Talking about Hero Slide game, Game development, HTML5, Javascript and Phaser.
Did you enjoy the first step of Hero Slide prototype made with Phaser? Time to proceed to next step, you already know how to: * Initialize the game * Place random tiles on the map * Move tiles with WASD keys And now you’ll see these new features: * Add animation to tile creation and movement * Match tiles The game matches two tiles when the player tries to move two adjacent tiles of the same kind in a direction but they both can’t move, in this case similar tiles will slide one over the other, popping one slide, freeing the game field and allowing you to keep playing. I really suck when it’s time to explain game mechanics, so you’d better have a look at the original iOS game. Now, play the game with WASD key – focus the canvas first. As you can see, animations make the game look smoother and you can match tiles. And this is the commented source code, with new lines highlighted:
// the game
var game;
// size of each tile, in pixels
var tileSize = 120;
// different kinds of tiles
var tileTypes = 5;
// the game array, the board will be stored here
var gameArray = [];
// field size, in tiles. This will represent a 4x4 tiles field
var fieldSize = 4;
// creation of the game
window.onload = function() {
game = new Phaser.Game(480, 480);
game.state.add("PlayGame", playGame);
game.state.start("PlayGame");
}
var playGame = function(game){}
playGame.prototype = {
preload: function(){
// preloading the assets
game.load.spritesheet("tiles", "tiles.png", tileSize, tileSize);
},
create: function(){
// initializing game board
for(var i = 0; i < fieldSize; i++){
gameArray[i] = [];
for(var j = 0; j < fieldSize; j++){
// each array item is an object with a tile value (0: empty) and a sprite (null: no sprite)
gameArray[i][j] = {
tileValue : 0,
tileSprite: null
};
}
}
// function to add a new item, will be explained later
this.addItem();
// liteners to handle WASD keys. Each key calls handleKey function
this.upKey = game.input.keyboard.addKey(Phaser.Keyboard.W);
this.upKey.onDown.add(this.handleKey, this);
this.downKey = game.input.keyboard.addKey(Phaser.Keyboard.S);
this.downKey.onDown.add(this.handleKey, this);
this.leftKey = game.input.keyboard.addKey(Phaser.Keyboard.A);
this.leftKey.onDown.add(this.handleKey, this);
this.rightKey = game.input.keyboard.addKey(Phaser.Keyboard.D);
this.rightKey.onDown.add(this.handleKey, this);
},
// this function will add a new item to the board
addItem: function(){
// emptySpots is an array which will contain all the available empty tiles where to place a new item
var emptySpots = [];
// now we loop through the game board to check for empty tiles
for(var i = 0; i < fieldSize; i++){
for(var j = 0; j < fieldSize; j++){
// remember we define an empty tile as a tile whose tileValue is zero
if(gameArray[i][j].tileValue == 0){
// at this time we push a Point with tile coordinates into emptySpots array
emptySpots.push(new Phaser.Point(j, i));
}
}
}
// newSpot is a randomly picked item in emptySpots array
var newSpot = Phaser.ArrayUtils.getRandomItem(emptySpots);
// if newSpot is not null this means we have a place where to put a new tile
if(newSpot != null){
// selecting a random value between 1 and tileTypes
var tileType = game.rnd.between(1, tileTypes);
// updating game array with the new tile value and sprite
gameArray[newSpot.y][newSpot.x] = {
tileValue: tileType,
tileSprite: game.add.sprite(newSpot.x * tileSize, newSpot.y * tileSize, "tiles", tileType - 1)
}
// we start with the alpha at zero to create a "fade in" tween
gameArray[newSpot.y][newSpot.x].tileSprite.alpha = 0;
// here is the fade in effect
var fadeTween = game.add.tween(gameArray[newSpot.y][newSpot.x].tileSprite).to({
alpha: 1
}, 500, Phaser.Easing.Linear.None, true);
// now the player can move
fadeTween.onComplete.add(function(e){
// the player can move again
this.canMove = true;
}, this);
}
},
// this function handles player movements
handleKey: function(e){
// first of all, let's see if the player can move
if(this.canMove){
// if the player can move, let's set canMove to false to prevent the player to move twice
this.canMove=false;
// time to check for the keycode which generated the event
switch(e.keyCode){
// "A" key (left)
case Phaser.Keyboard.A:
// we scan for game field, from TOP to BOTTOM and from LEFT to RIGHT starting from the 2nd column
for(var i = 0; i < fieldSize; i++){
for(var j = 1; j < fieldSize; j++){
// we can move a tile if it's not empty and the tile on its left is empty
if(gameArray[i][j].tileValue != 0 && gameArray[i][j - 1].tileValue == 0){
// moving the sprite on the left
var moveTween = game.add.tween(gameArray[i][j].tileSprite).to({
x: gameArray[i][j].tileSprite.x - tileSize
}, 200, Phaser.Easing.Linear.None, true);
// copying the content of the current tile on the tile on its left
gameArray[i][j - 1] = {
tileValue: gameArray[i][j].tileValue,
tileSprite: gameArray[i][j].tileSprite
}
//setting current tile to empty
gameArray[i][j] = {
tileValue: 0,
tileSprite: null
}
}
else{
// we can match a tile if it's not empty and the tile on its left has the same value
if(gameArray[i][j].tileValue != 0 && gameArray[i][j - 1].tileValue == gameArray[i][j].tileValue){
// moving the sprite on the left
var moveTween = game.add.tween(gameArray[i][j].tileSprite).to({
x: gameArray[i][j].tileSprite.x - tileSize
}, 200, Phaser.Easing.Linear.None, true);
// no need to copy the content of the current tile on the tile on its left, but we are going to remove
// the sprite we won't use any longer once the tween has been completed
moveTween.onComplete.add(function(e){
e.destroy();
}, this);
//setting current tile to empty
gameArray[i][j] = {
tileValue: 0,
tileSprite: null
}
}
}
}
}
break;
// "W" key (up)
case Phaser.Keyboard.W:
// we scan for game field, from TOP to BOTTOM and from LEFT to RIGHT starting from the 2nd row
// applying the same concepts seen before
for(var i = 1; i < fieldSize; i++){
for(var j = 0; j < fieldSize; j++){
if(gameArray[i][j].tileValue != 0 && gameArray[i - 1][j].tileValue == 0){
var moveTween = game.add.tween(gameArray[i][j].tileSprite).to({
y: gameArray[i][j].tileSprite.y - tileSize
}, 200, Phaser.Easing.Linear.None, true);
gameArray[i - 1][j ] = {
tileValue: gameArray[i][j].tileValue,
tileSprite: gameArray[i][j].tileSprite
}
gameArray[i][j] = {
tileValue: 0,
tileSprite: null
}
}
else{
if(gameArray[i][j].tileValue != 0 && gameArray[i - 1][j].tileValue == gameArray[i][j].tileValue){
var moveTween = game.add.tween(gameArray[i][j].tileSprite).to({
y: gameArray[i][j].tileSprite.y - tileSize
}, 200, Phaser.Easing.Linear.None, true);
moveTween.onComplete.add(function(e){
e.destroy();
}, this);
gameArray[i][j] = {
tileValue: 0,
tileSprite: null
}
}
}
}
}
break;
// "D" key (right)
case Phaser.Keyboard.D:
// we scan for game field, from TOP to BOTTOM and from RIGHT to LEFT starting from the next-to-last column
// applying the same concepts seen before
for(var i = 0; i < fieldSize; i++){
for(var j = fieldSize - 2; j >= 0; j--){
if(gameArray[i][j].tileValue != 0 && gameArray[i][j + 1].tileValue == 0){
var moveTween = game.add.tween(gameArray[i][j].tileSprite).to({
x: gameArray[i][j].tileSprite.x + tileSize
}, 200, Phaser.Easing.Linear.None, true);
gameArray[i][j + 1] = {
tileValue: gameArray[i][j].tileValue,
tileSprite: gameArray[i][j].tileSprite
}
gameArray[i][j] = {
tileValue: 0,
tileSprite: null
}
}
else{
if(gameArray[i][j].tileValue != 0 && gameArray[i][j + 1].tileValue == gameArray[i][j].tileValue){
var moveTween = game.add.tween(gameArray[i][j].tileSprite).to({
x: gameArray[i][j].tileSprite.x + tileSize
}, 200, Phaser.Easing.Linear.None, true);
moveTween.onComplete.add(function(e){
e.destroy();
}, this);
gameArray[i][j] = {
tileValue: 0,
tileSprite: null
}
}
}
}
}
break;
// "S" key (down)
case Phaser.Keyboard.S:
// we scan for game field, from BOTTOM to TOP and from LEFT to RIGHT starting from the next-to-last row
// applying the same concepts seen before
for(var i = fieldSize - 2; i >= 0; i--){
for(var j = 0; j < fieldSize; j++){
if(gameArray[i][j].tileValue != 0 && gameArray[i + 1][j].tileValue == 0){
var moveTween = game.add.tween(gameArray[i][j].tileSprite).to({
y: gameArray[i][j].tileSprite.y + tileSize
}, 200, Phaser.Easing.Linear.None, true);
gameArray[i + 1][j ] = {
tileValue: gameArray[i][j].tileValue,
tileSprite: gameArray[i][j].tileSprite
}
gameArray[i][j] = {
tileValue: 0,
tileSprite: null
}
}
else{
if(gameArray[i][j].tileValue != 0 && gameArray[i + 1][j].tileValue == gameArray[i][j].tileValue){
var moveTween = game.add.tween(gameArray[i][j].tileSprite).to({
y: gameArray[i][j].tileSprite.y + tileSize
}, 200, Phaser.Easing.Linear.None, true);
moveTween.onComplete.add(function(e){
e.destroy();
}, this);
gameArray[i][j] = {
tileValue: 0,
tileSprite: null
}
}
}
}
}
break;
}
// at the end of player input, we add a new item
this.addItem();
}
}
}
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