Talking about Dungeon Raid game, Game development, HTML5, Javascript and Phaser.
This new step of the HTML5 Dungeon Raid tile engine made with Phaser adds two new features and moves a bit beyond the Dungeon Raid tutorial series I blogged during these times. First, I am adding two new variables to let you decide the number of rows and columns you want in your game field. You aren’t stuck to square game fields anymore. Moreover, removed tiles arent’ destroyed then re-created but just hidden and shown again. This should save resources especially on mobile devices. Also, a mask hides falling tiles, you will find it useful when you create the game GUI around this engine. Here is the game: Draw to remove tiles and don’t forget to look at the very detailed log which will explain what happens when you play: You will find this feature very useful when you want to custom the engine. Here is the source code:
var game;
var gameOptions = {
gameWidth: 800,
gameHeight: 1400,
tileSize: 140,
fieldSize: {
rows: 6,
cols: 5
},
fallSpeed: 250
}
window.onload = function() {
game = new Phaser.Game(gameOptions.gameWidth, gameOptions.gameHeight);
game.state.add("TheGame", TheGame);
game.state.start("TheGame");
}
var TheGame = function(){};
TheGame.prototype = {
preload: function(){
game.stage.backgroundColor = 0x444444;
game.load.image("tiles", "assets/sprites/tiles.png");
game.load.spritesheet("arrows", "assets/sprites/arrows.png", 420, 420);
},
create: function(){
game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
game.scale.pageAlignHorizontally = true;
game.scale.pageAlignVertically = true;
this.createLevel();
game.input.onDown.add(this.pickTile, this);
},
createLevel: function(){
this.tilesArray = [];
this.arrowsArray = [];
// group creation and placement to stay in the center of the canvas
this.tileGroup = game.add.group();
this.arrowsGroup = game.add.group();
this.tileGroup.x = (game.width - gameOptions.tileSize * gameOptions.fieldSize.cols) / 2;
this.tileGroup.y = (game.height - gameOptions.tileSize * gameOptions.fieldSize.rows) / 2;
this.arrowsGroup.x = this.tileGroup.x;
this.arrowsGroup.y = this.tileGroup.y;
tileMask = game.add.graphics(this.tileGroup.x, this.tileGroup.y);
tileMask.beginFill(0xffffff);
tileMask.drawRect(0, 0, gameOptions.tileSize * gameOptions.fieldSize.cols, gameOptions.tileSize * gameOptions.fieldSize.rows);
this.tileGroup.mask = tileMask;
// tile creation
for(var i = 0; i < gameOptions.fieldSize.rows; i++){
this.tilesArray[i] = [];
for(var j = 0; j < gameOptions.fieldSize.cols; j++){
this.addTile(i, j);
}
}
this.removedTiles = [];
},
addTile: function(row, col){
// adding a new tile
var tileXPos = col * gameOptions.tileSize + gameOptions.tileSize / 2;
var tileYPos = row * gameOptions.tileSize + gameOptions.tileSize / 2;
var theTile = game.add.sprite(tileXPos, tileYPos, "tiles");
theTile.anchor.set(0.5);
theTile.picked = false;
theTile.coordinate = new Phaser.Point(col, row);
this.tilesArray[row][col] = theTile;
var text = game.add.text(-gameOptions.tileSize / 4, 0, "R" + theTile.coordinate.y.toString() + ", C" + theTile.coordinate.x.toString(), {fill: "#000", font:"bold 24px Arial"});
theTile.addChild(text);
this.tileGroup.add(theTile);
},
pickTile: function(e){
// picking the first tile
this.visitedTiles = [];
this.visitedTiles.length = 0;
if(this.tileGroup.getBounds().contains(e.position.x, e.position.y)){
var col = Math.floor((e.position.x - this.tileGroup.x) / gameOptions.tileSize);
var row = Math.floor((e.position.y - this.tileGroup.y) / gameOptions.tileSize);
this.tilesArray[row][col].alpha = 0.5;
this.tilesArray[row][col].picked = true;
game.input.onDown.remove(this.pickTile, this);
game.input.onUp.add(this.releaseTile, this);
game.input.addMoveCallback(this.moveTile, this);
this.visitedTiles.push(this.tilesArray[row][col].coordinate);
console.log("Picked tile at R" + row + ", C" + col);
}
},
moveTile: function(e){
// we are over a tile
if(this.tileGroup.getBounds().contains(e.position.x, e.position.y)){
var col = Math.floor((e.position.x - this.tileGroup.x) / gameOptions.tileSize);
var row = Math.floor((e.position.y - this.tileGroup.y) / gameOptions.tileSize);
var distance = new Phaser.Point(e.position.x - this.tileGroup.x, e.position.y - this.tileGroup.y).distance(this.tilesArray[row][col]);
// we are inside enough a tile
if(distance < gameOptions.tileSize * 0.4){
// a new, adjacent tile
if(!this.tilesArray[row][col].picked && this.checkAdjacent(new Phaser.Point(col, row), this.visitedTiles[this.visitedTiles.length - 1])){
this.tilesArray[row][col].picked = true;
this.tilesArray[row][col].alpha = 0.5;
this.visitedTiles.push(this.tilesArray[row][col].coordinate);
this.addArrow();
console.log("Adding tile at R" + row + ", C" + col);
}
// backtrack
else{
if(this.visitedTiles.length > 1 && row == this.visitedTiles[this.visitedTiles.length - 2].y && col == this.visitedTiles[this.visitedTiles.length - 2].x){
this.tilesArray[this.visitedTiles[this.visitedTiles.length - 1].y][this.visitedTiles[this.visitedTiles.length - 1].x].picked = false;
this.tilesArray[this.visitedTiles[this.visitedTiles.length - 1].y][this.visitedTiles[this.visitedTiles.length - 1].x].alpha = 1;
this.visitedTiles.pop();
this.arrowsArray[this.arrowsArray.length - 1].destroy();
this.arrowsArray.pop();
console.log("Back to tile at R" + row + ",C" + col);
}
}
}
}
},
releaseTile: function(){
game.input.onUp.remove(this.releaseTile, this);
game.input.deleteMoveCallback(this.moveTile, this);
// clear the path
this.clearPath();
// make tiles fall down
this.tilesFallDown();
// create new tiles
this.placeNewTiles();
console.log("----------------------------------------------------------");
},
checkAdjacent: function(p1, p2){
return (Math.abs(p1.x - p2.x) <= 1) && (Math.abs(p1.y - p2.y) <= 1);
},
addArrow: function(){
// adding the arrows
var fromTile = this.visitedTiles[this.visitedTiles.length - 2];
var arrow = game.add.sprite(this.tilesArray[fromTile.y][fromTile.x].x, this.tilesArray[fromTile.y][fromTile.x].y, "arrows");
this.arrowsGroup.add(arrow);
arrow.anchor.set(0.5);
// this routine handles arrow frame and angle according to its direction
var tileDiff = new Phaser.Point(this.visitedTiles[this.visitedTiles.length - 1].x, this.visitedTiles[this.visitedTiles.length - 1].y)
tileDiff.subtract(this.visitedTiles[this.visitedTiles.length - 2].x, this.visitedTiles[this.visitedTiles.length - 2].y);
if(tileDiff.x == 0){
arrow.angle = -90 * tileDiff.y;
}
else{
arrow.angle = 90 * (tileDiff.x + 1);
if(tileDiff.y != 0){
arrow.frame = 1;
if(tileDiff.y + tileDiff.x == 0){
arrow.angle -= 90;
}
}
}
this.arrowsArray.push(arrow);
},
clearPath: function(){
this.arrowsGroup.removeAll(true);
for(var i = 0; i < this.visitedTiles.length; i++){
console.log("Removed tile R" + this.visitedTiles[i].y + ", C" + this.visitedTiles[i].x);
this.tilesArray[this.visitedTiles[i].y][this.visitedTiles[i].x].visible = false;
this.removedTiles.push(this.tilesArray[this.visitedTiles[i].y][this.visitedTiles[i].x]);
this.tilesArray[this.visitedTiles[i].y][this.visitedTiles[i].x] = null;
console.log("Removed tilesArray entry [" + this.visitedTiles[i].y + "][" + this.visitedTiles[i].x + "]");
}
},
tilesFallDown: function(){
for(var i = gameOptions.fieldSize.cols - 1; i >= 0; i--){
for(var j = 0; j < gameOptions.fieldSize.rows; j++){
if(this.tilesArray[i][j] != null){
var holes = this.holesBelow(i, j);
if(holes > 0){
var coordinate = new Phaser.Point(this.tilesArray[i][j].coordinate.x, this.tilesArray[i][j].coordinate.y);
var destination = new Phaser.Point(j, i + holes);
console.log("Tile at R" + coordinate.y + ", C" + coordinate.x + " moves to R" + destination.y + ", C" + destination.x)
var tween = game.add.tween(this.tilesArray[i][j]).to({
y: this.tilesArray[i][j].y + holes * gameOptions.tileSize
}, gameOptions.fallSpeed, Phaser.Easing.Linear.None, true);
tween.onComplete.add(this.nextPick, this)
this.tilesArray[destination.y][destination.x] = this.tilesArray[i][j]
console.log("Replenished tilesArray entry [" + destination.y + "][" + destination.x + "]");
this.tilesArray[coordinate.y][coordinate.x] = null;
console.log("Removed tilesArray entry [" + coordinate.y + "][" + coordinate.x + "]");
this.tilesArray[destination.y][destination.x].coordinate = new Phaser.Point(destination.x, destination.y)
this.tilesArray[destination.y][destination.x].children[0].text = "R" + destination.y + ", C" + destination.x;
}
}
}
}
},
placeNewTiles: function(){
for(var i = 0; i < gameOptions.fieldSize.cols; i++){
var holes = this.holesInCol(i);
if(holes > 0){
for(var j = 1; j <= holes; j++){
var tileXPos = i * gameOptions.tileSize + gameOptions.tileSize / 2;
var tileYPos = -j * gameOptions.tileSize + gameOptions.tileSize / 2;
var theTile = this.removedTiles.pop();
theTile.position = new Phaser.Point(tileXPos, tileYPos);
theTile.visible = true;
theTile.alpha = 1;
theTile.picked = false;
var tween = game.add.tween(theTile).to({
y: theTile.y + holes * gameOptions.tileSize
}, gameOptions.fallSpeed, Phaser.Easing.Linear.None, true)
tween.onComplete.add(this.nextPick, this)
theTile.coordinate = new Phaser.Point(i, holes - j);
this.tilesArray[holes - j][i] = theTile;
theTile.children[0].text = "R" + theTile.coordinate.y + ", C" + theTile.coordinate.x;
console.log("Created a new tile at R" + theTile.coordinate.y.toString() + ", C" + theTile.coordinate.x.toString());
console.log("Added tilesArray entry [" + (holes - j).toString() + "][" + i + "]");
}
}
}
},
nextPick: function(){
if(!game.input.onDown.has(this.pickTile, this)){
game.input.onDown.add(this.pickTile, this);
console.log("added");
}
},
holesBelow: function(row, col){
var result = 0;
for(var i = row + 1; i < gameOptions.fieldSize.rows; i++){
if(this.tilesArray[i][col] == null){
result ++;
}
}
return result;
},
holesInCol: function(col){
var result = 0;
for(var i = 0; i < gameOptions.fieldSize.rows; i++){
if(this.tilesArray[i][col] == null){
result ++;
}
}
return result;
}
}
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