Talking about Sokoban game, Game development, HTML5, Javascript and Phaser.
Welcome to 2015! The new year begins with an improvement to the Phaser Sokoban game I showed you last november. I got quite a number of messages asking to turning it into a more finished game, so I added keyboard control – you can also play with arrow keys – and unlimited undos, which you can use pressing u
key.
Have a look at the game:
You can play both with swipe as in the original post and with arrow keys, and don’t forget you can undo your moves!
The fully commented source code is here, there isn’t much to say about Phaser because it’s almost pure JavaScript, anyway it’s fully commented as usual:
window.onload = function() { // game definition, 320x320 var game = new Phaser.Game(320,320,Phaser.CANVAS,"",{preload:onPreload, create:onCreate}); // constants with game elements var EMPTY = 0; var WALL = 1; var SPOT = 2; var CRATE = 3; var PLAYER = 4; // according to these values, the crate on the spot = CRATE+SPOT = 5 and the player on the spot = PLAYER+SPOT = 6 // sokoban level, using hardcoded values rather than constants to save time, shame on me :) var level = [[1,1,1,1,1,1,1,1],[1,0,0,1,1,1,1,1],[1,0,0,1,1,1,1,1],[1,0,0,0,0,0,0,1],[1,1,4,2,1,3,0,1],[1,0,0,0,1,0,0,1],[1,0,0,0,1,1,1,1],[1,1,1,1,1,1,1,1]]; // array which will keep track of undos var undoArray = []; // array which will contain all crates var crates = []; // size of a tile, in pixels var tileSize = 40; // the player! Yeah! var player; // is the player moving? var playerMoving = false; // variables used to detect and manage swipes var startX; var startY; var endX; var endY; // Variables used to create groups. The fist group is called fixedGroup, it will contain // all non-moveable elements (everything but crates and player). // Then we add movingGroup which will contain moveable elements (crates and player) var fixedGroup; var movingGroup; // first function to be called, when the game preloads I am loading the sprite sheet with all game tiles function onPreload() { game.load.spritesheet("tiles","tiles.png",40,40); } // function to scale up the game to full screen function goFullScreen(){ game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.setScreenSize(true); } // function to be called when the game has been created function onCreate() { // waiting for a key pressed game.input.keyboard.addCallbacks(this,onDown); // going full screen with the function defined at line 32 goFullScreen(); // drawing the level drawLevel(); // once the level has been created, we wait for the player to touch or click, then we call // beginSwipe function game.input.onDown.add(beginSwipe, this); } function drawLevel(){ // empty crates array. Don't use crates = [] or it could mess with pointers crates.length = 0; // adding the two groups to the game fixedGroup = game.add.group(); movingGroup = game.add.group(); // variable used for tile creation var tile // looping trough all level rows for(var i=0;i<level.length;i++){ // creation of 2nd dimension of crates array crates[i]= []; // looping through all level columns for(var j=0;j<level[i].length;j++){ // by default, there are no crates at current level position, so we set to null its // array entry crates[i][j] = null; // what do we have at row j, col i? switch(level[i][j]){ case PLAYER: case PLAYER+SPOT: // player creation player = game.add.sprite(40*j,40*i,"tiles"); // assigning the player the proper frame player.frame = level[i][j]; // creation of two custom attributes to store player x and y position player.posX = j; player.posY = i; // adding the player to movingGroup movingGroup.add(player); // since the player is on the floor, I am also creating the floor tile tile = game.add.sprite(40*j,40*i,"tiles"); tile.frame = level[i][j]-PLAYER; // floor does not move so I am adding it to fixedGroup fixedGroup.add(tile); break; case CRATE: case CRATE+SPOT: // crate creation, both as a sprite and as a crates array item crates[i][j] = game.add.sprite(40*j,40*i,"tiles"); // assigning the crate the proper frame crates[i][j].frame = level[i][j]; // adding the crate to movingGroup movingGroup.add(crates[i][j]); // since the create is on the floor, I am also creating the floor tile tile = game.add.sprite(40*j,40*i,"tiles"); tile.frame = level[i][j]-CRATE; // floor does not move so I am adding it to fixedGroup fixedGroup.add(tile); break; default: // creation of a simple tile tile = game.add.sprite(40*j,40*i,"tiles"); tile.frame = level[i][j]; fixedGroup.add(tile); } } } } // function to be executed once a key is down function onDown(e){ // if the player is not moving... if(!playerMoving){ switch(e.keyCode){ // left case 37: move(-1,0); break; // up case 38: move(0,-1); break; // right case 39: move(1,0); break; // down case 40: move(0,1); break; // undo case 85: // if there's something to undo... if(undoArray.length>0){ // then undo! and remove the latest move from undoArray var undoLevel = undoArray.pop(); fixedGroup.destroy(); movingGroup.destroy(); level = []; level = copyArray(undoLevel); drawLevel(); } break; } } } // when the player begins to swipe we only save mouse/finger coordinates, remove the touch/click // input listener and add a new listener to be fired when the mouse/finger has been released, // then we call endSwipe function function beginSwipe(){ startX = game.input.worldX; startY = game.input.worldY; game.input.onDown.remove(beginSwipe); game.input.onUp.add(endSwipe); } // function to be called when the player releases the mouse/finger function endSwipe(){ // saving mouse/finger coordinates endX = game.input.worldX; endY = game.input.worldY; // determining x and y distance travelled by mouse/finger from the start // of the swipe until the end var distX = startX-endX; var distY = startY-endY; // in order to have an horizontal swipe, we need that x distance is at least twice the y distance // and the amount of horizontal distance is at least 10 pixels if(Math.abs(distX)>Math.abs(distY)*2 && Math.abs(distX)>10){ // moving left, calling move function with horizontal and vertical tiles to move as arguments if(distX>0){ move(-1,0); } // moving right, calling move function with horizontal and vertical tiles to move as arguments else{ move(1,0); } } // in order to have a vertical swipe, we need that y distance is at least twice the x distance // and the amount of vertical distance is at least 10 pixels if(Math.abs(distY)>Math.abs(distX)*2 && Math.abs(distY)>10){ // moving up, calling move function with horizontal and vertical tiles to move as arguments if(distY>0){ move(0,-1); } // moving down, calling move function with horizontal and vertical tiles to move as arguments else{ move(0,1); } } // stop listening for the player to release finger/mouse, let's start listening for the player to click/touch game.input.onDown.add(beginSwipe); game.input.onUp.remove(endSwipe); } // function to move the player function move(deltaX,deltaY){ // if destination tile is walkable... if(isWalkable(player.posX+deltaX,player.posY+deltaY)){ // push current situation in the undo array undoArray.push(copyArray(level)); // then move the player and exit the function movePlayer(deltaX,deltaY); return; } // if the destination tile is a crate... if(isCrate(player.posX+deltaX,player.posY+deltaY)){ // ...if after the create there's a walkable tils... if(isWalkable(player.posX+2*deltaX,player.posY+2*deltaY)){ // push current situation in the undo array undoArray.push(copyArray(level)); // move the crate moveCrate(deltaX,deltaY); // move the player movePlayer(deltaX,deltaY); } } } // a tile is walkable when it's an empty tile or a spot tile function isWalkable(posX,posY){ return level[posY][posX] == EMPTY || level[posY][posX] == SPOT; } // a tile is a crate when it's a... guess what? crate, or it's a crate on its spot function isCrate(posX,posY){ return level[posY][posX] == CRATE || level[posY][posX] == CRATE+SPOT; } // function to move the player function movePlayer(deltaX,deltaY){ // now the player is moving playerMoving = true; // moving with a 1/10s tween var playerTween =game.add.tween(player); playerTween.to({ x:player.x+deltaX*tileSize, y:player.y + deltaY*tileSize }, 100, Phaser.Easing.Linear.None,true); // setting a tween callback playerTween.onComplete.add(function(){ // now the player is not moving anymore playerMoving = false; }, this); // updating player old position in level array level[player.posY][player.posX]-=PLAYER; // updating player custom posX and posY attributes player.posX+=deltaX; player.posY+=deltaY; // updating player new position in level array level[player.posY][player.posX]+=PLAYER; // changing player frame accordingly player.frame = level[player.posY][player.posX]; } // function to move the crate function moveCrate(deltaX,deltaY){ // moving with a 1/10s tween var crateTween =game.add.tween(crates[player.posY+deltaY][player.posX+deltaX]); crateTween.to({ x:crates[player.posY+deltaY][player.posX+deltaX].x+deltaX*tileSize, y:crates[player.posY+deltaY][player.posX+deltaX].y+deltaY*tileSize, }, 100, Phaser.Easing.Linear.None,true); // updating crates array crates[player.posY+2*deltaY][player.posX+2*deltaX]=crates[player.posY+deltaY][player.posX+deltaX]; crates[player.posY+deltaY][player.posX+deltaX]=null; // updating crate old position in level array level[player.posY+deltaY][player.posX+deltaX]-=CRATE; // updating crate new position in level array level[player.posY+2*deltaY][player.posX+2*deltaX]+=CRATE; // changing crate frame accordingly crates[player.posY+2*deltaY][player.posX+2*deltaX].frame=level[player.posY+2*deltaY][player.posX+2*deltaX]; } // need a recursive function to copy arrays, no need to reinvent the wheel so I got it here // http://stackoverflow.com/questions/10941695/copy-an-arbitrary-n-dimensional-array-in-javascript function copyArray(a){ var newArray = a.slice(0); for(var i = newArray.length; i>0; i--){ if(newArray[i] instanceof Array){ newArray[i] = copyArray(newArray[i]); } } return newArray; } }
Now we need some more levels, a level selection screen and the game is done. Meanwhile, download the source code of the entire project.
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