From zero to Bombuzal – step 4

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One of the biggest problems of step 3 was Bombuzal waled sooo slowly.

So I added a variable called walk_speed where I assign the walking speed in pixels per frame.

Then, in the original game you have to think fast. You can’t stay on the same tile for more than about 5 secods, or the tile where you are over will turn in a spinning tile that will spin Bombuzal in a random direction everytime it walks on it.

But it’s not over: if Bombuzal stays on a tile with a bomb for more than 5 seconds, the tile won’t become a spinning tile but the bomb will explode, killing Bombuzal.

If Bombuzal stays on a disappearing tile for more than 5 seconds, the disappearing tile will… disappear, making Bombuzal fall down.

A lot of exceptions for an old C64 game!

At the moment, I won’t make any tile change, but I will move Bombuzal in a random direction if it stays more than 5 seconds on the same tile.

I am creating a counter called does_not_move that will count all frames passed since the last time Bombuzal moved. If the counter reaches 150, then I’ll randomly move Bombuzal

//create an invisible movie clip across the entire stage using API
_root.createEmptyMovieClip("base", 1);
with (base) {
	lineStyle(2, 0x0000000, 0);
	beginFill(0x00000000, 0);
	lineTo(Stage.width, 0);
	lineTo(Stage.width, Stage.height);
	lineTo(0, Stage.height);
	lineTo(0, 0);
}
//whether to pan or not
level_pan = false;
//tile size
tile_size = 50;
// pan variables
pan_dist = 50;
pan_speed = 5;
// tiles array generation
tiles = [[0, 1, 0, 0], [1, 1, 2, 1], [1, 2, 1, 2], [0, 0, 1, 0]];
// bombs array generation
bombs = [[0, 1, 0, 0], [0, 1, 0, 1], [1, 0, 1, 0], [0, 0, 1, 0]];
// main sprite
// xpos: bombuzal x position
// ypos: y position
// moving: bombuzal is moving or not
// facing: the side bombuzal is facing on
bombuzal_obj = {xpos:0, ypos:1, moving:false, facing:"right"};
// bombuzal walk speed, in pixels/frame
walk_speed = 5;
// time passed since bombuzal last move
does_not_move = 0;
// creating the level movieclip
_root.createEmptyMovieClip("level", _root.getNextHighestDepth());
// placing tiles
for (x=0; x=Stage.height-level._height) {
			level._y = Stage.height-level._height;
		}
		//too far to the left                                    
		if (level._x<=0) {
			level._x = 0;
		}
		//too far to the right                                    
		if (level._x>=Stage.width-level._width) {
			level._x = Stage.width-level._width;
		}
		// panning level                                    
		// pan right
		if (_root._xmouseStage.width-pan_dist) {
			level._x -= pan_speed;
		}
		// pan down                                    
		if (_root._ymouseStage.height-pan_dist) {
			level._y -= pan_speed;
		}
	}
};
//when mouse is on stage pan
base.onRollOver = function() {
	level_pan = true;
};
//when mouse leaves stage stop panning
base.onRollOut = function() {
	level_pan = false;
};
// update bombuzal position
function update_bombuzal_position() {
	// if bombuzal falls off the stage...
	if ((tiles[bombuzal_obj.ypos][bombuzal_obj.xpos] == undefined) or (tiles[bombuzal_obj.ypos][bombuzal_obj.xpos]<1)) {
		// reset bombuzal to its starting position
		bombuzal_obj.xpos = 0;
		bombuzal_obj.ypos = 1;
		level.bombuzal._x = bombuzal_obj.xpos*tile_size;
		level.bombuzal._y = bombuzal_obj.ypos*tile_size;
		update_bombuzal_position();
	}
}

Now I want "broken" tiles to disappear after Bombuzal passed over them. To do it, when Bombuzal stops after walking for an entire tile, I check if the tile it just left is a broken tile.

In this case, I remove the tile movieclip and update the tiles array...

//create an invisible movie clip across the entire stage using API
_root.createEmptyMovieClip("base", 1);
with (base) {
	lineStyle(2, 0x0000000, 0);
	beginFill(0x00000000, 0);
	lineTo(Stage.width, 0);
	lineTo(Stage.width, Stage.height);
	lineTo(0, Stage.height);
	lineTo(0, 0);
}
//whether to pan or not
level_pan = false;
//tile size
tile_size = 50;
// pan variables
pan_dist = 50;
pan_speed = 5;
// tiles array generation
tiles = [[0, 1, 0, 0], [1, 1, 2, 1], [1, 2, 1, 2], [0, 0, 1, 0]];
// bombs array generation
bombs = [[0, 1, 0, 0], [0, 1, 0, 1], [1, 0, 1, 0], [0, 0, 1, 0]];
// main sprite
// xpos: bombuzal x position
// ypos: y position
// moving: bombuzal is moving or not
// facing: the side bombuzal is facing on
bombuzal_obj = {xpos:0, ypos:1, moving:false, facing:"right"};
// bombuzal walk speed, in pixels/frame
walk_speed = 5;
// time passed since bombuzal last move
does_not_move = 0;
// creating the level movieclip
_root.createEmptyMovieClip("level", _root.getNextHighestDepth());
// placing tiles
for (x=0; x=Stage.height-level._height) {
			level._y = Stage.height-level._height;
		}
		//too far to the left                                     
		if (level._x<=0) {
			level._x = 0;
		}
		//too far to the right                                     
		if (level._x>=Stage.width-level._width) {
			level._x = Stage.width-level._width;
		}
		// panning level                                     
		// pan right
		if (_root._xmouseStage.width-pan_dist) {
			level._x -= pan_speed;
		}
		// pan down                                     
		if (_root._ymouseStage.height-pan_dist) {
			level._y -= pan_speed;
		}
	}
};
//when mouse is on stage pan
base.onRollOver = function() {
	level_pan = true;
};
//when mouse leaves stage stop panning
base.onRollOut = function() {
	level_pan = false;
};
// update bombuzal position
function update_bombuzal_position() {
	// if bombuzal falls off the stage...
	if ((tiles[bombuzal_obj.ypos][bombuzal_obj.xpos] == undefined) or (tiles[bombuzal_obj.ypos][bombuzal_obj.xpos]<1)) {
		// reset bombuzal to its starting position
		bombuzal_obj.xpos = 0;
		bombuzal_obj.ypos = 1;
		level.bombuzal._x = bombuzal_obj.xpos*tile_size;
		level.bombuzal._y = bombuzal_obj.ypos*tile_size;
		update_bombuzal_position();
	}
}

Last but not least, I would like to thank Grifo, the winner of this step for his Bombuzal character

Next thing I need... when Bombuzal is on a tile with a bomb on it, if SPACEBAR is pressed then Bombuzal takes/drops the bomb.

If SPACEBAR is hold for more than 2 seconds, then the bomb detonates.

Win a tutorial step to have your name/site in final game credits... and maybe something more... here they are the source files...

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215 GAME PROTOTYPES EXPLAINED WITH SOURCE CODE
// 1+2=3
// 100 rounds
// 10000000
// 2 Cars
// 2048
// A Blocky Christmas
// A Jumping Block
// A Life of Logic
// Angry Birds
// Angry Birds Space
// Artillery
// Astro-PANIC!
// Avoider
// Back to Square One
// Ball Game
// Ball vs Ball
// Ball: Revamped
// Balloon Invasion
// BallPusher
// Ballz
// Bar Balance
// Bejeweled
// Biggification
// Block it
// Blockage
// Bloons
// Boids
// Bombuzal
// Boom Dots
// Bouncing Ball
// Bouncing Ball 2
// Bouncy Light
// BoxHead
// Breakout
// Bricks
// Bubble Chaos
// Bubbles 2
// Card Game
// Castle Ramble
// Chronotron
// Circle Chain
// Circle Path
// Circle Race
// Circular endless runner
// Cirplosion
// CLOCKS - The Game
// Color Hit
// Color Jump
// ColorFill
// Columns
// Concentration
// Crossy Road
// Crush the Castle
// Cube Jump
// CubesOut
// Dash N Blast
// Dashy Panda
// Deflection
// Diamond Digger Saga
// Don't touch the spikes
// Dots
// Down The Mountain
// Drag and Match
// Draw Game
// Drop Wizard
// DROP'd
// Dudeski
// Dungeon Raid
// Educational Game
// Elasticity
// Endless Runner
// Erase Box
// Eskiv
// Farm Heroes Saga
// Filler
// Flappy Bird
// Fling
// Flipping Legend
// Floaty Light
// Fuse Ballz
// GearTaker
// Gem Sweeper
// Globe
// Goat Rider
// Gold Miner
// Grindstone
// GuessNext
// Helicopter
// Hero Emblems
// Hero Slide
// Hexagonal Tiles
// HookPod
// Hop Hop Hop Underwater
// Horizontal Endless Runner
// Hundreds
// Hungry Hero
// Hurry it's Christmas
// InkTd
// Iromeku
// Jet Set Willy
// Jigsaw Game
// Knife Hit
// Knightfall
// Legends of Runeterra
// Lep's World
// Line Rider
// Lumines
// Magick
// MagOrMin
// Mass Attack
// Math Game
// Maze
// Meeblings
// Memdot
// Metro Siberia Underground
// Mike Dangers
// Mikey Hooks
// Nano War
// Nodes
// o:anquan
// One Button Game
// One Tap RPG
// Ononmin
// Pacco
// Perfect Square!
// Perfectionism
// Phyballs
// Pixel Purge
// PixelField
// Planet Revenge
// Plants Vs Zombies
// Platform
// Platform game
// Plus+Plus
// Pocket Snap
// Poker
// Pool
// Pop the Lock
// Pop to Save
// Poux
// Pudi
// Pumpkin Story
// Puppet Bird
// Pyramids of Ra
// qomp
// Quick Switch
// Racing
// Radical
// Rebuild Chile
// Renju
// Rise Above
// Risky Road
// Roguelike
// Roly Poly
// Run Around
// Rush Hour
// SameGame
// SamePhysics
// Save the Totem
// Security
// Serious Scramblers
// Shrink it
// Sling
// Slingy
// Snowflakes
// Sokoban
// Space Checkers
// Space is Key
// Spellfall
// Spinny Gun
// Splitter
// Spring Ninja
// Sproing
// Stabilize!
// Stack
// Stairs
// Stick Hero
// String Avoider
// Stringy
// Sudoku
// Super Mario Bros
// Surfingers
// Survival Horror
// Talesworth Adventure
// Tetris
// The Impossible Line
// The Moops - Combos of Joy
// The Next Arrow
// Threes
// Tic Tac Toe
// Timberman
// Tiny Wings
// Tipsy Tower
// Toony
// Totem Destroyer
// Tower Defense
// Trick Shot
// Tunnelball
// Turn
// Turnellio
// TwinSpin
// vvvvvv
// Warp Shift
// Way of an Idea
// Whack a Creep
// Wheel of Fortune
// Where's my Water
// Wish Upon a Star
// Word Game
// Wordle
// Worms
// Yanga
// Yeah Bunny
// Zhed
// zNumbers