ctx.strokeStyle = '#f43f5e';
  ctx.lineWidth = 3;
  ctx.beginPath();
  ctx.moveTo(0, FLOOR_Y);
  ctx.lineTo(canvas.width, FLOOR_Y);
  ctx.stroke();

  drawFighter(state.p1);
  drawFighter(state.p2);

  state.sparks.forEach(s => {
    ctx.fillStyle = s.color;
    ctx.fillRect(s.x, s.y, 5, 5);
  });

  drawHUD();

  if (state.over) {
    ctx.fillStyle = 'rgba(9, 13, 22, 0.78)';
    ctx.fillRect(0, 0, canvas.width, canvas.height);
    ctx.fillStyle = '#facc15';
    ctx.font = 'bold 42px sans-serif';
    ctx.textAlign = 'center';
    ctx.fillText(state.banner, canvas.width / 2, 215);
    ctx.fillStyle = '#e2e8f0';
    ctx.font = '18px sans-serif';
    ctx.fillText('Press SPACE to Rematch', canvas.width / 2, 260);
  }
  ctx.restore();
  requestAnimationFrame(() => {
    update();
    render();
  });
}

initMatch();
render();
</script>
</body>
</html>
Troubleshooting

How to Debug Without Losing Your Vibe

Fighting games rely on tight frame logic. Use these three vibe debugging prompts if combat feels off:

One Hit Per Attack Swing

If a single punch drains 100% health over 10 frames, prompt the AI: "Add a boolean hasHit = false to each attack object and set it to true on first collision so a move only damages once."

Corner Pushback Physics

Prevent fighters from trapping each other in infinite corner loops by telling the AI: "If the defender is touching the arena wall when hit, apply the knockback velocity backward onto the attacker instead."

Lock Facing Mid-Swing

Keep jump-ins honest by instructing your AI coding assistant: "Only update a fighter's facing direction when they are idle or walkingβ€”never flip direction in the middle of an active attack."

Extensions

The Vibe Prompt Vault

Copy-paste prompts to add 2-player local versus, special move projectiles, and hitbox training mode.

πŸ”₯ Prompt: Add Fireball Projectiles & Anti-Air Uppercuts
Prompt Template

"Extend my HTML5 Canvas fighting game in index.html with two classic special moves: 1) Pressing 'U' launches a traveling plasma fireball projectile across the stage (costs 25% meter, disappears on hit or stage edge), and 2) Pressing 'I' performs a rising invincible uppercut that launches airborne opponents."

πŸ‘₯ Prompt: Add 2-Player Local Keyboard & Gamepad Support
Prompt Template

"Add a top toggle button to switch my fighting game between '1P vs CPU' and '2P Local Versus'. In 2P mode, let Player 1 use WASD + J/K/L and Player 2 use Arrow Keys + Numpad 1/2/3, and track a Best-of-3 round win indicator under each health bar."

πŸ“ Prompt: Add a Training Mode Hitbox / Frame Data Overlay
Prompt Template

"Add a 'Training Mode' checkbox to my Canvas fighting game that draws translucent green outlines around hurtboxes, bright red boxes around active attack hitboxes, displays total combo damage, and automatically refills health after 2 seconds of no hits."

We use cookies for ads and analytics.