Talking about Grindstone game, Game development, HTML5, Javascript and Phaser.
Grindstone is a great Apple Arcade game which mixes draw and match gameplay – you can find a tutorial series about Dungeon Raid – with RPG strategy, and above all it’s not a free to play game, so it’s worth the subscription to Apple Arcade, in my opinion.
But most of all it’s a fun game, so why not building a HTML5 prototype using Phaser?
Basically the gameplay is similar to other draw and match games, with four differences:
1 – Game field is not entirely covered by gems/fruits/jewels but there’s also a player – in the original game a lot of enemies too.
2 – Chains must start from player position.
3 – Player moves along the chain.
4 – Player does not fall down.
So we started from the pure JavaScript class to handle games like Dungeon Raid and modified it to add the new features.
The class has no dependencies so you can use it with any JavaScript framework, leaving to you only input and animation management.
Ready to see the prototype? Here it is:
Draw starting from player position to select at least 2 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 Draw3P
class:
let game;
let gameOptions = {
gemSize: 100,
fallSpeed: 100,
destroySpeed: 200,
moveSpeed: 100,
boardOffset: {
x: 50,
y: 50
}
}
window.onload = function() {
let gameConfig = {
type: Phaser.AUTO,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
parent: "thegame",
width: 800,
height: 800
},
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
});
this.load.image("player", "assets/sprites/player.png");
}
create(){
this.canPick = true;
this.dragging = false;
this.draw3 = new Draw3P({
rows: 7,
columns: 7,
items: 3,
playerPosition: {
row: 6,
column: 3
}
});
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 item = this.draw3.isPlayerAt(i, j) ? this.add.sprite(posX, posY, "player") : this.add.sprite(posX, posY, "gems", this.draw3.valueAt(i, j));
item.setDepth(this.draw3.isPlayerAt(i, j) ? 1: 0);
let arrow = this.add.sprite(posX, posY, "arrows");
arrow.setDepth(2);
arrow.visible = false;
this.arrowArray[i][j] = arrow;
this.draw3.setCustomData(i, j, item);
}
}
}
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.draw3.isPlayerAt(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{
this.playerStep();
}
}
}
playerStep(){
let playerMovement = this.draw3.movePlayer();
if(playerMovement){
let player = this.draw3.customDataOf(playerMovement.from.row, playerMovement.from.column);
player.alpha = 1;
this.tweens.add({
targets: player,
x: player.x + (playerMovement.from.column - playerMovement.to.column) * gameOptions.gemSize,
y: player.y + (playerMovement.from.row - playerMovement.to.row) * gameOptions.gemSize,
duration: gameOptions.moveSpeed,
callbackScope: this,
onComplete: function(){
this.poolArray.push(this.draw3.customDataOf(playerMovement.to.row, playerMovement.to.column));
this.draw3.customDataOf(playerMovement.to.row, playerMovement.to.column).alpha = 0;
this.playerStep();
}
})
}
else{
this.makeGemsFall();
}
}
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 Draw3P{
// 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.playerPosition = (obj.playerPosition != undefined) ? obj.playerPosition : {
row: this.rows - 1,
column: Math.floor(this.columns / 2)
};
if(this.playerPosition.row == undefined || this.playerPosition.row < 0 || this.playerPosition.row >= this.rows){
this.playerPosition.row = this.rows - 1;
}
if(this.playerPosition.column == undefined || this.playerPosition.column < 0 || this.playerPosition.column >= this.column){
this.playerPosition.column = Math.floor(this.columns / 2);
}
this.chain = [];
}
// returns the number of rows in board
getRows(){
return this.rows;
}
// returns the number of columns in board
getColumns(){
return this.columns;
}
// returns player row
getPlayerRow(){
return this.playerPosition.row;
}
// returns player column
getPlayerColumn(){
return this.playerPosition.column;
}
// sets player position
setPlayerPosition(row, column){
this.playerPosition = {
row: row,
column: column
}
}
// returns true if player is at "row" row and "column" column
isPlayerAt(row, column){
return row == this.getPlayerRow() && column == this.getPlayerColumn();
}
// generates the game field
generateField(){
this.gameArray = [];
for(let i = 0; i < this.getRows(); i ++){
this.gameArray[i] = [];
for(let j = 0; j < this.getColumns(); j ++){
let randomValue = Math.floor(Math.random() * this.items);
this.gameArray[i][j] = {
value: randomValue,
isEmpty: false,
isPlayer: this.isPlayerAt(i, j),
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.getChainLength() < 2 || 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) ? Draw3P.LEFT : ((deltaColumn > 0) ? Draw3P.RIGHT : 0);
direction += (deltaRow < 0) ? Draw3P.UP : ((deltaRow > 0) ? Draw3P.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 the first chain item
getFirstChainItem(){
return this.getNthChainItem(0);
}
// 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(1).row, this.getNthChainItem(1).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;
}
// moves the player along the chain for one unit
movePlayer(){
if(this.getChainLength() > 1){
let playerStartPosition = this.chain.shift();
let playerEndPosition = this.getFirstChainItem();
this.setPlayerPosition(playerEndPosition.row, playerEndPosition.column);
this.swapItems(playerStartPosition.row, playerStartPosition.column, playerEndPosition.row, playerEndPosition.column);
this.setEmpty(playerStartPosition.row, playerStartPosition.column);
return {
from: playerEndPosition,
to: playerStartPosition
}
}
this.emptyChain();
return false;
}
// 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;
this.gameArray[row][column].isPlayer = false;
}
// 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 ++){
if(!this.isPlayerAt(i, j)){
let emptySpaces = this.emptySpacesBelow(i, j);
if(j == this.getPlayerColumn() && i < this.getPlayerRow()){
emptySpaces ++;
if(i + emptySpaces <= this.getPlayerRow()){
emptySpaces --;
}
}
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) || this.isPlayerAt(0, i)){
let emptySpaces = this.emptySpacesBelow(0, i) + 1;
if(this.isPlayerAt(0, i)){
emptySpaces --;
}
for(let j = 0; j < emptySpaces; j ++){
let randomValue = Math.floor(Math.random() * this.items);
let extraRow = (i == this.getPlayerColumn() && j >= this.getPlayerRow()) ? 1 : 0;
result.push({
row: j + extraRow,
column: i,
deltaRow: emptySpaces + extraRow,
deltaColumn: 0
});
this.gameArray[j][i].value = randomValue;
}
}
}
for(let i = 0; i < this.getRows(); i++){
for(let j = 0; j < this.getColumns(); j ++){
this.gameArray[i][j].isEmpty = false;
}
}
return result;
}
}
Draw3P.RIGHT = 1;
Draw3P.DOWN = 2;
Draw3P.LEFT = 4;
Draw3P.UP = 8;
Although the class is not completely commented, each method is quite easy to understand.
Using this class with your favourite framework allows you to focus exclusively on input and animations, leaving the hard work of handling what’s going on in the game to the class.
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