Talking about Sokoban game, Game development, HTML5, Javascript and Phaser.
With Phaser 3 release due for next week, while I will keep focusing on Phaser 2 too, since it’s widely used and it will continue to be used for a lot of months – that’s why I updated by first Phaser 2 book – it’s time to start to see what changed from Phaser 2 to Phaser 3 and how to build games with the new version. Phaser 2 games won’t work on Phaser 3, so we need to rewrite most of the code. The good news is it wont’ take a lot once you get used to the new syntax. So I am showing you a Sokoban prototype controlled with swipes: Swipe to control the character. You should know the rules. If you have a mobile device, you can play from this link. And this is the source code. You can compare it with the Phaser 2 version to see what changed and how to make things work. I did not include the “unlimited undo” feature as it’s pure JavaScript. The code is still uncommented but I think you will find it useful anyway:
var gameOptions = {
tileSize: 40,
gameWidth: 320,
gameHeight: 320,
gameSpeed: 100
}
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]
];
var EMPTY = 0;
var WALL = 1;
var SPOT = 2;
var CRATE = 3;
var PLAYER = 4;
window.onload = function(){
var gameConfig = {
type: Phaser.CANVAS,
width: gameOptions.gameWidth,
height: gameOptions.gameHeight,
scene: [playGame]
};
var game = new Phaser.Game(gameConfig);
resize();
window.addEventListener("resize", resize, false);
}
var playGame = new Phaser.Class({
Extends: Phaser.Scene,
initialize:
function playGame(){
Phaser.Scene.call(this, {key: "PlayGame"});
},
preload: function(){
this.load.spritesheet("tiles", "tiles.png", {
frameWidth: gameOptions.tileSize,
frameHeight: gameOptions.tileSize
});
},
create: function(){
this.crates = [];
this.drawLevel();
this.input.on("pointerup", this.endSwipe, this);
},
drawLevel: function(){
this.crates.length = 0;
for(var i = 0; i < level.length; i++){
this.crates[i] = [];
for(var j = 0; j < level[i].length; j++){
this.crates[i][j] = null;
switch(level[i][j]){
case PLAYER:
case PLAYER + SPOT:
this.player = this.add.sprite(gameOptions.tileSize * j, gameOptions.tileSize * i, "tiles", level[i][j]);
this.player.posX = j;
this.player.posY = i;
this.player.depth = 1
this.player.setOrigin(0);
var tile = this.add.sprite(gameOptions.tileSize * j, gameOptions.tileSize * i, "tiles", level[i][j] - PLAYER);
tile.setOrigin(0);
tile.depth = 0;
break;
case CRATE:
case CRATE + SPOT:
this.crates[i][j] = this.add.sprite(gameOptions.tileSize * j, gameOptions.tileSize * i, "tiles", level[i][j]);
this.crates[i][j].setOrigin(0);
this.crates[i][j].depth = 1
var tile = this.add.sprite(gameOptions.tileSize * j, gameOptions.tileSize * i, "tiles", level[i][j] - CRATE);
tile.setOrigin(0);
break;
default:
var tile = this.add.sprite(gameOptions.tileSize * j, gameOptions.tileSize * i, "tiles", level[i][j]);
tile.setOrigin(0);
}
}
}
},
endSwipe: function(e) {
var swipeTime = e.upTime - e.downTime;
var swipe = new Phaser.Geom.Point(e.upX - e.downX, e.upY - e.downY);
var swipeMagnitude = Phaser.Geom.Point.GetMagnitude(swipe);
var swipeNormal = new Phaser.Geom.Point(swipe.x / swipeMagnitude, swipe.y / swipeMagnitude);
if(swipeMagnitude > 20 && swipeTime < 1000 && (Math.abs(swipeNormal.y) > 0.8 || Math.abs(swipeNormal.x) > 0.8)) {
if(swipeNormal.x > 0.8) {
this.checkMove(1, 0);
}
if(swipeNormal.x < -0.8) {
this.checkMove(-1, 0);
}
if(swipeNormal.y > 0.8) {
this.checkMove(0, 1);
}
if(swipeNormal.y < -0.8) {
this.checkMove(0, -1);
}
}
},
checkMove: function(deltaX, deltaY){
if(this.isWalkable(this.player.posX + deltaX, this.player.posY + deltaY)){
this.movePlayer(deltaX, deltaY);
return;
}
if(this.isCrate(this.player.posX + deltaX, this.player.posY + deltaY)){
if(this.isWalkable(this.player.posX + 2 * deltaX, this.player.posY + 2 * deltaY)){
this.moveCrate(deltaX, deltaY);
this.movePlayer(deltaX, deltaY);
return;
}
}
},
isWalkable: function(posX, posY){
return level[posY][posX] == EMPTY || level[posY][posX] == SPOT;
},
isCrate: function(posX, posY){
return level[posY][posX] == CRATE || level[posY][posX] == CRATE + SPOT;
},
movePlayer: function(deltaX, deltaY){
var playerTween = this.tweens.add({
targets: this.player,
x: this.player.x + deltaX * gameOptions.tileSize,
y: this.player.y + deltaY * gameOptions.tileSize,
duration: gameOptions.gameSpeed,
onComplete: function(tween, target, player){
player.setFrame(level[player.posY][player.posX]);
},
onCompleteParams: [this.player]
});
level[this.player.posY][this.player.posX] -= PLAYER;
this.player.posX += deltaX;
this.player.posY += deltaY;
level[this.player.posY][this.player.posX] += PLAYER;
},
moveCrate: function(deltaX, deltaY){
var crateTween = this.tweens.add({
targets: this.crates[this.player.posY + deltaY][this.player.posX + deltaX],
x: this.crates[this.player.posY + deltaY][this.player.posX + deltaX].x + deltaX * gameOptions.tileSize,
y: this.crates[this.player.posY + deltaY][this.player.posX + deltaX].y + deltaY * gameOptions.tileSize,
duration: gameOptions.gameSpeed,
onComplete: function(tween, target, crate, player){
crate.setFrame(level[player.posY + deltaY][player.posX + deltaX]);
},
onCompleteParams: [this.crates[this.player.posY + deltaY][this.player.posX + deltaX], this.player]
})
this.crates[this.player.posY + 2 * deltaY][this.player.posX + 2 * deltaX] = this.crates[this.player.posY + deltaY][this.player.posX + deltaX];
this.crates[this.player.posY + deltaY][this.player.posX + deltaX] = null;
level[this.player.posY + deltaY][this.player.posX + deltaX] -= CRATE;
level[this.player.posY + 2 * deltaY][this.player.posX + 2 * deltaX] += CRATE;
}
});
function resize() {
var canvas = document.querySelector("canvas");
var windowWidth = window.innerWidth;
var windowHeight = window.innerHeight;
var windowRatio = windowWidth / windowHeight;
var gameRatio = game.config.width / game.config.height;
if(windowRatio < gameRatio){
canvas.style.width = windowWidth + "px";
canvas.style.height = (windowWidth / gameRatio) + "px";
}
else{
canvas.style.width = (windowHeight * gameRatio) + "px";
canvas.style.height = windowHeight + "px";
}
}
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