HTML5 Dungeon Raid tile engine made with Phaser – Part 2

Talking about Dungeon Raid game, Game development, HTML5, Javascript and Phaser.

The series of match 3 games like Dungeon Raid and Bejeweled continues and today I am showing you how to make tiles fall after you removed them from the game field. In previous posts I explained the whole concept so the code is not commented, but if you open the console while you are running it you will see a lot of hints about how it’s working.
Draw to select circles, you can also backtrack. This is the source code:
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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;    
     }
}
And obviously the source code to download. If you make something interesting out of it, let me know.