Talking about Hero Emblems game, Game development, HTML5, Javascript and Phaser.
Are you playing Hero Emblems these days?
It’s a nice Match-3 game with RPG elements, but what I really liked – which can also be found in other games like King’s “<random cute name> saga” – is the way you can move around the map and select levels.
“It’s only a draggable image”, you can say. Wrong. If it was only a draggable image, you wouldn’t be able to click on a town AND drag the map, because once you click (or release, according to the listener you are using) a town, you would enter in that town.
The map is made in a way if you press a town and drag, you won’t enter that town. Useful if you don’t want the player to find a “safe” spot on the map, far from towns, to drag the map without accidentally entering a town.
Just like in this prototype I made, which you can play on your mobile device from this link.
The script has been build to work with any map size in any screen size, as long as the map is bigger than the screen.
Have a look at the source code:
window.onload = function() { var game = new Phaser.Game(320, 480, Phaser.CANVAS, "", {preload: onPreload, create: onCreate}); // the map itself var map; // a couple of variables used to save start touch position var startX; var startY; // dummy variable to handle multitouch, if any var moveIndex; // map scrolling speed. The higher the number, the fastest // the scrolling. Leaving it at 1, it's like you are dragging the map var mapSpeed = 1; // group where map and town are placed var mapGroup; // the town you are about to select var candidateTown; // preloading graphic assets function onPreload() { game.load.image("map", "map.png"); game.load.image("town", "town.png"); } // going full screen function goFullScreen(){ game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.setScreenSize(true); } // creating the game itself function onCreate() { goFullScreen(); mapGroup = game.add.group(); // placing the map map = game.add.image(0, 0, "map"); mapGroup.add(map); // ramdomly placing ten towns for(var i = 0;i < 10; i++){ var town = game.add.image(game.rnd.between(50, map.width - 50), game.rnd.between(50, map.height - 50), "town"); town.anchor.setTo(0.5); // each town is enabled for input and has its own up and down listeners town.inputEnabled = true; town.events.onInputDown.add(selectTown, this); town.events.onInputUp.add(confirmTown, this); mapGroup.add(town); } // centering the map mapGroup.x = (game.width - map.width) / 2; mapGroup.y = (game.height - map.height) / 2; // listener for the touch game.input.onDown.add(fingerOnMap, this); } // the player puts the finger/mouse down on the map function fingerOnMap(){ // saving touch start psoition startX = game.input.worldX; startY = game.input.worldY; mapGroup.saveX = mapGroup.x; mapGroup.saveY = mapGroup.y; // updating listeners game.input.onDown.remove(fingerOnMap); game.input.onUp.add(stopMap); moveIndex = game.input.addMoveCallback(dragMap, this) } // the player drags the map, we move the map according to finger // movement and map speed. function dragMap(){ var currentX = game.input.worldX; var currentY = game.input.worldY; var deltaX = startX - currentX; var deltaY = startY - currentY; if(deltaX * deltaX + deltaY * deltaY > 25){ candidateTown = null; } mapGroup.x = mapGroup.saveX - deltaX * mapSpeed; mapGroup.y = mapGroup.saveY - deltaY * mapSpeed; // this is to limit map movement and always have the // stage fully covered by the map if(mapGroup.x < - map.width + game.width){ mapGroup.x = - map.width + game.width; } if(mapGroup.x > 0){ mapGroup.x = 0; } if(mapGroup.y < - map.height + game.height){ mapGroup.y = - map.height + game.height; } if(mapGroup.y > 0){ mapGroup.y = 0; } } // the player stops touching the map function stopMap(){ game.input.onDown.add(fingerOnMap); game.input.onUp.remove(stopMap); game.input.deleteMoveCallback(moveIndex); } // the player puts the finger/mouse down on a town function selectTown(sprite, pointer) { candidateTown = sprite; } // the player stops touching the town function confirmTown(sprite, pointer) { if(candidateTown == sprite){ alert("Town selected"); } } }
Now you can create your level selection map in your games. If you prefer the classic level selection, check HTML5 Phaser Tutorial: how to create a level selection screen with locked levels and stars. Also, here’s the source code for you.
PS: I am quite happy with the response of my HTML5 Globez source code published last monday. Thank you.
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