Talking about Turnellio game, Game development, HTML5, Javascript and Phaser.
Once upon a time there was a guy called Tonypa, one of the guys which inspired me to start the blog, who made a lot of interesting Flash games.
Although this talented programmer seems to be disappeared for several yeats, I have to say I still play some of his games from time to time.
Turnellio is one of these games.
In standard match-3 games, you change the location of tiles that themselves never really change. Here, you don’t change the location, but the tiles themselves. Each tile can face in one of four directions (up, down, left, and right), and you can rotate each tile ninety degrees clockwise by tapping on it.
Get three or more tiles lined up in the same direction horizontally or vertically, and you know, it’s a Match3 game.
I wanted to port this concept to HTML5 using my pure Javascript class to handle Match3 games and it was easy and fun, I only had to add a locked
property to tiles.
Have a look at the game:
Click or tap on a tile to rotate it clockwise. Each time you rotate a tile without matching at least three tiles, five tiles will lock – you can recognize locked tiles from a square in the middle – and you won’t be able to rotate them.
I had quite an easy life in porting the game thanks to my Match3
class which handles what happens under the hood and tells the framework how to move items on the screen.
I only had to handle animations and player input.
Have a look at the source code, class start at line 131
let game;
let gameOptions = {
gemSize: 100,
rotateSpeed: 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
});
}
create(){
this.match3 = new Match3({
rows: 8,
columns: 7,
items: 4
});
this.match3.generateField();
this.canPick = true;
this.drawField();
this.input.on("pointerdown", this.gemSelect, this);
}
drawField(){
this.poolArray = [];
for(let i = 0; i < this.match3.getRows(); i ++){
for(let j = 0; j < this.match3.getColumns(); j ++){
let gemX = gameOptions.boardOffset.x + gameOptions.gemSize * j + gameOptions.gemSize / 2;
let gemY = gameOptions.boardOffset.y + gameOptions.gemSize * i + gameOptions.gemSize / 2
let gem = this.add.sprite(gemX, gemY, "gems", this.match3.valueAt(i, j));
this.match3.setCustomData(i, j, gem);
}
}
}
gemSelect(pointer){
if(this.canPick){
this.canPick = false;
let row = Math.floor((pointer.y - gameOptions.boardOffset.y) / gameOptions.gemSize);
let col = Math.floor((pointer.x - gameOptions.boardOffset.x) / gameOptions.gemSize);
if(this.match3.validPick(row, col) && !this.match3.isLocked(row, col)){
this.tweens.add({
targets: this.match3.customDataOf(row, col),
angle: 90,
duration: gameOptions.rotateSpeed,
callbackScope: this,
onComplete: function(){
this.match3.customDataOf(row, col).angle = 0;
this.match3.incValueAt(row, col);
this.match3.customDataOf(row, col).setFrame(this.match3.valueAt(row, col))
this.handleMatches();
}
})
}
else{
this.canPick = true;
}
}
}
handleMatches(){
if(this.match3.matchInBoard()){
let gemsToRemove = this.match3.getMatchList();
let destroyed = 0;
gemsToRemove.forEach(function(gem){
this.poolArray.push(this.match3.customDataOf(gem.row, gem.column))
destroyed ++;
this.tweens.add({
targets: this.match3.customDataOf(gem.row, gem.column),
alpha: 0,
duration: gameOptions.destroySpeed,
callbackScope: this,
onComplete: function(event, sprite){
destroyed --;
if(destroyed == 0){
this.makeGemsFall();
}
}
});
}.bind(this));
}
else{
for(let i = 0; i < 5; i++){
let locked = this.match3.lockRandomItem();
if(locked){
this.match3.customDataOf(locked.row, locked.column).setFrame(4 + this.match3.valueAt(locked.row, locked.column));
}
}
this.canPick = true;
}
}
makeGemsFall(){
let moved = 0;
this.match3.removeMatches();
let fallingMovements = this.match3.arrangeBoardAfterMatch();
fallingMovements.forEach(function(movement){
moved ++;
this.tweens.add({
targets: this.match3.customDataOf(movement.row, movement.column),
y: this.match3.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.endOfMove()
}
}
})
}.bind(this));
let replenishMovements = this.match3.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.angle = 0;
sprite.setFrame(this.match3.valueAt(movement.row, movement.column));
this.match3.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.endOfMove()
}
}
});
}.bind(this))
}
endOfMove(){
if(this.match3.matchInBoard()){
this.time.addEvent({
delay: 250,
callback: this.handleMatches()
});
}
else{
this.canPick = true;
this.selectedGem = null;
}
}
}
class Match3{
// constructor, simply turns obj information into class properties
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;
}
// generates the game field
generateField(){
this.gameArray = [];
this.selectedItem = false;
for(let i = 0; i < this.rows; i ++){
this.gameArray[i] = [];
for(let j = 0; j < this.columns; j ++){
do{
let randomValue = Math.floor(Math.random() * this.items);
this.gameArray[i][j] = {
value: randomValue,
isLocked: false,
isEmpty: false,
row: i,
column: j
}
} while(this.isPartOfMatch(i, j));
}
}
}
// locks a random Item and returns item coordinates, or false
lockRandomItem(){
let unlockedItems = [];
for(let i = 0; i < this.rows; i ++){
for(let j = 0; j < this.columns; j ++){
if(!this.isLocked(i, j)){
unlockedItems.push({
row: i,
column: j
})
}
}
}
if(unlockedItems.length > 0){
let item = unlockedItems[Math.floor(Math.random() * unlockedItems.length)];
this.lockAt(item.row, item.column)
return item;
}
return false;
}
// returns a random row number
randomRow(){
return Math.floor(Math.random() * this.rows);
}
// returns a random column number
randomColumn(){
return Math.floor(Math.random() * this.columns);
}
// locks the item at row, column
lockAt(row, column){
this.gameArray[row][column].isLocked = true;
}
// returns true if item at row, column is locked
isLocked(row, column){
return this.gameArray[row][column].isLocked;
}
// returns true if there is a match in the board
matchInBoard(){
for(let i = 0; i < this.rows; i ++){
for(let j = 0; j < this.columns; j ++){
if(this.isPartOfMatch(i, j)){
return true;
}
}
}
return false;
}
// returns true if the item at (row, column) is part of a match
isPartOfMatch(row, column){
return this.isPartOfHorizontalMatch(row, column) || this.isPartOfVerticalMatch(row, column);
}
// returns true if the item at (row, column) is part of an horizontal match
isPartOfHorizontalMatch(row, column){
return this.valueAt(row, column) === this.valueAt(row, column - 1) && this.valueAt(row, column) === this.valueAt(row, column - 2) ||
this.valueAt(row, column) === this.valueAt(row, column + 1) && this.valueAt(row, column) === this.valueAt(row, column + 2) ||
this.valueAt(row, column) === this.valueAt(row, column - 1) && this.valueAt(row, column) === this.valueAt(row, column + 1);
}
// returns true if the item at (row, column) is part of an horizontal match
isPartOfVerticalMatch(row, column){
return this.valueAt(row, column) === this.valueAt(row - 1, column) && this.valueAt(row, column) === this.valueAt(row - 2, column) ||
this.valueAt(row, column) === this.valueAt(row + 1, column) && this.valueAt(row, column) === this.valueAt(row + 2, column) ||
this.valueAt(row, column) === this.valueAt(row - 1, column) && this.valueAt(row, column) === this.valueAt(row + 1, column)
}
// increments the value of the item
incValueAt(row, column){
this.gameArray[row][column].value = (this.gameArray[row][column].value + 1) % this.items
}
// 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;
}
// returns true if the item at (row, column) is a valid pick
validPick(row, column){
return row >= 0 && row < this.rows && column >= 0 && column < this.columns && this.gameArray[row] != undefined && this.gameArray[row][column] != undefined;
}
// returns the number of board rows
getRows(){
return this.rows;
}
// returns the number of board columns
getColumns(){
return this.columns;
}
// sets a custom data on 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 the selected item
getSelectedItem(){
return this.selectedItem;
}
// set the selected item as a {row, column} object
setSelectedItem(row, column){
this.selectedItem = {
row: row,
column: column
}
}
// deleselects any item
deleselectItem(){
this.selectedItem = false;
}
// checks if the item at (row, column) is the same as the item at (row2, column2)
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 or vertically
areNext(row, column, row2, column2){
return Math.abs(row - row2) + 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
}]
}
// return the items part of a match in the board as an array of {row, column} object
getMatchList(){
let matches = [];
for(let i = 0; i < this.rows; i ++){
for(let j = 0; j < this.columns; j ++){
if(this.isPartOfMatch(i, j)){
matches.push({
row: i,
column: j
});
}
}
}
return matches;
}
// removes all items forming a match
removeMatches(){
let matches = this.getMatchList();
matches.forEach(function(item){
this.setEmpty(item.row, item.column)
}.bind(this))
}
// 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 match, making items fall down. Returns an object with movement information
arrangeBoardAfterMatch(){
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;
}
// replenished 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;
this.gameArray[j][i].isLocked = false;
}
}
}
return result;
}
}
With no dependencies at all, the class can be used with any framework or just in your plain vanilla JavaScript projects. Download the source code.
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