Talking about Dungeon Raid game, Game development, HTML5, Javascript and Phaser.
Here we go: after the pure JavaScript class with no dependencies to handle games like Bejeweled and SameGame, following the same concept here it is the class to handle Draw and Match games like Dungeon Raid.
The concept is simple: having a Draw3
class which completely manages game mechanics telling the main script only what to move and how to move.
The class has no dependencies so you can use it with any JavaScript framework, leaving to you only input and animation management.
This is the game I created with it using Phaser 3 to handle input and animations:
Draw to select at least 3 symbols with the same color. You can move horizontally, vertically and through diagonals.
You can also backtrack.
Look at the source code, whose most interesting part is obviously Draw3
class:
let game;
let gameOptions = {
gemSize: 100,
fallSpeed: 100,
destroySpeed: 200,
boardOffset: {
x: 100,
y: 50
}
}
window.onload = function() {
let gameConfig = {
type: Phaser.AUTO,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
parent: "thegame",
width: 900,
height: 900
},
scene: playGame
}
game = new Phaser.Game(gameConfig);
window.focus();
}
class playGame extends Phaser.Scene{
constructor(){
super("PlayGame");
}
preload(){
this.load.spritesheet("gems", "assets/sprites/gems.png", {
frameWidth: gameOptions.gemSize,
frameHeight: gameOptions.gemSize
});
this.load.spritesheet("arrows", "assets/sprites/arrows.png", {
frameWidth: gameOptions.gemSize * 3,
frameHeight: gameOptions.gemSize * 3
});
}
create(){
this.canPick = true;
this.dragging = false;
this.draw3 = new Draw3({
rows: 8,
columns: 7,
items: 6
});
this.draw3.generateField();
this.drawField();
this.input.on("pointerdown", this.gemSelect, this);
this.input.on("pointermove", this.drawPath, this);
this.input.on("pointerup", this.removeGems, this);
}
drawField(){
this.poolArray = [];
this.arrowArray = [];
for(let i = 0; i < this.draw3.getRows(); i ++){
this.arrowArray[i] = [];
for(let j = 0; j < this.draw3.getColumns(); j ++){
let posX = gameOptions.boardOffset.x + gameOptions.gemSize * j + gameOptions.gemSize / 2;
let posY = gameOptions.boardOffset.y + gameOptions.gemSize * i + gameOptions.gemSize / 2
let gem = this.add.sprite(posX, posY, "gems", this.draw3.valueAt(i, j));
let arrow = this.add.sprite(posX, posY, "arrows");
arrow.setDepth(2);
arrow.visible = false;
this.arrowArray[i][j] = arrow;
this.draw3.setCustomData(i, j, gem);
}
}
}
gemSelect(pointer){
if(this.canPick){
let row = Math.floor((pointer.y - gameOptions.boardOffset.y) / gameOptions.gemSize);
let col = Math.floor((pointer.x - gameOptions.boardOffset.x) / gameOptions.gemSize);
if(this.draw3.validPick(row, col)){
this.canPick = false;
this.draw3.putInChain(row, col)
this.draw3.customDataOf(row, col).alpha = 0.5;
this.dragging = true;
}
}
}
drawPath(pointer){
if(this.dragging){
let row = Math.floor((pointer.y - gameOptions.boardOffset.y) / gameOptions.gemSize);
let col = Math.floor((pointer.x - gameOptions.boardOffset.x) / gameOptions.gemSize);
if(this.draw3.validPick(row, col)){
let distance = Phaser.Math.Distance.Between(pointer.x, pointer.y, this.draw3.customDataOf(row, col).x, this.draw3.customDataOf(row, col).y);
if(distance < gameOptions.gemSize * 0.4){
if(this.draw3.continuesChain(row, col)){
this.draw3.customDataOf(row, col).alpha = 0.5;
this.draw3.putInChain(row, col);
this.displayPath()
}
else{
if(this.draw3.backtracksChain(row, col)){
let removedItem = this.draw3.removeLastChainItem();
this.draw3.customDataOf(removedItem.row, removedItem.column).alpha = 1;
this.hidePath();
this.displayPath();
}
}
}
}
}
}
removeGems(){
if(this.dragging){
this.hidePath();
this.dragging = false;
if(this.draw3.getChainLength() < 3){
let chain = this.draw3.emptyChain();
chain.forEach(function(item){
this.draw3.customDataOf(item.row, item.column).alpha = 1;
}.bind(this));
this.canPick = true;
}
else{
let gemsToRemove = this.draw3.destroyChain();
let destroyed = 0;
gemsToRemove.forEach(function(gem){
this.poolArray.push(this.draw3.customDataOf(gem.row, gem.column))
destroyed ++;
this.tweens.add({
targets: this.draw3.customDataOf(gem.row, gem.column),
alpha: 0,
duration: gameOptions.destroySpeed,
callbackScope: this,
onComplete: function(event, sprite){
destroyed --;
if(destroyed == 0){
this.makeGemsFall();
}
}
});
}.bind(this));
}
}
}
makeGemsFall(){
let moved = 0;
let fallingMovements = this.draw3.arrangeBoardAfterChain();
fallingMovements.forEach(function(movement){
moved ++;
this.tweens.add({
targets: this.draw3.customDataOf(movement.row, movement.column),
y: this.draw3.customDataOf(movement.row, movement.column).y + movement.deltaRow * gameOptions.gemSize,
duration: gameOptions.fallSpeed * Math.abs(movement.deltaRow),
callbackScope: this,
onComplete: function(){
moved --;
if(moved == 0){
this.canPick = true;
}
}
})
}.bind(this));
let replenishMovements = this.draw3.replenishBoard();
replenishMovements.forEach(function(movement){
moved ++;
let sprite = this.poolArray.pop();
sprite.alpha = 1;
sprite.y = gameOptions.boardOffset.y + gameOptions.gemSize * (movement.row - movement.deltaRow + 1) - gameOptions.gemSize / 2;
sprite.x = gameOptions.boardOffset.x + gameOptions.gemSize * movement.column + gameOptions.gemSize / 2,
sprite.setFrame(this.draw3.valueAt(movement.row, movement.column));
this.draw3.setCustomData(movement.row, movement.column, sprite);
this.tweens.add({
targets: sprite,
y: gameOptions.boardOffset.y + gameOptions.gemSize * movement.row + gameOptions.gemSize / 2,
duration: gameOptions.fallSpeed * movement.deltaRow,
callbackScope: this,
onComplete: function(){
moved --;
if(moved == 0){
this.canPick = true;
}
}
});
}.bind(this))
}
displayPath(){
let path = this.draw3.getPath();
path.forEach(function(item){
this.arrowArray[item.row][item.column].visible = true;
if(!this.draw3.isDiagonal(item.direction)){
this.arrowArray[item.row][item.column].setFrame(0);
this.arrowArray[item.row][item.column].angle = 90 * Math.log2(item.direction);
}
else{
this.arrowArray[item.row][item.column].setFrame(1);
this.arrowArray[item.row][item.column].angle = 90 * (item.direction - 9 + ((item.direction < 9) ? (item.direction / 3) - 1 - item.direction % 2 : 0));
}
}.bind(this))
}
hidePath(){
this.arrowArray.forEach(function(item){
item.forEach(function(subItem){
subItem.visible = false;
subItem.angle = 0;
})
})
}
}
class Draw3{
// constructor, simply turns obj information into class properties and creates
// an array called "chain" which will contain chain information
constructor(obj){
if(obj == undefined){
obj = {}
}
this.rows = (obj.rows != undefined) ? obj.rows : 8;
this.columns = (obj.columns != undefined) ? obj.columns : 7;
this.items = (obj.items != undefined) ? obj.items : 6;
this.chain = [];
}
// returns the number of rows in board
getRows(){
return this.rows;
}
// returns the number of columns in board
getColumns(){
return this.columns;
}
// generates the game field
generateField(){
this.gameArray = [];
for(let i = 0; i < this.getRows(); i ++){
this.gameArray[i] = [];
for(let j = 0; j < this.this.getColumns(); j ++){
let randomValue = Math.floor(Math.random() * this.items);
this.gameArray[i][j] = {
value: randomValue,
isEmpty: false,
row: i,
column: j
}
}
}
}
// returns true if the item at (row, column) is a valid pick
validPick(row, column){
return row >= 0 && row < this.getRows() && column >= 0 && column < this.getColumns() && this.gameArray[row] != undefined && this.gameArray[row][column] != undefined;
}
// returns the value of the item at (row, column), or false if it's not a valid pick
valueAt(row, column){
if(!this.validPick(row, column)){
return false;
}
return this.gameArray[row][column].value;
}
// sets a custom data of the item at (row, column)
setCustomData(row, column, customData){
this.gameArray[row][column].customData = customData;
}
// returns the custom data of the item at (row, column)
customDataOf(row, column){
return this.gameArray[row][column].customData;
}
// returns true if the item at (row, column) continues the chain
continuesChain(row, column){
return this.getChainValue() == this.valueAt(row, column) && !this.isInChain(row, column) && this.areNext(row, column, this.getLastChainItem().row, this.getLastChainItem().column)
}
// returns true if the item at (row, column) backtracks the chain
backtracksChain(row, column){
return this.getChainLength() > 1 && this.areTheSame(row, column, this.getNthChainItem(this.getChainLength() - 2).row, this.getNthChainItem(this.getChainLength() - 2).column)
}
// returns the n-th chain item
getNthChainItem(n){
return {
row: this.chain[n].row,
column: this.chain[n].column
}
}
// returns the path connecting all items in chain, as an object containing row, column and direction
getPath(){
let path = [];
if(this.getChainLength() > 1){
for(let i = 1; i < this.getChainLength(); i++){
let deltaColumn = this.getNthChainItem(i).column - this.getNthChainItem(i - 1).column;
let deltaRow = this.getNthChainItem(i).row - this.getNthChainItem(i - 1).row;
let direction = 0
direction += (deltaColumn < 0) ? Draw3.LEFT : ((deltaColumn > 0) ? Draw3.RIGHT : 0);
direction += (deltaRow < 0) ? Draw3.UP : ((deltaRow > 0) ? Draw3.DOWN : 0);
path.push({
row: this.getNthChainItem(i - 1).row,
column: this.getNthChainItem(i - 1).column,
direction: direction
});
}
}
return path;
}
// returns an array with basic directions (UP, DOWN, LEFT, RIGHT) given a direction
getDirections(n){
let result = [];
let base = 1;
while(base <= n){
if(base & n){
result.push(base);
}
base <<= 1;
}
return result;
}
// returns true if the number represents a diagonal movement
isDiagonal(n){
return this.getDirections(n).length == 2;
}
// returns the last chain item
getLastChainItem(){
return this.getNthChainItem(this.getChainLength() - 1);
}
// returns chain length
getChainLength(){
return this.chain.length;
}
// returns true if the item at (row, column) is in the chain
isInChain(row, column){
for(let i = 0; i < this.getChainLength(); i++){
let item = this.getNthChainItem(i)
if(this.areTheSame(row, column, item.row, item.column)){
return true;
}
}
return false;
}
// returns the value of items in the chain
getChainValue(){
return this.valueAt(this.getNthChainItem(0).row, this.getNthChainItem(0).column)
}
// puts the item at (row, column) in the chain
putInChain(row, column){
this.chain.push({
row: row,
column: column
})
}
// removes the last chain item and returns it
removeLastChainItem(){
return this.chain.pop();
}
// clears the chain and returns the items
emptyChain(){
let result = [];
this.chain.forEach(function(item){
result.push(item);
})
this.chain = [];
this.chain.length = 0;
return result;
}
// clears the chain, set items as empty and returns the items
destroyChain(){
let result = [];
this.chain.forEach(function(item){
result.push(item);
this.setEmpty(item.row, item.column)
}.bind(this))
this.chain = [];
this.chain.length = 0;
return result;
}
// checks if the items at (row, column) and (row2, column2) are the same
areTheSame(row, column, row2, column2){
return row == row2 && column == column2;
}
// returns true if two items at (row, column) and (row2, column2) are next to each other horizontally, vertically or diagonally
areNext(row, column, row2, column2){
return (Math.abs(row - row2) + Math.abs(column - column2) == 1) || (Math.abs(row - row2) == 1 && Math.abs(column - column2) == 1);
}
// swap the items at (row, column) and (row2, column2) and returns an object with movement information
swapItems(row, column, row2, column2){
let tempObject = Object.assign(this.gameArray[row][column]);
this.gameArray[row][column] = Object.assign(this.gameArray[row2][column2]);
this.gameArray[row2][column2] = Object.assign(tempObject);
return [{
row: row,
column: column,
deltaRow: row - row2,
deltaColumn: column - column2
},
{
row: row2,
column: column2,
deltaRow: row2 - row,
deltaColumn: column2 - column
}]
}
// set the item at (row, column) as empty
setEmpty(row, column){
this.gameArray[row][column].isEmpty = true;
}
// returns true if the item at (row, column) is empty
isEmpty(row, column){
return this.gameArray[row][column].isEmpty;
}
// returns the amount of empty spaces below the item at (row, column)
emptySpacesBelow(row, column){
let result = 0;
if(row != this.getRows()){
for(let i = row + 1; i < this.getRows(); i ++){
if(this.isEmpty(i, column)){
result ++;
}
}
}
return result;
}
// arranges the board after a chain, making items fall down. Returns an object with movement information
arrangeBoardAfterChain(){
let result = []
for(let i = this.getRows() - 2; i >= 0; i --){
for(let j = 0; j < this.getColumns(); j ++){
let emptySpaces = this.emptySpacesBelow(i, j);
if(!this.isEmpty(i, j) && emptySpaces > 0){
this.swapItems(i, j, i + emptySpaces, j)
result.push({
row: i + emptySpaces,
column: j,
deltaRow: emptySpaces,
deltaColumn: 0
});
}
}
}
return result;
}
// replenishes the board and returns an object with movement information
replenishBoard(){
let result = [];
for(let i = 0; i < this.getColumns(); i ++){
if(this.isEmpty(0, i)){
let emptySpaces = this.emptySpacesBelow(0, i) + 1;
for(let j = 0; j < emptySpaces; j ++){
let randomValue = Math.floor(Math.random() * this.items);
result.push({
row: j,
column: i,
deltaRow: emptySpaces,
deltaColumn: 0
});
this.gameArray[j][i].value = randomValue;
this.gameArray[j][i].isEmpty = false;
}
}
}
return result;
}
}
Draw3.RIGHT = 1;
Draw3.DOWN = 2;
Draw3.LEFT = 4;
Draw3.UP = 8;
Draw3
class has some comments, and I plan to add more comments and features to the class.
I am also open to suggestions and feedback to make the class more and more powerful, having a complete Draw and Match engine which handles the game leaving you only the audio/video part of the coding.
Download the source code and give me feedback.
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