HTML5 Dungeon Raid tile engine made with Phaser – Part 2
Talking about Dungeon Raid game, Game development, HTML5, Javascript and Phaser.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 | var game; var gameOptions = { gameWidth: 700, gameHeight: 700, tileSize: 140, fieldSize: 5, fallSpeed: 250 } window.onload = function () { game = new Phaser.Game(gameOptions.gameWidth, gameOptions.gameHeight); game.state.add( "TheGame" , TheGame); game.state.start( "TheGame" ); } var TheGame = function (){}; TheGame.prototype = { preload: function (){ game.stage.backgroundColor = 0x444444; game.load.image( "tiles" , "assets/sprites/tiles.png" ); game.load.spritesheet( "arrows" , "assets/sprites/arrows.png" , 420, 420); }, create: function (){ game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true ; game.scale.pageAlignVertically = true ; this .createLevel(); game.input.onDown.add( this .pickTile, this ); }, createLevel: function (){ this .tilesArray = []; this .arrowsArray = []; // group creation and placement to stay in the center of the canvas this .tileGroup = game.add.group(); this .arrowsGroup = game.add.group(); var groupSize = gameOptions.tileSize * gameOptions.fieldSize; this .tileGroup.x = (game.width - groupSize) / 2; this .tileGroup.y = (game.height - groupSize) / 2; this .arrowsGroup.x = (game.width - groupSize) / 2; this .arrowsGroup.y = (game.height - groupSize) / 2; // tile creation for ( var i = 0; i < gameOptions.fieldSize; i++){ this .tilesArray[i] = []; for ( var j = 0; j < gameOptions.fieldSize; j++){ this .addTile(i, j); } } }, addTile: function (row, col){ // adding a new tile var tileXPos = col * gameOptions.tileSize + gameOptions.tileSize / 2; var tileYPos = row * gameOptions.tileSize + gameOptions.tileSize / 2; var theTile = game.add.sprite(tileXPos, tileYPos, "tiles" ); theTile.anchor.set(0.5); theTile.picked = false ; theTile.coordinate = new Phaser.Point(col, row); this .tilesArray[row][col] = theTile; var text = game.add.text(-gameOptions.tileSize / 4, 0, "R" + theTile.coordinate.y.toString() + ", C" + theTile.coordinate.x.toString(), {fill: "#000" , font: "bold 24px Arial" }); theTile.addChild(text); this .tileGroup.add(theTile); }, pickTile: function (e){ // picking the first tile this .visitedTiles = []; this .visitedTiles.length = 0; if ( this .tileGroup.getBounds().contains(e.position.x, e.position.y)){ var col = Math.floor((e.position.x - this .tileGroup.x) / gameOptions.tileSize); var row = Math.floor((e.position.y - this .tileGroup.y) / gameOptions.tileSize); this .tilesArray[row][col].alpha = 0.5; this .tilesArray[row][col].picked = true ; game.input.onDown.remove( this .pickTile, this ); game.input.onUp.add( this .releaseTile, this ); game.input.addMoveCallback( this .moveTile, this ); this .visitedTiles.push( this .tilesArray[row][col].coordinate); console.log( "Picked tile at R" + row + ", C" + col); } }, moveTile: function (e){ // we are over a tile if ( this .tileGroup.getBounds().contains(e.position.x, e.position.y)){ var col = Math.floor((e.position.x - this .tileGroup.x) / gameOptions.tileSize); var row = Math.floor((e.position.y - this .tileGroup.y) / gameOptions.tileSize); var distance = new Phaser.Point(e.position.x - this .tileGroup.x, e.position.y - this .tileGroup.y).distance( this .tilesArray[row][col]); // we are inside enough a tile if (distance < gameOptions.tileSize * 0.4){ // a new, adjacent tile if (! this .tilesArray[row][col].picked && this .checkAdjacent( new Phaser.Point(col, row), this .visitedTiles[ this .visitedTiles.length - 1])){ this .tilesArray[row][col].picked = true ; this .tilesArray[row][col].alpha = 0.5; this .visitedTiles.push( this .tilesArray[row][col].coordinate); this .addArrow(); console.log( "Adding tile at R" + row + ", C" + col); } // backtrack else { if ( this .visitedTiles.length > 1 && row == this .visitedTiles[ this .visitedTiles.length - 2].y && col == this .visitedTiles[ this .visitedTiles.length - 2].x){ this .tilesArray[ this .visitedTiles[ this .visitedTiles.length - 1].y][ this .visitedTiles[ this .visitedTiles.length - 1].x].picked = false ; this .tilesArray[ this .visitedTiles[ this .visitedTiles.length - 1].y][ this .visitedTiles[ this .visitedTiles.length - 1].x].alpha = 1; this .visitedTiles.pop(); this .arrowsArray[ this .arrowsArray.length - 1].destroy(); this .arrowsArray.pop(); console.log( "Back to tile at R" + row + ",C" + col); } } } } }, releaseTile: function (){ game.input.onUp.remove( this .releaseTile, this ); game.input.deleteMoveCallback( this .moveTile, this ); game.input.onDown.add( this .pickTile, this ); // clear the path this .arrowsGroup.removeAll( true ); for ( var i = 0; i < this .visitedTiles.length; i++){ console.log( "Removed tile R" + this .visitedTiles[i].y + ", C" + this .visitedTiles[i].x); this .tilesArray[ this .visitedTiles[i].y][ this .visitedTiles[i].x].destroy(); this .tilesArray[ this .visitedTiles[i].y][ this .visitedTiles[i].x] = null ; console.log( "Removed tilesArray entry [" + this .visitedTiles[i].y + "][" + this .visitedTiles[i].x + "]" ); } // make tiles fall down for ( var i = gameOptions.fieldSize - 1; i >= 0; i--){ for ( var j = 0; j < gameOptions.fieldSize; j++){ if ( this .tilesArray[i][j] != null ){ var holes = this .holesBelow(i, j); if (holes > 0){ var coordinate = new Phaser.Point( this .tilesArray[i][j].coordinate.x, this .tilesArray[i][j].coordinate.y); var destination = new Phaser.Point(j, i + holes); console.log( "Tile at R" + coordinate.y + ", C" + coordinate.x + " moves to R" + destination.y + ", C" + destination.x) var tween = game.add.tween( this .tilesArray[i][j]).to({ y: this .tilesArray[i][j].y + holes * gameOptions.tileSize }, gameOptions.fallSpeed, Phaser.Easing.Linear.None, true ); tween.onComplete.add( function (s){ }, this ) this .tilesArray[destination.y][destination.x] = this .tilesArray[i][j] console.log( "Replenished tilesArray entry [" + destination.y + "][" + destination.x + "]" ); this .tilesArray[coordinate.y][coordinate.x] = null ; console.log( "Removed tilesArray entry [" + coordinate.y + "][" + coordinate.x + "]" ); this .tilesArray[destination.y][destination.x].coordinate = new Phaser.Point(destination.x, destination.y) this .tilesArray[destination.y][destination.x].children[0].text = "R" + destination.y + ", C" + destination.x; } } } } // create new tiles for ( var i = 0; i < gameOptions.fieldSize; i++){ var holes = this .holesInCol(i); if (holes > 0){ for ( var j = 1; j <= holes; j++){ var tileXPos = i * gameOptions.tileSize + gameOptions.tileSize / 2; var tileYPos = -j * gameOptions.tileSize + gameOptions.tileSize / 2; var theTile = game.add.sprite(tileXPos, tileYPos, "tiles" ); theTile.anchor.set(0.5); theTile.picked = false ; var tween = game.add.tween(theTile).to({ y: theTile.y + holes * gameOptions.tileSize }, gameOptions.fallSpeed, Phaser.Easing.Linear.None, true ) theTile.coordinate = new Phaser.Point(i, holes - j); this .tilesArray[holes - j][i] = theTile; var text = game.add.text(-gameOptions.tileSize / 4, 0, "R" + theTile.coordinate.y.toString() + ", C" + theTile.coordinate.x.toString(), {fill: "#000" , font: "bold 24px Arial" }); console.log( "Created a new tile at R" + theTile.coordinate.y.toString() + ", C" + theTile.coordinate.x.toString()); console.log( "Added tilesArray entry [" + (holes - j).toString() + "][" + i + "]" ); theTile.addChild(text); this .tileGroup.add(theTile); } } } console.log( "----------------------------------------------------------" ); }, checkAdjacent: function (p1, p2){ return (Math.abs(p1.x - p2.x) <= 1) && (Math.abs(p1.y - p2.y) <= 1); }, addArrow: function (){ // adding the arrows var fromTile = this .visitedTiles[ this .visitedTiles.length - 2]; var arrow = game.add.sprite( this .tilesArray[fromTile.y][fromTile.x].x, this .tilesArray[fromTile.y][fromTile.x].y, "arrows" ); this .arrowsGroup.add(arrow); arrow.anchor.set(0.5); // this routine handles arrow frame and angle according to its direction var tileDiff = new Phaser.Point( this .visitedTiles[ this .visitedTiles.length - 1].x, this .visitedTiles[ this .visitedTiles.length - 1].y) tileDiff.subtract( this .visitedTiles[ this .visitedTiles.length - 2].x, this .visitedTiles[ this .visitedTiles.length - 2].y); if (tileDiff.x == 0){ arrow.angle = -90 * tileDiff.y; } else { arrow.angle = 90 * (tileDiff.x + 1); if (tileDiff.y != 0){ arrow.frame = 1; if (tileDiff.y + tileDiff.x == 0){ arrow.angle -= 90; } } } this .arrowsArray.push(arrow); }, holesBelow: function (row, col){ var result = 0; for ( var i = row + 1; i < gameOptions.fieldSize; i++){ if ( this .tilesArray[i][col] == null ){ result ++; } } return result; }, holesInCol: function (col){ var result = 0; for ( var i = 0; i < gameOptions.fieldSize; i++){ if ( this .tilesArray[i][col] == null ){ result ++; } } return result; } } |
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