Talking about Down The Mountain game, Game development, HTML5, Javascript and Phaser.
Last week I showed you the hexagonal concept behind iOS blockbuster Down The Mountain based on my tutorial how to find adjacent tiles in hexagonal maps – ALL and EVERY case explained, now it’s time to make the player actually go down the mountain. You will play with left and right arrow keys, to go down respectively on the left or on the right of the current block/hexagon. If you reach the bottom of the mountain or fall from the left or right edges, you will restart. Have a look at what we are going to do: Move the player with left and right arrow keys. The code is not optimised at all so it’s still uncommented, but I am adding comments – and features – next week, meanwhile have a look at the code:1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 | window.onload = function () { var game = new Phaser.Game(480, 480, Phaser.CANVAS, "" , {preload: onPreload, create: onCreate, update: onUpdate}); var hexagonWidth = 70; var hexagonHeight = 80; var gridSizeX = 9; var gridSizeY = 7; var columns = [Math.ceil(gridSizeX / 2),Math.floor(gridSizeX / 2)]; var moveIndex; var sectorWidth = hexagonWidth; var sectorHeight = hexagonHeight / 4 * 3; var gradient = (hexagonHeight / 4) / (hexagonWidth / 2); var marker; var hexagonGroup; var hexagonArray = []; var cursors; var playerCol = 2; var playerRow = 0; var playerMove = true ; function onPreload() { game.load.image( "hexagon" , "hexagon.png" ); game.load.image( "marker" , "marker.png" ); } function onCreate() { hexagonGroup = game.add.group(); game.stage.backgroundColor = "#ffffff" ; cursors = game.input.keyboard.createCursorKeys(); for ( var i = 0; i < gridSizeY / 2; i ++){ hexagonArray[i] = []; for ( var j = 0; j < gridSizeX; j ++){ if (gridSizeY % 2 == 0 || i + 1 < gridSizeY / 2 || j % 2 == 0){ var hexagonX = hexagonWidth * j / 2; var hexagonY = hexagonHeight * i * 1.5 + (hexagonHeight / 4 * 3) * (j % 2); var hexagon = game.add.sprite(hexagonX, hexagonY, "hexagon" ); hexagonGroup.add(hexagon); hexagonArray[i][j] = hexagon; var hexagonText = game.add.text(hexagonX + hexagonWidth / 3 + 5, hexagonY + 15, (i * 2 + j % 2) + "," + Math.floor(j / 2)); hexagonText.font = "arial" ; hexagonText.fontSize = 12; hexagonGroup.add(hexagonText); } } } hexagonGroup.x = (game.width - hexagonWidth * Math.ceil(gridSizeX / 2)) / 2; if (gridSizeX % 2 == 0){ hexagonGroup.x -= hexagonWidth / 4; } hexagonGroup.y = (game.height - Math.ceil(gridSizeY / 2) * hexagonHeight - Math.floor(gridSizeY / 2) * hexagonHeight / 2) / 2; if (gridSizeY % 2 == 0){ hexagonGroup.y -= hexagonHeight / 8; } marker = game.add.sprite(0, 0, "marker" ); marker.anchor.setTo(0.5); marker.visible= false ; hexagonGroup.add(marker); placeMarker(playerCol, playerRow); } function onUpdate(){ if (playerMove){ if (cursors.left.isDown && cursors.right.isUp){ playerCol -= (1 - playerRow % 2); playerRow ++; placeMarker(playerCol, playerRow); playerMove = false ; } if (cursors.right.isDown && cursors.left.isUp){ playerCol += (playerRow % 2); playerRow ++; placeMarker(playerCol, playerRow); playerMove = false ; } } else { if (cursors.right.isUp && cursors.left.isUp){ playerMove = true ; } } } function placeMarker(posX,posY){ if (posY > 6 || posX < 0 || posX > Math.floor(gridSizeX / 2) - posY % 2){ posX = 2; posY = 0; playerCol = 2; playerRow = 0; } for ( var i = 0; i < gridSizeY / 2; i ++){ for ( var j = 0; j < gridSizeX; j ++){ if (gridSizeY % 2 == 0 || i + 1 < gridSizeY / 2 || j % 2 == 0){ hexagonArray[i][j].tint = 0xffffff; } } } if (posX < 0 || posY < 0 || posY >= gridSizeY || posX > columns[posY % 2] - 1){ marker.visible = false ; } else { marker.visible = true ; marker.x = hexagonWidth * posX; marker.y = hexagonHeight / 4 * 3 * posY + hexagonHeight / 2; if (posY % 2 == 0){ marker.x += hexagonWidth / 2; } else { marker.x += hexagonWidth; } var markerX = posX * 2 + posY % 2; var markerY = Math.floor(posY / 2); hexagonArray[markerY][markerX].tint = 0x00ff00; if (markerY + markerX % 2 < gridSizeY / 2 && (gridSizeY % 2 == 0 || markerY < Math.floor(gridSizeY / 2))){ // left if (markerX - 1 >= 0){ hexagonArray[markerY + markerX % 2][markerX - 1].tint = 0xff0000; } // right if (markerX + 1 < gridSizeX){ hexagonArray[markerY + markerX % 2][markerX + 1].tint = 0xff0000; } } } } } |
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