Do you like my tutorials?

Then consider supporting me on Ko-fi

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

Pixi.js is an HTML5 rendering engine whose strength is speed. When it comes to 2D rendering, according to the official website Pixi is the fastest there is.

in this post I won’t test the speed, but I am going to create an HTML5 Concentration game using PIXI as renderer in order to show you how to render basic games.

Don’t forget Concentration is one of the games you MUST be able to make in less than a day with any engine (refer to this post for more information).

Icons are a free set downloaded from Elegant Themes which I packed into a texture atlas with TexturePacker (you can find a review here).

Looking at the fully commented script you will learn how to:

* Import a texture Atlas
* Add Sprites and Display Object containers
* Interact with the mouse
* Add filters
* Render the state

Not that bad for such an easy game.

Play with it:

You should know how to play: just pick tiles with the mouse and clear the stage by matching tiles.

And this is the fully commented source code:

<!DOCTYPE HTML>
<html>
	<head>
		<title>PIXI Concentration</title>
		<style>
			body {
				margin: 0;
				padding: 0;
			}
		</style>
		<script src="pixi.dev.js"></script>
	</head>
	<body>
		<script>
			// first tile picked up by the player
			var firstTile=null;
			// second tile picked up by the player
			var secondTile=null;
			// can the player pick up a tile?
			var canPick=true;
			// create an new instance of a pixi stage with a grey background
			var stage = new PIXI.Stage(0x888888);
			// create a renderer instance width=640 height=480
			var renderer = PIXI.autoDetectRenderer(640,480);
			// importing a texture atlas created with texturepacker
			var tileAtlas = ["images.json"];
			// create a new loader
			var loader = new PIXI.AssetLoader(tileAtlas);
			// create an empty container
			var gameContainer = new PIXI.DisplayObjectContainer();
			// add the container to the stage
     		stage.addChild(gameContainer);
     		// add the renderer view element to the DOM
			document.body.appendChild(renderer.view);
			// use callback
			loader.onComplete = onTilesLoaded
			//begin load
			loader.load();	
			function onTilesLoaded(){
				// choose 24 random tile images
				var chosenTiles=new Array();
				while(chosenTiles.length<48){
					var candidate=Math.floor(Math.random()*44);
					if(chosenTiles.indexOf(candidate)==-1){
						chosenTiles.push(candidate,candidate)
					}			
				}
				// shuffle the chosen tiles
				for(i=0;i<96;i++){
					var from = Math.floor(Math.random()*48);
					var to = Math.floor(Math.random()*48);
					var tmp = chosenTiles[from];
					chosenTiles[from]=chosenTiles[to];
					chosenTiles[to]=tmp;
				}
				// place down tiles
				for(i=0;i<8;i++){
					for(j=0;j<6;j++){
						// new sprite
						var tile = PIXI.Sprite.fromFrame(chosenTiles[i*6+j]);
						// buttonmode+interactive = acts like a button
						tile.buttonMode=true;
						tile.interactive = true;
						// is the tile selected?
						tile.isSelected=false;
						// set a tile value
						tile.theVal=chosenTiles[i*6+j]
						// place the tile
						tile.position.x = 7+i*80;
						tile.position.y = 7+  j*80;
						// paint tile black
						tile.tint = 0x000000;
						// set it a bit transparent (it will look grey)
						tile.alpha=0.5;
						// add the tile
						gameContainer.addChild(tile);
						// mouse-touch listener
						tile.mousedown = tile.touchstart = function(data){
							// can I pick a tile?
							if(canPick) {
							     // is the tile already selected?
								if(!this.isSelected){
									// set the tile to selected
									this.isSelected = true;
									// show the tile
				      				this.tint = 0xffffff;
									this.alpha = 1;
									// is it the first tile we uncover?
									if(firstTile==null){
										firstTile=this
									}
									// this is the second tile
									else{
										secondTile=this
										// can't pick anymore
										canPick=false;
										// did we pick the same tiles?
										if(firstTile.theVal==secondTile.theVal){
											// wait a second then remove the tiles and make the player able to pick again
											setTimeout(function(){
												gameContainer.removeChild(firstTile);
												gameContainer.removeChild(secondTile);
												firstTile=null;
												secondTile=null;
												canPick=true;
											},1000);
										}
										// we picked different tiles
										else{
											// wait a second then cover the tiles and make the player able to pick again
								 			setTimeout(function(){
								 				firstTile.isSelected=false
								 				secondTile.isSelected=false
								 				firstTile.tint = 0x000000;
								 				secondTile.tint = 0x000000;
								 				firstTile.alpha=0.5;
								 				secondTile.alpha=0.5;
								 				firstTile=null;
												secondTile=null;
												canPick=true	
								 			},1000);
										}
									}	
								}
							}
						}
					}
				} 
				requestAnimFrame(animate);
			}
			function animate() {
				requestAnimFrame(animate);
				renderer.render(stage);
			}
		</script>
	</body>
</html>

You can also download the source code with all required images and files.

Never miss an update! Subscribe, and I will bother you by email only when a new game or full source code comes out.