The hexagonal concept behind iOS blockbuster Down The Mountain
Talking about Down The Mountain game, Game development, HTML5, Javascript and Phaser.
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window.onload = function() {
var game = new Phaser.Game(480, 480, Phaser.CANVAS, "", {preload: onPreload, create: onCreate});
var hexagonWidth = 70;
var hexagonHeight = 80;
var gridSizeX = 9;
var gridSizeY = 7;
var columns = [Math.ceil(gridSizeX/2),Math.floor(gridSizeX/2)];
var moveIndex;
var sectorWidth = hexagonWidth;
var sectorHeight = hexagonHeight/4*3;
var gradient = (hexagonHeight/4)/(hexagonWidth/2);
var marker;
var hexagonGroup;
var hexagonArray = [];
function onPreload() {
game.load.image("hexagon", "hexagon.png");
game.load.image("marker", "marker.png");
}
function onCreate() {
hexagonGroup = game.add.group();
game.stage.backgroundColor = "#ffffff"
for(var i = 0; i < gridSizeY/2; i ++){
hexagonArray[i] = [];
for(var j = 0; j < gridSizeX; j ++){
if(gridSizeY%2==0 || i+1<gridSizeY/2 || j%2==0){
var hexagonX = hexagonWidth*j/2;
var hexagonY = hexagonHeight*i*1.5+(hexagonHeight/4*3)*(j%2);
var hexagon = game.add.sprite(hexagonX,hexagonY,"hexagon");
hexagonGroup.add(hexagon);
hexagonArray[i][j]=hexagon;
var hexagonText = game.add.text(hexagonX+hexagonWidth/3+5,hexagonY+15,i+","+j);
hexagonText.font = "arial";
hexagonText.fontSize = 12;
hexagonGroup.add(hexagonText);
}
}
}
hexagonGroup.x = (game.width-hexagonWidth*Math.ceil(gridSizeX/2))/2;
if(gridSizeX%2==0){
hexagonGroup.x-=hexagonWidth/4;
}
hexagonGroup.y = (game.height-Math.ceil(gridSizeY/2)*hexagonHeight-Math.floor(gridSizeY/2)*hexagonHeight/2)/2;
if(gridSizeY%2==0){
hexagonGroup.y-=hexagonHeight/8;
}
marker = game.add.sprite(0,0,"marker");
marker.anchor.setTo(0.5);
marker.visible=false;
hexagonGroup.add(marker);
moveIndex = game.input.addMoveCallback(checkHex, this);
}
function checkHex(){
var candidateX = Math.floor((game.input.worldX-hexagonGroup.x)/sectorWidth);
var candidateY = Math.floor((game.input.worldY-hexagonGroup.y)/sectorHeight);
var deltaX = (game.input.worldX-hexagonGroup.x)%sectorWidth;
var deltaY = (game.input.worldY-hexagonGroup.y)%sectorHeight;
if(candidateY%2==0){
if(deltaY<((hexagonHeight/4)-deltaX*gradient)){
candidateX--;
candidateY--;
}
if(deltaY<((-hexagonHeight/4)+deltaX*gradient)){
candidateY--;
}
}
else{
if(deltaX>=hexagonWidth/2){
if(deltaY<(hexagonHeight/2-deltaX*gradient)){
candidateY--;
}
}
else{
if(deltaY<deltaX*gradient){
candidateY--;
}
else{
candidateX--;
}
}
}
placeMarker(candidateX,candidateY);
}
function placeMarker(posX,posY){
for(var i = 0; i < gridSizeY/2; i ++){
for(var j = 0; j < gridSizeX; j ++){
if(gridSizeY%2==0 || i+1<gridSizeY/2 || j%2==0){
hexagonArray[i][j].tint = 0xffffff;
}
}
}
if(posX<0 || posY<0 || posY>=gridSizeY || posX>columns[posY%2]-1){
marker.visible=false;
}
else{
marker.visible=true;
marker.x = hexagonWidth*posX;
marker.y = hexagonHeight/4*3*posY+hexagonHeight/2;
if(posY%2==0){
marker.x += hexagonWidth/2;
}
else{
marker.x += hexagonWidth;
}
var markerX = posX*2+posY%2;
var markerY = Math.floor(posY/2);
hexagonArray[markerY][markerX].tint = 0x00ff00;
if(markerY+markerX%2<gridSizeY/2 && (gridSizeY%2==0 || markerY<Math.floor(gridSizeY/2))){
// left
if(markerX-1>=0){
hexagonArray[markerY+markerX%2][markerX-1].tint = 0xff0000;
}
// right
if(markerX+1<gridSizeX){
hexagonArray[markerY+markerX%2][markerX+1].tint = 0xff0000;
}
}
}
}
}
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