Talking about Hero Slide game, Game development, HTML5, Javascript and Phaser.
The Hero Slide series continue, with another important feature to add and some code optimization. Let’s see what you learned in steps 1 and 2: * Initialize the game * Place random tiles on the map * Move tiles with WASD keys * Add animation to tile creation and movement * Match tiles Now I optimized a bit the code because it was a bit redundant, using an universal function to move the tiles rather than writing distinct code for each direction, and added the capability of removing tiles adjacent to a match when you match bombs. I used an array calleddetonations
to save all tiles we will detonate – it could be more than one if you match more than two bombs.
First, have a look at the commented code:
// 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;
// initialize a detonation array. Will store all detonations, if any, to perform at the end of the turn
this.detonations = [];
this.detonations.length = 0;
// 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 tile
this.moveTile(i, j, i, j - 1);
}
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){
// removing the item
this.moveAndRemove(i, j, {x: gameArray[i][j].tileSprite.x - tileSize}, i, j - 1)
}
}
}
}
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){
this.moveTile(i, j, i - 1, j);
}
else{
if(gameArray[i][j].tileValue != 0 && gameArray[i - 1][j].tileValue == gameArray[i][j].tileValue){
this.moveAndRemove(i, j, {y: gameArray[i][j].tileSprite.y - tileSize}, 1 - 1, j)
}
}
}
}
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){
this.moveTile(i, j, i, j + 1);
}
else{
if(gameArray[i][j].tileValue != 0 && gameArray[i][j + 1].tileValue == gameArray[i][j].tileValue){
this.moveAndRemove(i, j, {x: gameArray[i][j].tileSprite.x + tileSize}, i, j + 1)
}
}
}
}
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){
this.moveTile(i, j, i + 1, j);
}
else{
if(gameArray[i][j].tileValue != 0 && gameArray[i + 1][j].tileValue == gameArray[i][j].tileValue){
this.moveAndRemove(i, j, {y: gameArray[i][j].tileSprite.y + tileSize}, i + 1, j)
}
}
}
}
break;
}
// at the end of player input, we handle the detonations and add a new item
this.handleDetonations();
this.addItem();
}
},
// function to move a tile
moveTile: function(row, col, toRow, toCol){
// moving the tile
var moveTween = game.add.tween(gameArray[row][col].tileSprite).to({
x: gameArray[row][col].tileSprite.x + tileSize * (toCol - col),
y: gameArray[row][col].tileSprite.y + tileSize * (toRow - row)
}, 200, Phaser.Easing.Linear.None, true);
// copying the content of the current tile on the destination tile
gameArray[toRow][toCol] = {
tileValue: gameArray[row][col].tileValue,
tileSprite: gameArray[row][col].tileSprite
}
//setting current tile to empty
gameArray[row][col] = {
tileValue: 0,
tileSprite: null
}
},
// function to move and remove a tile
moveAndRemove: function(row, col, toObject, toRow, toCol){
var moveTween = game.add.tween(gameArray[row][col].tileSprite).to(toObject, 200, Phaser.Easing.Linear.None, true);
moveTween.onComplete.add(function(e){
e.destroy();
}, this);
// looking at tile type to see what to do next - at the moment we only manage bombs
switch(gameArray[row][col].tileValue){
// bomb
case 4:
// let's add detonation coordinates to detonations array
this.detonations.push(new Phaser.Point(toCol, toRow));
}
gameArray[row][col] = {
tileValue: 0,
tileSprite: null
}
},
// handling detonations
handleDetonations: function(){
// looping through all detonations
for(var i = 0; i < this.detonations.length; i++){
// removing the bomb
gameArray[this.detonations[i].y][this.detonations[i].x].tileSprite.destroy();
gameArray[this.detonations[i].y][this.detonations[i].x] = {
tileValue: 0,
tileSprite: null
}
// handle detonations
if(this.detonations[i].y - 1 >= 0 && gameArray[this.detonations[i].y - 1][this.detonations[i].x].tileValue != 0){
gameArray[this.detonations[i].y - 1][this.detonations[i].x].tileSprite.destroy();
gameArray[this.detonations[i].y - 1][this.detonations[i].x] = {
tileValue: 0,
tileSprite: null
}
}
if(this.detonations[i].y + 1 < fieldSize && gameArray[this.detonations[i].y + 1][this.detonations[i].x].tileValue != 0){
gameArray[this.detonations[i].y + 1][this.detonations[i].x].tileSprite.destroy();
gameArray[this.detonations[i].y + 1][this.detonations[i].x] = {
tileValue: 0,
tileSprite: null
}
}
if(this.detonations[i].x - 1 >= 0 && gameArray[this.detonations[i].y][this.detonations[i].x - 1].tileValue != 0){
gameArray[this.detonations[i].y][this.detonations[i].x - 1].tileSprite.destroy();
gameArray[this.detonations[i].y][this.detonations[i].x - 1] = {
tileValue: 0,
tileSprite: null
}
}
if(this.detonations[i].x + 1 < fieldSize && gameArray[this.detonations[i].y][this.detonations[i].x + 1].tileValue != 0){
gameArray[this.detonations[i].y][this.detonations[i].x + 1].tileSprite.destroy();
gameArray[this.detonations[i].y][this.detonations[i].x + 1] = {
tileValue: 0,
tileSprite: null
}
}
}
}
}
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