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Talking about 2048 game, Game development, HTML5, Javascript and Phaser.

Do you like 2048 game? Some days ago I published the source code of 2048 using Phaser CE 2.10.1, now it’s time to see it made with Phaser 3. I tried to keep the Phaser 3 source code as much similar as possible to its Phaser 2 counterpart, for you to check both codes and compare them. First, let’s have a look at the game:
Use WASD keys to move tiles. Porting the game from Phaser 2 to Phaser 3 was easy, I just have to bear with some things: * Flat display list, yes, the infamous flat display list. I just had to pay attention to tweens, not to forget to move children previously handled by display hierarchy * No tint in CANVAS mode, WebGL only. * No (apparent) way to automatically sort group children depth, I mean I could not use stuff like this.fieldGroup.sort("x", Phaser.Group.SORT_ASCENDING); but have to sort children “by hand”. * No way to make key events fire unless you don’t dive focus to the iframe, no matter how many times you click on the iframe. I had to focus the iframe with window.focus() * No way to scale the game unless you do it manually. * No way to set the scope of tween callback functions, but it’s probably me, I did not manage to make onCompleteScope work, if this was the right way. On the other hand, I like how tweens work, they are easier to configure. I can’t talk about performance as the game is very basic, but I recommend you all to start using Phaser 3 because it’s the future of Phaser development and as developers we have to follow the future. Have a look at the source code:
var game;
var gameOptions = {
    tileSize: 200,
    colors: {
        0: 0xFFFFFF,
        2: 0xFFFFFF,
        4: 0xFFEEEE,
        8: 0xFFDDDD,
        16: 0xFFCCCC,
        32: 0xFFBBBB,
        64: 0xFFAAAA,
        128: 0xFF9999,
        256: 0xFF8888,
        512: 0xFF7777,
        1024: 0xFF6666,
        2048: 0xFF5555,
        4096: 0xFF4444,
        8192: 0xFF3333,
        16384: 0xFF2222,
        32768: 0xFF1111,
        65536: 0xFF0000
    },
    tweenSpeed: 50
}
window.onload = function() {
    var gameConfig = {
       type: Phaser.WEBGL,
       width: gameOptions.tileSize * 4,
       height: gameOptions.tileSize * 4,
       backgroundColor: 0x444444,
       scene: [playGame]
   };
    game = new Phaser.Game(gameConfig);
    window.focus()
    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.image("tile", "tile.png");
    },
    create: function(){
        this.fieldArray = [];
        this.fieldGroup = this.add.group();
        for(var i = 0; i < 4; i++){
            this.fieldArray[i] = [];
            for(var j = 0; j < 4; j++){
                var two = this.add.sprite(j * gameOptions.tileSize + gameOptions.tileSize / 2, i * gameOptions.tileSize  + gameOptions.tileSize / 2, "tile");
                two.alpha = 0;
                two.visible = 0;
                this.fieldGroup.add(two);
                var text = this.add.text(j * gameOptions.tileSize + gameOptions.tileSize / 2, i * gameOptions.tileSize  + gameOptions.tileSize / 2, "2", {
                    font: "bold 64px Arial",
                    align: "center",
                    color: "black",
                    align: "center"
                });
                text.setOrigin(0.5);
                text.alpha = 0;
                text.visible = 0;
                this.fieldGroup.add(text);
                this.fieldArray[i][j] = {
                    tileValue: 0,
                    tileSprite: two,
                    tileText: text,
                    canUpgrade: true
                }
            }
        }
        this.input.keyboard.on("keydown", this.handleKey, this);
        this.canMove = false;
        this.addTwo();
        this.addTwo();
    },
    addTwo: function(){
        var emptyTiles = [];
        for(var i = 0; i < 4; i++){
            for(var j = 0; j < 4; j++){
                if(this.fieldArray[i][j].tileValue == 0){
                    emptyTiles.push({
                        row: i,
                        col: j
                    })
                }
            }
        }
        var chosenTile = Phaser.Utils.Array.GetRandomElement(emptyTiles);
        this.fieldArray[chosenTile.row][chosenTile.col].tileValue = 2;
        this.fieldArray[chosenTile.row][chosenTile.col].tileSprite.visible = true;
        this.fieldArray[chosenTile.row][chosenTile.col].tileText.setText("2");
        this.fieldArray[chosenTile.row][chosenTile.col].tileText.visible = true;
        this.tweens.add({
            targets: [this.fieldArray[chosenTile.row][chosenTile.col].tileSprite, this.fieldArray[chosenTile.row][chosenTile.col].tileText],
            alpha: 1,
            duration: gameOptions.tweenSpeed,
            onComplete: function(tween){
                tween.parent.scene.canMove = true;
            },
        });
	},
    handleKey: function(e){
        if(this.canMove){
            var children = this.fieldGroup.getChildren();
            switch(e.code){
                case "KeyA":
                    for (var i = 0; i < children.length; i++){
                        children[i].depth = children[i].x;
                    }
                    this.handleMove(0, -1);
                    break;
                case "KeyD":
                    for (var i = 0; i < children.length; i++){
                        children[i].depth = game.config.width - children[i].x;
                    }
                    this.handleMove(0, 1);
                    break;
                case "KeyW":
                    for (var i = 0; i < children.length; i++){
                        children[i].depth = children[i].y;
                    }
                    this.handleMove(-1, 0);
                    break;
                case "KeyS":
                    for (var i = 0; i < children.length; i++){
                        children[i].depth = game.config.height - children[i].y;
                    }
                    this.handleMove(1, 0);
                    break;
            }
        }
    },
    handleMove: function(deltaRow, deltaCol){
        this.canMove = false;
        var somethingMoved = false;
        this.movingTiles = 0;
        for(var i = 0; i < 4; i++){
            for(var j = 0; j < 4; j++){
                var colToWatch = deltaCol == 1 ? (4 - 1) - j : j;
                var rowToWatch = deltaRow == 1 ? (4 - 1) - i : i;
                var tileValue = this.fieldArray[rowToWatch][colToWatch].tileValue;
                if(tileValue != 0){
                    var colSteps = deltaCol;
                    var rowSteps = deltaRow;
                    while(this.isInsideBoard(rowToWatch + rowSteps, colToWatch + colSteps) && this.fieldArray[rowToWatch + rowSteps][colToWatch + colSteps].tileValue == 0){
                        colSteps += deltaCol;
                        rowSteps += deltaRow;
                    }
                    if(this.isInsideBoard(rowToWatch + rowSteps, colToWatch + colSteps) && (this.fieldArray[rowToWatch + rowSteps][colToWatch + colSteps].tileValue == tileValue) && this.fieldArray[rowToWatch + rowSteps][colToWatch + colSteps].canUpgrade && this.fieldArray[rowToWatch][colToWatch].canUpgrade){
                        this.fieldArray[rowToWatch + rowSteps][colToWatch + colSteps].tileValue = tileValue * 2;
                        this.fieldArray[rowToWatch + rowSteps][colToWatch + colSteps].canUpgrade = false;
                        this.fieldArray[rowToWatch][colToWatch].tileValue = 0;
                        this.moveTile(this.fieldArray[rowToWatch][colToWatch], rowToWatch + rowSteps, colToWatch + colSteps, Math.abs(rowSteps + colSteps), true);
                        somethingMoved = true;
                    }
                    else{
                        colSteps = colSteps - deltaCol;
                        rowSteps = rowSteps - deltaRow;
                        if(colSteps != 0 || rowSteps != 0){
                            this.fieldArray[rowToWatch + rowSteps][colToWatch + colSteps].tileValue = tileValue;
                            this.fieldArray[rowToWatch][colToWatch].tileValue = 0;
                            this.moveTile(this.fieldArray[rowToWatch][colToWatch], rowToWatch + rowSteps, colToWatch + colSteps, Math.abs(rowSteps + colSteps), false);
                            somethingMoved = true;
                        }
                    }
                }
            }
        }
        if(!somethingMoved){
            this.canMove = true;
        }
    },
    moveTile: function(tile, row, col, distance, changeNumber){
        this.movingTiles ++;
        this.tweens.add({
            targets: [tile.tileSprite, tile.tileText],
            x: col * gameOptions.tileSize + gameOptions.tileSize / 2,
            y: row * gameOptions.tileSize + gameOptions.tileSize / 2,
            duration: gameOptions.tweenSpeed * distance,
            onComplete: function(tween){
                tween.parent.scene.movingTiles --;
                if(changeNumber){
                    tween.parent.scene.transformTile(tile, row, col);
                }
                if(tween.parent.scene.movingTiles == 0){
                    tween.parent.scene.resetTiles();
                    tween.parent.scene.addTwo();
                }
            }
        })
    },
    transformTile: function(tile, row, col){
        this.movingTiles ++;
        tile.tileText.setText(this.fieldArray[row][col].tileValue.toString());
        tile.tileSprite.setTint(gameOptions.colors[this.fieldArray[row][col].tileValue]);
        this.tweens.add({
            targets: [tile.tileSprite],
            scaleX: 1.1,
            scaleY: 1.1,
            duration: gameOptions.tweenSpeed,
            yoyo: true,
            repeat: 1,
            onComplete: function(tween){
                tween.parent.scene.movingTiles --;
                if(tween.parent.scene.movingTiles == 0){
                    tween.parent.scene.resetTiles();
                    tween.parent.scene.addTwo();
                }
            }
        })
    },
    resetTiles: function(){
        for(var i = 0; i < 4; i++){
            for(var j = 0; j < 4; j++){
                this.fieldArray[i][j].canUpgrade = true;
                this.fieldArray[i][j].tileSprite.x = j * gameOptions.tileSize + gameOptions.tileSize / 2;
                this.fieldArray[i][j].tileSprite.y = i * gameOptions.tileSize + gameOptions.tileSize / 2;
                this.fieldArray[i][j].tileText.x = j * gameOptions.tileSize + gameOptions.tileSize / 2;
                this.fieldArray[i][j].tileText.y = i * gameOptions.tileSize + gameOptions.tileSize / 2;
                if(this.fieldArray[i][j].tileValue > 0){
                    this.fieldArray[i][j].tileSprite.alpha = 1;
                    this.fieldArray[i][j].tileSprite.visible = true;
                    this.fieldArray[i][j].tileText.alpha = 1;
                    this.fieldArray[i][j].tileText.visible = true;
                    this.fieldArray[i][j].tileText.setText(this.fieldArray[i][j].tileValue.toString());
                }
                else{
                    this.fieldArray[i][j].tileValue = 0;
                    this.fieldArray[i][j].tileSprite.alpha = 0;
                    this.fieldArray[i][j].tileSprite.visible = false;
                    this.fieldArray[i][j].tileText.alpha = 0;
                    this.fieldArray[i][j].tileText.visible = false;
                }
                this.fieldArray[i][j].tileSprite.setTint(gameOptions.colors[this.fieldArray[i][j].tileValue]);
            }
        }
    },
    isInsideBoard: function(row, col){
        return (row >= 0) && (col >= 0) && (row < 4) && (col < 4);
    }
});
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";
    }
}
Did you already start developing in Phaser 3? Let me know, meanwhile download the source code and (spoiler alert) wait for the upcoming Phaser 3 book.

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