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Talking about SameGame game, Game development, HTML5 and Javascript.

If you liked Pandaban, the Sokoban prototype made with Panda 2, you will probably like Samepanda, a Samegame prototype which is the porting of the HTML5 Endless SameGame engine with object pooling made with Phaser. Have a look:
Select a tile with at least another tile of the same color around it, and see what happens. No sprites are destroyed. It’s just object pooling. I like how Panda 2 has its own internal object pooling methods, it’s a bit more intuitive than managing it with arrays. By the way, the code is pretty similar to Phaser version, here it is, still uncommented because I am adding some more features:
game.module(
    "game.main"
)
.body(function(){
    
    var gameOptions = {
        tileSize: 100,     
        fieldSize: {       
            rows: 8,     
            cols: 8      
        },
        colors: ["#ff0000", "#00ff00", "#0000ff", "#ffff00"]
    }
    game.addAsset("tile.png");
    game.createScene("Main",{
        init: function(){
            this.createLevel();
            
        },
        createLevel: function(){
            this.canPick = true;
            this.tilesArray = [];
            this.tileContainer = new game.Container();
            this.tileContainer.x = (game.width - gameOptions.tileSize * gameOptions.fieldSize.cols) / 2;
            this.tileContainer.y = (game.height - gameOptions.tileSize * gameOptions.fieldSize.rows) / 2;
            this.tileContainer.addTo(this.stage);
            for(var i = 0; i < gameOptions.fieldSize.rows; i++){
                this.tilesArray[i] = [];
                for(var j = 0; j < gameOptions.fieldSize.cols; j++){
                    this.addTile(i, j);
                }
            }
            game.pool.create("tiles");
        },
        addTile: function(row, col){
            var tileXPos = col * gameOptions.tileSize + gameOptions.tileSize / 2;  
            var tileYPos = row * gameOptions.tileSize + gameOptions.tileSize / 2;
            var theTile = new game.Sprite("tile.png");
            theTile.position.set(tileXPos, tileYPos);
            theTile.anchor.set(50, 50);
            theTile.width = gameOptions.tileSize;
            theTile.height = gameOptions.tileSize;
            var tileValue = Math.floor(Math.random() * gameOptions.colors.length);
            theTile.tint = gameOptions.colors[tileValue];
            theTile.tintAlpha = 0.6;
            this.tilesArray[row][col] = {
                tileSprite: theTile,
                isEmpty: false,
                coordinate: {
                    x: col,
                    y: row
                    
                },
                value: tileValue
            };
            theTile.addTo(this.tileContainer);
        },
        mousedown: function(x, y){
            if(this.canPick){
                var posX = x - this.tileContainer.x;
                var posY = y - this.tileContainer.y;
                var pickedRow = Math.floor(posY / gameOptions.tileSize);
                var pickedCol = Math.floor(posX / gameOptions.tileSize);
                if(pickedRow >= 0 && pickedCol >= 0 && pickedRow < gameOptions.fieldSize.rows && pickedCol < gameOptions.fieldSize.cols){
                    var pickedTile = this.tilesArray[pickedRow][pickedCol];
                    this.filled = [];
                    this.filled.length = 0;
                    this.floodFill(pickedTile.coordinate, pickedTile.value);
                    if(this.filled.length > 1){
                        this.canPick = false;
                        this.destroyTiles();
                    }
                }
            }
        },
        floodFill: function(p, n){
            if(p.x < 0 || p.y < 0 || p.x >= gameOptions.fieldSize.cols || p.y >= gameOptions.fieldSize.rows){
                return;
            }
            if(!this.tilesArray[p.y][p.x].isEmpty && this.tilesArray[p.y][p.x].value == n && !this.pointInArray(p)){
                this.filled.push(p);
                this.floodFill({
                    x: p.x + 1,
                    y: p.y
                }, n);
                this.floodFill({
                    x: p.x - 1,
                    y: p.y
                }, n);
                this.floodFill({
                    x: p.x,
                    y: p.y + 1
                }, n);
                this.floodFill({
                    x: p.x,
                    y: p.y - 1
                }, n);
            }
        },
        pointInArray: function(p){
            for(var i = 0; i < this.filled.length; i++){
                if(this.filled[i].x == p.x && this.filled[i].y == p.y){
                    return true;
                }
            }
            return false;
        },
        destroyTiles: function(){      
            this.destroyingBlocks = 0;
            for(var i = 0; i < this.filled.length; i++){
                this.destroyingBlocks ++;
                var tween = new game.Tween(this.tilesArray[this.filled[i].y][this.filled[i].x].tileSprite);
                tween.to({
                    alpha: 0
                }, 300);
                tween.start();
                game.pool.put("tiles", this.tilesArray[this.filled[i].y][this.filled[i].x].tileSprite);
                tween.onComplete(function(){ 
                    this.destroyingBlocks --;
                    if(this.destroyingBlocks == 0){
                        this.fillVerticalHoles();     
                    }                                
                }.bind(this));
                this.tilesArray[this.filled[i].y][this.filled[i].x].isEmpty = true;
            }
        },
        fillVerticalHoles: function(){
            this.movingBlocks = 0;
            var filled = false;
            for(var i = gameOptions.fieldSize.rows - 2; i >= 0; i--){
                for(var j = 0; j < gameOptions.fieldSize.cols; j++){
                    if(!this.tilesArray[i][j].isEmpty){
                        var holesBelow = this.countSpacesBelow(i, j);
                        if(holesBelow > 0){
                            filled = true;
                            this.moveDownTile(i, j, i + holesBelow, false);                                                                   
                        }
                    }
                }
                
            }
            if(!filled){
                this.canPick = true;      
            }
            for(i = 0; i < gameOptions.fieldSize.cols; i++){
                var topHoles = this.countSpacesBelow(-1, i);
                for(j = topHoles - 1; j >= 0; j--){
                    var reusedTile = game.pool.get("tiles");
                    reusedTile.y =  (j - topHoles) * gameOptions.tileSize + gameOptions.tileSize / 2;
                    reusedTile.x = i * gameOptions.tileSize + gameOptions.tileSize / 2;
                    reusedTile.alpha = 1;
                    var tileValue = Math.floor(Math.random() * gameOptions.colors.length);
                    reusedTile._destroyTintedTexture();
                    reusedTile.tint = gameOptions.colors[tileValue];
                    this.tilesArray[j][i] = {
                        tileSprite: reusedTile,
                        isEmpty: false,
                        coordinate: {
                            x: i,
                            y: j
                        },
                        value: tileValue
                    }  
                    this.moveDownTile(0, i, j, true);                    
                }
            }
        },
        countSpacesBelow: function(row, col){
            var result = 0;
            for(var i = row + 1; i < gameOptions.fieldSize.rows; i++){
                if(this.tilesArray[i][col].isEmpty){
                    result ++;
                }     
            }
            return result;
        },
        moveDownTile: function(fromRow, fromCol, toRow, justMove){
            if(!justMove){
                var tileToMove = this.tilesArray[fromRow][fromCol].tileSprite;
                var tileValue = this.tilesArray[fromRow][fromCol].value;
                this.tilesArray[toRow][fromCol] = {
                    tileSprite: tileToMove,
                    isEmpty: false,
                    coordinate: {
                        x: fromCol,
                        y: toRow
                    },
                    value: tileValue
                }  
                this.tilesArray[fromRow][fromCol].isEmpty = true;        
            }
            this.movingBlocks ++;
            var distanceToTravel = (toRow * gameOptions.tileSize + gameOptions.tileSize / 2) - this.tilesArray[toRow][fromCol].tileSprite.y
            var tween = new game.Tween(this.tilesArray[toRow][fromCol].tileSprite.position);
            tween.to({
                y: toRow * gameOptions.tileSize + gameOptions.tileSize / 2   
            }, distanceToTravel / 2);
            tween.start();
            tween.onComplete(function(){ 
                this.movingBlocks --;
                if(this.movingBlocks == 0){
                    this.canPick = true;  
                }                                
            }.bind(this));
        },
        tilesInColumn: function(col){
            var result = 0;
            for(var i = 0; i < gameOptions.fieldSize.rows; i++){
                if(!this.tilesArray[i][col].isEmpty){ 
                    result ++;
                }
            }
            return result;
        }
    });
});
Panda 2 is definitively a great tool to build HTML5 games, download the source code and play with it.

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