Get the full commented source code of

HTML5 Suika Watermelon Game

Talking about Bejeweled game, Game development, HTML5, Javascript and Phaser.

The Bejeweled prototype made with Phaser gets a new update with a new feature. Last time I showed you how to suggest moves and now it’s time to reward matches of four jewels by removing the entire row or column, and to reward match of five jewels by removing all jewels with the same color as matched jewels. Have a look and try to do some four or five jewels long matches.
Do you want to see how you can do this? Have a look at the source code, I highlighted the lines of code added since the previous version.
var game;
var fieldSize = 7;
var orbColors = 6;
var orbSize = 100;
//
var swapSpeed = 200;
var fallSpeed = 500;
var destroySpeed = 200;
var fastFall = true;
//
var gameArray = [];
var removeMap = [];
var orbGroup;
var selectedOrb; 
var canPick = true;
//
var hand;
var handTween;

window.onload = function() {	        
	game = new Phaser.Game(700, 700);
	game.state.add("PlayGame", playGame)
	game.state.start("PlayGame");
}

var playGame = function(game){}
playGame.prototype = {
	preload: function(){
          game.load.spritesheet("orbs", "assets/sprites/orbs.png", orbSize, orbSize);
          game.load.image("hand", "assets/sprites/hand.png");	
	},
	create: function(){
          drawField();
          showSuggestion();
          canPick = true;
          game.input.onDown.add(orbSelect);
          game.input.onUp.add(orbDeselect);
	}
}	

function drawField(){
     orbGroup = game.add.group();
     for(var i = 0; i < fieldSize; i ++){
          gameArray[i] = [];
          for(var j = 0; j < fieldSize; j ++){
               var orb = game.add.sprite(orbSize * j + orbSize / 2, orbSize * i + orbSize / 2, "orbs");
               orb.anchor.set(0.5);
               orbGroup.add(orb);
               do{
                    var randomColor = game.rnd.between(0, orbColors - 1);  
                    orb.frame = randomColor;
                    gameArray[i][j] = {
                         orbColor: randomColor,
                         orbSprite: orb
                    }
               } while(isMatch(i, j));   
          }
     }
     selectedOrb = null;
     hand = game.add.sprite(0, 0, "hand");
     hand.anchor.set(0.5);
     hand.visible = false;
}

function showSuggestion(){
     var matchFound = false;
     for(var i = 0; i < fieldSize - 1; i ++){          
          for(var j = 0; j < fieldSize - 1; j ++){
               tmpSwap(i, j, i + 1, j);
               if(matchInBoard()){
                    hand.visible = true;
                    hand.x = gameArray[i + 1][j].orbSprite.x + 16;
                    hand.y = gameArray[i + 1][j].orbSprite.y + 70;
                    handTween = game.add.tween(hand).to({
                         y: hand.y + 100
                    }, 500, Phaser.Easing.Linear.None, true, 0, -1, true);
                    matchFound = true;
               }
               tmpSwap(i, j, i + 1, j);
               if(matchFound){
                    return;
               }   
               tmpSwap(i, j, i, j + 1);
               if(matchInBoard()){
                    hand.visible = true;
                    hand.x = gameArray[i][j + 1].orbSprite.x + 16;
                    hand.y = gameArray[i][j + 1].orbSprite.y + 70;
                    handTween = game.add.tween(hand).to({
                         x: hand.x + 100
                    }, 500, Phaser.Easing.Linear.None, true, 0, -1, true);
                    matchFound = true;
               }
               tmpSwap(i, j, i, j + 1);
               if(matchFound){
                    return;
               }     
          }
     } 
     console.log("no match");    
}

function tmpSwap(row1, col1, row2, col2){
     var tmp = gameArray[row1][col1];
     gameArray[row1][col1] = gameArray[row2][col2];
     gameArray[row2][col2] = tmp;     
}

function orbSelect(e){
     if(canPick){
          hand.visible = false;
          handTween.stop();
          var row = Math.floor(e.clientY / orbSize);
          var col = Math.floor(e.clientX / orbSize);
          var pickedOrb = gemAt(row, col)
          if(pickedOrb != -1){
               if(selectedOrb == null){
                    pickedOrb.orbSprite.scale.setTo(1.2);
                    pickedOrb.orbSprite.bringToTop();
                    selectedOrb = pickedOrb;
                    game.input.addMoveCallback(orbMove);
               }
               else{
                    if(areTheSame(pickedOrb, selectedOrb)){
                         selectedOrb.orbSprite.scale.setTo(1);
                         selectedOrb = null;
                    }
                    else{     
                         if(areNext(pickedOrb, selectedOrb)){
                              selectedOrb.orbSprite.scale.setTo(1);
                              swapOrbs(selectedOrb, pickedOrb, true);                  
                         }
                         else{
                              selectedOrb.orbSprite.scale.setTo(1);
                              pickedOrb.orbSprite.scale.setTo(1.2); 
                              selectedOrb = pickedOrb;  
                              game.input.addMoveCallback(orbMove);      
                         }
                    }
               }     
          }
     }
}

function orbDeselect(e){
     game.input.deleteMoveCallback(orbMove);     
}

function orbMove(event, pX, pY){
     if(event.id == 0){
          var distX = pX - selectedOrb.orbSprite.x;
          var distY = pY - selectedOrb.orbSprite.y;
          var deltaRow = 0;
          var deltaCol = 0;
          if(Math.abs(distX) > orbSize / 2){
               if(distX > 0){
                    deltaCol = 1;
               }
               else{
                    deltaCol = -1;
               }
          }
          else{
               if(Math.abs(distY) > orbSize / 2){
                    if(distY > 0){
                        deltaRow = 1;
                    }
                    else{
                         deltaRow = -1;
                    }
               }
          }
          if(deltaRow + deltaCol != 0){
               var pickedOrb = gemAt(getOrbRow(selectedOrb) + deltaRow, getOrbCol(selectedOrb) + deltaCol); 
               if(pickedOrb != -1){
                    selectedOrb.orbSprite.scale.setTo(1);
                    swapOrbs(selectedOrb, pickedOrb, true);
                    game.input.deleteMoveCallback(orbMove);
               }    
          }
     }
}

function swapOrbs(orb1, orb2, swapBack){ 
     canPick = false;   
     var fromColor = orb1.orbColor;
     var fromSprite = orb1.orbSprite;
     var toColor = orb2.orbColor;
     var toSprite = orb2.orbSprite;
     gameArray[getOrbRow(orb1)][getOrbCol(orb1)].orbColor = toColor;
     gameArray[getOrbRow(orb1)][getOrbCol(orb1)].orbSprite = toSprite;
     gameArray[getOrbRow(orb2)][getOrbCol(orb2)].orbColor = fromColor;
     gameArray[getOrbRow(orb2)][getOrbCol(orb2)].orbSprite = fromSprite;
     var orb1Tween = game.add.tween(gameArray[getOrbRow(orb1)][getOrbCol(orb1)].orbSprite).to({
          x: getOrbCol(orb1) * orbSize + orbSize / 2,
          y: getOrbRow(orb1) * orbSize + orbSize / 2
     }, swapSpeed, Phaser.Easing.Linear.None, true);     
     var orb2Tween = game.add.tween(gameArray[getOrbRow(orb2)][getOrbCol(orb2)].orbSprite).to({
          x: getOrbCol(orb2) * orbSize + orbSize / 2,
          y: getOrbRow(orb2) * orbSize + orbSize / 2
     }, swapSpeed, Phaser.Easing.Linear.None, true); 
     orb2Tween.onComplete.add(function(){
          if(!matchInBoard() && swapBack){
               swapOrbs(orb1, orb2, false);          
          }
          else{ 
               if(matchInBoard()){
                    handleMatches();
               }
               else{        
                    canPick = true;
                    selectedOrb = null;
               }
          }    
     });
}

function areNext(orb1, orb2){
     return Math.abs(getOrbRow(orb1) - getOrbRow(orb2)) + Math.abs(getOrbCol(orb1) - getOrbCol(orb2)) == 1;
}

function areTheSame(orb1, orb2){
     return getOrbRow(orb1) == getOrbRow(orb2) && getOrbCol(orb1) == getOrbCol(orb2);
}

function gemAt(row, col){
     if(row < 0 || row >= fieldSize || col < 0 || col >= fieldSize){
          return -1;
     }
     return gameArray[row][col];
}

function getOrbRow(orb){
     return Math.floor(orb.orbSprite.y / orbSize);
}

function getOrbCol(orb){
     return Math.floor(orb.orbSprite.x / orbSize);
}

function isHorizontalMatch(row, col){
     return gemAt(row, col).orbColor == gemAt(row, col - 1).orbColor && gemAt(row, col).orbColor == gemAt(row, col - 2).orbColor; 
}

function isVerticalMatch(row, col){
     return gemAt(row, col).orbColor == gemAt(row - 1, col).orbColor && gemAt(row, col).orbColor == gemAt(row - 2, col).orbColor; 
}

function isMatch(row, col){
     return isHorizontalMatch(row, col) || isVerticalMatch(row, col);
}

function matchInBoard(){
     for(var i = 0; i < fieldSize; i++){
          for(var j = 0; j < fieldSize; j++){
               if(isMatch(i, j)){
                    return true;
               }
          }
     }
     return false;
}

function handleMatches(){   
     removeMap = []; 
     for(var i = 0; i < fieldSize; i++){
          removeMap[i] = [];
          for(var j = 0; j < fieldSize; j++){
               removeMap[i].push(0);
          }
     }
     handleHorizontalMatches();
     handleVerticalMatches();
     destroyOrbs();
}

function handleVerticalMatches(){
     for(var i = 0; i < fieldSize; i++){
          var colorStreak = 1;
          var currentColor = -1;
          var startStreak = 0;
          for(var j = 0; j < fieldSize; j++){ 
               if(gemAt(j, i).orbColor == currentColor){
                    colorStreak ++;
               }              
               if(gemAt(j, i).orbColor != currentColor || j == fieldSize - 1){
                    if(colorStreak >= 3){
                         console.log("VERTICAL :: Length = "+colorStreak + " :: Start = ("+startStreak+","+i+") :: Color = "+currentColor);
                         switch(colorStreak){
                              case 3:
                                   for(var k = 0; k < colorStreak; k++){
                                        removeMap[startStreak + k][i] ++;
                                   }
                                   break;
                              case 4:
                                   for(var k = 0; k < fieldSize; k++){
                                        removeMap[k][i] ++;
                                   }
                                   break;
                              default:
                                   for(var k = 0; k < fieldSize; k++){
                                        for(var l = 0; l < fieldSize; l++){
                                             if(gemAt(k, l).orbColor == currentColor){
                                                  removeMap[k][l] ++;
                                             }
                                        }
                                   }            
                                   break;                              
                         }
                    }
                    startStreak = j;
                    colorStreak = 1;
                    currentColor = gemAt(j, i).orbColor;
               }
          }
     }
}

function handleHorizontalMatches(){
     for(var i = 0; i < fieldSize; i++){
          var colorStreak = 1;
          var currentColor = -1;
          var startStreak = 0;
          for(var j = 0; j < fieldSize; j++){ 
               if(gemAt(i, j).orbColor == currentColor){
                    colorStreak ++;
               }              
               if(gemAt(i, j).orbColor != currentColor || j == fieldSize - 1){
                    if(colorStreak >= 3){
                         console.log("HORIZONTAL :: Length = "+colorStreak + " :: Start = ("+i+","+startStreak+") :: Color = "+currentColor);
                         switch(colorStreak){
                              case 3:
                                   for(var k = 0; k < colorStreak; k++){
                                        removeMap[i][startStreak + k] ++;
                                   }
                                   break;
                              case 4:
                                   for(var k = 0; k < fieldSize; k++){
                                        removeMap[i][k] ++;
                                   }
                                   break;
                              default:
                                   for(var k = 0; k < fieldSize; k++){
                                        for(var l = 0; l < fieldSize; l++){
                                             if(gemAt(k, l).orbColor == currentColor){
                                                  removeMap[k][l] ++;
                                             }
                                        }
                                   }    
                                   break;                              
                         }
                    }
                    startStreak = j;
                    colorStreak = 1;
                    currentColor = gemAt(i, j).orbColor;
               }
          }
     }
}

function destroyOrbs(){
     var destroyed = 0;
     for(var i = 0; i < fieldSize; i++){
          for(var j = 0; j < fieldSize; j++){
               if(removeMap[i][j]>0){
                    var destroyTween = game.add.tween(gameArray[i][j].orbSprite).to({
                         alpha: 0
                    }, destroySpeed, Phaser.Easing.Linear.None, true);
                    destroyed ++;
                    destroyTween.onComplete.add(function(orb){
                         orb.destroy();
                         destroyed --;
                         if(destroyed == 0){
                              makeOrbsFall();
                              if(fastFall){
                                   replenishField();
                              }    
                         }
                    });
                    gameArray[i][j] = null;  
               }
          }
     }
}

function makeOrbsFall(){
     var fallen = 0;
     var restart = false;
     for(var i = fieldSize - 2; i >= 0; i--){
          for(var j = 0; j < fieldSize; j++){
               if(gameArray[i][j] != null){
                    var fallTiles = holesBelow(i, j);
                    if(fallTiles > 0){
                         if(!fastFall && fallTiles > 1){
                              fallTiles = 1;
                              restart = true;                             
                         }
                         var orb2Tween = game.add.tween(gameArray[i][j].orbSprite).to({
                              y: gameArray[i][j].orbSprite.y + fallTiles * orbSize
                         }, fallSpeed, Phaser.Easing.Linear.None, true); 
                         fallen ++;
                         orb2Tween.onComplete.add(function(){
                              fallen --;
                              if(fallen == 0){
                                   if(restart){
                                        makeOrbsFall();
                                   }
                                   else{
                                        if(!fastFall){
                                             replenishField();
                                        }
                                   }      
                              }
                         })
                         gameArray[i + fallTiles][j] = {
                              orbSprite: gameArray[i][j].orbSprite,
                              orbColor: gameArray[i][j].orbColor     
                         }
                         gameArray[i][j] = null;
                    }
               }
          }
     }
     if(fallen == 0){
          replenishField();     
     }
}

function replenishField(){
     var replenished = 0;
     var restart = false;
     for(var j = 0; j < fieldSize; j++){
          var emptySpots = holesInCol(j);
          if(emptySpots > 0){
               if(!fastFall && emptySpots > 1){
                    emptySpots = 1;
                    restart = true;   
               }
               for(i = 0; i < emptySpots; i++){
                    var orb = game.add.sprite(orbSize * j + orbSize / 2, - (orbSize * (emptySpots - 1 - i) + orbSize / 2), "orbs");
                    orb.anchor.set(0.5);
                    orbGroup.add(orb);
                    var randomColor = game.rnd.between(0, orbColors - 1);  
                    orb.frame = randomColor;
                    gameArray[i][j] = {
                         orbColor: randomColor,
                         orbSprite: orb
                    }
                    var orb2Tween = game.add.tween(gameArray[i][j].orbSprite).to({
                         y: orbSize * i + orbSize / 2
                    }, fallSpeed, Phaser.Easing.Linear.None, true);
                    replenished ++;  
                    orb2Tween.onComplete.add(function(){
                         replenished --;
                         if(replenished == 0){
                              if(restart){
                                   makeOrbsFall();
                              }
                              else{
                                   if(matchInBoard()){
                                        game.time.events.add(250, handleMatches);
                                   }
                                   else{
                                        canPick = true;
                                        selectedOrb = null;
                                        showSuggestion();
                                   }  
                              }
                         }
                    }) 
               }
          }
     }
}

function holesBelow(row, col){
     var result = 0;
     for(var i = row + 1; i < fieldSize; i++){
          if(gameArray[i][col] == null){
               result ++;          
          }
     }
     return result;
}

function holesInCol(col){
     var result = 0;
     for(var i = 0; i < fieldSize; i++){
          if(gameArray[i][col] == null){
               result ++;          
          }
     }
     return result;     
}
We are about to have a complete Bejeweled prototype, next time we’ll see how to detect multiple matches, meanwhile you can get the source code of the full project.

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