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Talking about Bejeweled game, Actionscript 3, Flash and Game development.

I wanted to have a look at a Bejeweled game featuring the 90 degrees array rotation I explained yesterday.

So I took the script made by Brook Jordan in the complete Bejeweled game in less than 2KB – legible version and added some quick and dirty code to make it work:

package {
	import flash.display.Sprite;
	import flash.events.MouseEvent;
	import flash.events.Event;
	import flash.text.TextField;
 
	public class Main extends Sprite {
		private var gems_array:Array=new Array();
		private var aGem:Sprite;
		private var selectorBox:Sprite=new Sprite();
		private var selectorRow:int=-10;
		private var selectorColumn:int=-10;
		private var red:uint = 0xFF0000;
		private var green:uint = 0xFF00;
		private var blue:uint = 0xFF;
		private var yellow:uint = 0xFFFF00;
		private var cyan:uint = 0xFFFF;
		private var magenta:uint = 0xFF00FF;
		private var white:uint = 0xFFFFFF;
		private var colours_array:Array=new Array(red,green,blue,yellow,cyan,magenta,white);
		private var clickPossible:Boolean=false;
		private var score_txt:TextField=new TextField();
		private var hint_txt:TextField=new TextField();
		private var score:uint=0;
		private var inaRow:uint=0;
		private var match:Boolean = true;
		private var rotate:Boolean=false;
		private var gemCanvas:Sprite=new Sprite();
 
		public function Main() {
			// Game initiation
			// Create and style score text
			addChild(score_txt);
			score_txt.textColor=0xFFFFFF;
			score_txt.x=500;
			// Create and style hint text
			addChild(hint_txt);
			hint_txt.textColor=0xFFFFFF;
			hint_txt.x=550;
			// Create Gems in rows and columns
			addChild(gemCanvas);
			gemCanvas.x=240;
			gemCanvas.y=240;
			for (var i:uint=0; i<8; i++) {
				gems_array[i]=new Array();
				for (var j:uint=0; j<8; j++) {
					do {
						gems_array[i][j]=Math.floor(Math.random()*7);
					}
						while (rowLineLength(i,j)>2 || columnLineLength(i,j)>2);
					aGem=new Sprite();
					aGem.graphics.beginFill(colours_array[gems_array[i][j]]);
					aGem.graphics.drawCircle(30,30,29);
					aGem.graphics.endFill();
					aGem.name=i+"_"+j;
					aGem.x=j*60-240;
					aGem.y=i*60-240;
					gemCanvas.addChild(aGem);
				}
			}
			// Create and style selector box
			addChild(selectorBox);
			selectorBox.graphics.lineStyle(2,red,1);
			selectorBox.graphics.drawRect(0,0,60,60);
			selectorBox.visible=false;
			// Listen for user input
			stage.addEventListener(MouseEvent.CLICK,onClick);
 
			addEventListener(Event.ENTER_FRAME,everyFrame);
		}
 
		// Every frame...
		private function everyFrame(e:Event):void {
			//Assume that gems are not falling
			var gemsAreFalling:Boolean=false;
			// Check each gem for space below it
			for (var i:int=6; i>=0; i--) {
				for (var j:uint=0; j<8; j++) {
					// If a spot contains a gem, and has an empty space below...
					if (gems_array[i][j] != -1 && gems_array[i+1][j]==-1) {
						// Set gems falling
						gemsAreFalling=true;
						gems_array[i+1][j]=gems_array[i][j];
						gems_array[i][j]=-1;
						gemCanvas.getChildByName(i+"_"+j).y+=60;
						gemCanvas.getChildByName(i+"_"+j).name=(i+1)+"_"+j;
						break;
					}
				}
				// If a gem is falling
				if (gemsAreFalling) {
					// don't allow any more to start falling
					break;
				}
			}
			// If no gems are falling
			if (! gemsAreFalling) {
				// Assume no new gems are needed
				var needNewGem:Boolean=false;
				// but check all spaces...
				for (i=7; i>=0; i--) {
					for (j=0; j<8; j++) {
						// and if a spot is empty
						if (gems_array[i][j]==-1) {
							// now we know we need a new gem
							needNewGem=true;
							// pick a random color for the gem
							gems_array[0][j]=Math.floor(Math.random()*7);
							// create the gem
							aGem=new Sprite();
							aGem.graphics.beginFill(colours_array[gems_array[0][j]]);
							aGem.graphics.drawCircle(30,30,29);
							aGem.graphics.endFill();
							// ID it
							aGem.name="0_"+j;
							// position it
							aGem.x=j*60-240;
							aGem.y=-240;
							// show it
							gemCanvas.addChild(aGem);
							// stop creating new gems
							break;
						}
					}
					// if a new gem was created, stop checking
					if (needNewGem) {
						break;
					}
				}
				// If no new gems were needed...
				if (! needNewGem) {
					// assume no more/new lines are on the board
					var moreLinesAvailable:Boolean=false;
					// check all gems
					for (i=7; i>=0; i--) {
						for (j=0; j<8; j++) {
							// if a line is found
							if (rowLineLength(i,j)>2 || columnLineLength(i,j)>2) {
								// then we know more lines are available
								moreLinesAvailable=true;
								// creat a new array, set the gem type of the line, and where it is
								var lineGems:Array=[i+"_"+j];
								var gemType:uint=gems_array[i][j];
								var linePosition:int;
								// check t's a horizontal line...
								if (rowLineLength(i,j)>2) {
									// if so, find our how long it is and put all the line's gems into the array
									linePosition=j;
									while (sameGemIsHere(gemType,i,linePosition-1)) {
										linePosition--;
										lineGems.push(i+"_"+linePosition);
									}
									linePosition=j;
									while (sameGemIsHere(gemType,i,linePosition+1)) {
										linePosition++;
										lineGems.push(i+"_"+linePosition);
									}
								}
								// check t's a vertical line...
								if (columnLineLength(i,j)>2) {
									// if so, find our how long it is and put all the line's gems into the array
									linePosition=i;
									while (sameGemIsHere(gemType,linePosition-1,j)) {
										linePosition--;
										lineGems.push(linePosition+"_"+j);
									}
									linePosition=i;
									while (sameGemIsHere(gemType,linePosition+1,j)) {
										linePosition++;
										lineGems.push(linePosition+"_"+j);
									}
								}
								// for all gems in the line...
								for (i=0; i0){
									gemCanvas.removeChildAt(0);
								}
								for (i=0; i<8; i++) {
									for (j=0; j<8; j++) {
										aGem=new Sprite();
										aGem.graphics.beginFill(colours_array[gems_array[i][j]]);
										aGem.graphics.drawCircle(30,30,29);
										aGem.graphics.endFill();
										aGem.name=i+"_"+j;
										aGem.x=j*60-240;
										aGem.y=i*60-240;
										gemCanvas.addChild(aGem);
									}
								}
							}
						}
						else{
							// allow new moves to be made
							clickPossible=true;
							// remove score multiplier
							inaRow=0;
						}
					}
				}
			}
			// display new score
			score_txt.text=score.toString();
		}
		// When the user clicks
		private function onClick(e:MouseEvent):void {
			// If a click is allowed
			if (clickPossible) {
				// If the click is within the game area...
				if (mouseX<480&&mouseX>0&&mouseY<480&&mouseY>0) {
					// Find which row and column were clicked
					var clickedRow:uint=Math.floor(mouseY/60);
					var clickedColumn:uint=Math.floor(mouseX/60);
					// Check if the clicked gem is adjacent to the selector
					// If not...
					if (!(((clickedRow==selectorRow+1 || clickedRow==selectorRow-1)&&clickedColumn==selectorColumn)||((clickedColumn==selectorColumn+1 || clickedColumn==selectorColumn-1) && clickedRow==selectorRow))) {
						// Find row and colum the selector should move to
						selectorRow=clickedRow;
						selectorColumn=clickedColumn;
						// Move it to the chosen position
						selectorBox.x=60*selectorColumn;
						selectorBox.y=60*selectorRow;
						// If hidden, show it.
						selectorBox.visible=true;
					}
					// If it is not next to it...
					else {
						// Swap the gems;
						swapGems(selectorRow,selectorColumn,clickedRow,clickedColumn);
						// If they make a line...
						if (rowLineLength(selectorRow,selectorColumn)>2 || columnLineLength(selectorRow,selectorColumn)>2||rowLineLength(clickedRow,clickedColumn)>2 || columnLineLength(clickedRow,clickedColumn)>2) {
							// remove the hint text
							hint_txt.text="";
							// dis-allow a new move until cascade has ended (removes glitches)
							clickPossible=false;
							// move and rename the gems
							gemCanvas.getChildByName(selectorRow+"_"+selectorColumn).x=clickedColumn*60-240;
							gemCanvas.getChildByName(selectorRow+"_"+selectorColumn).y=clickedRow*60-240;
							gemCanvas.getChildByName(selectorRow+"_"+selectorColumn).name="t";
							gemCanvas.getChildByName(clickedRow+"_"+clickedColumn).x=selectorColumn*60-240;
							gemCanvas.getChildByName(clickedRow+"_"+clickedColumn).y=selectorRow*60-240;
							gemCanvas.getChildByName(clickedRow+"_"+clickedColumn).name=selectorRow+"_"+selectorColumn;
							gemCanvas.getChildByName("t").name=clickedRow+"_"+clickedColumn;
							match = true;
							rotate = true;
						}
						// If not...
						else {
							// Switch them back
							swapGems(selectorRow,selectorColumn,clickedRow,clickedColumn);
							match = false;
						}
						if (match) {
							// Move the selector position to default
							selectorRow=-10;
							selectorColumn=-10;
							// and hide it
							selectorBox.visible=false;
						}
						else {
							// Set the selector position
							selectorRow=clickedRow;
							selectorColumn=clickedColumn;
							// Move the box into position
							selectorBox.x=60*selectorColumn;
							selectorBox.y=60*selectorRow;
							match = false;
							// If hidden, show it.
							selectorBox.visible=true;
						}
					}
				}
				// If the click is outside the game area
				else {
					// For gems in all rows...
					for (var i:uint=0; i<8; i++) {
						// and columns...
						for (var j:uint=0; j<8; j++) {
							// if they're not too close to the side... 
							if (i<7) {
								// swap them horizontally
								swapGems(i,j,i+1,j);
								// check if they form a line
								if ((rowLineLength(i,j)>2||columnLineLength(i,j)>2||rowLineLength(i+1,j)>2||columnLineLength(i+1,j)>2)) {
									// if so, name the move made
									selectorBox.x = j*60;
									selectorBox.y = i*60;
									selectorBox.visible = true;
									hint_txt.text = (i+1).toString()+","+(j+1).toString()+"->"+(i+2).toString()+","+(j+1).toString();
								}
								// swap the gems back
								swapGems(i,j,i+1,j);
							}
							// then if they're not to close to the bottom...
							if (j<7) {
								// swap it vertically
								swapGems(i,j,i,j+1);
								// check if it forms a line
								if ((rowLineLength(i,j)>2||columnLineLength(i,j)>2||rowLineLength(i,j+1)>2||columnLineLength(i,j+1)>2) ) {
									// if so, name it
									selectorBox.x = j*60;
									selectorBox.y = i*60;
									selectorBox.visible = true;
									hint_txt.text = (i+1).toString()+","+(j+1).toString()+"->"+(i+1).toString()+","+(j+2).toString();
								}
								// swap the gems back
								swapGems(i,j,i,j+1);
							}
						}
					}
				}
			}
		}
		//Swap given gems
		private function swapGems(fromRow:uint,fromColumn:uint,toRow:uint,toColumn:uint):void {
			//Save the original position
			var originalPosition:uint=gems_array[fromRow][fromColumn];
			//Move original gem to new position
			gems_array[fromRow][fromColumn]=gems_array[toRow][toColumn];
			//move second gem to saved, original gem's position
			gems_array[toRow][toColumn]=originalPosition;
		}
		//Find out if there us a horizontal line
		private function rowLineLength(row:uint,column:uint):uint {
			var gemType:uint=gems_array[row][column];
			var lineLength:uint=1;
			var checkColumn:int=column;
			//check how far left it extends
			while (sameGemIsHere(gemType,row,checkColumn-1)) {
				checkColumn--;
				lineLength++;
			}
			checkColumn=column;
			//check how far right it extends
			while (sameGemIsHere(gemType,row,checkColumn+1)) {
				checkColumn++;
				lineLength++;
			}
			// return total line length
			return (lineLength);
		}
		//Find out if there us a vertical line
		private function columnLineLength(row:uint,column:uint):uint {
			var gemType:uint=gems_array[row][column];
			var lineLength:uint=1;
			var checkRow:int=row;
			//check how low it extends
			while (sameGemIsHere(gemType,checkRow-1,column)) {
				checkRow--;
				lineLength++;
			}
			//check how high it extends
			checkRow=row;
			while (sameGemIsHere(gemType,checkRow+1,column)) {
				checkRow++;
				lineLength++;
			}
			// return total line length
			return (lineLength);
		}
		private function sameGemIsHere(gemType:uint,row:int,column:int):Boolean {
			//Check there are gems in the chosen row
			if (gems_array[row]==null) {
				return false;
			}
			//If there are, check if there is a gem in the chosen slot
			if (gems_array[row][column]==null) {
				return false;
			}
			//If there is, check if it's the same as the chosen gem type
			return gemType==gems_array[row][column];
		}
		private function rotateClockwise(a:Array):void {
			var n:int=a.length;
			for (var i:int=0; i

My code is written mainly at lines 197-218

gemCanvas.rotation+=5;
if(gemCanvas.rotation%90==0){
	rotate=false;
	gemCanvas.rotation=0;
	rotateClockwise(gems_array);
	while(gemCanvas.numChildren>0){
		gemCanvas.removeChildAt(0);
	}
	for (i=0; i<8; i++) {
		for (j=0; j<8; j++) {
			aGem=new Sprite();
			aGem.graphics.beginFill(colours_array[gems_array[i][j]]);
			aGem.graphics.drawCircle(30,30,29);
			aGem.graphics.endFill();
			aGem.name=i+"_"+j;
			aGem.x=j*60-240;
			aGem.y=i*60-240;
			gemCanvas.addChild(aGem);
		}
	}
}

To save coding time, I only rotate the two-dimensional array, then remove all jewels and recreate them in their new position.

This is the result:

I wonder if it could be interesting to create a real game out of it. Any idea?

No need to download anything, replace the source code of the original prototype with the one on this page.

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