var game; // colors is actually the array of level pages var colors = ["0xffffff","0xff0000","0x00ff00","0x0000ff","0xffff00"]; // columns of thumbnails in each page var columns = 3; // rows of thumbnails in each page var rows = 4; // thumbnail width, in pixels var thumbWidth = 60; // thumbnail height, in pizels var thumbHeight = 60; // empty space between two thumbnails, in pixels var spacing = 20; window.onload = function() { // creating a 320x480 pixels game and executing PlayGame state game = new Phaser.Game(320, 480, Phaser.AUTO, ""); game.state.add("PlayGame", playGame); game.state.start("PlayGame"); } var playGame = function(game){}; playGame.prototype = { preload: function(){ // level thumbnail game.load.image("levelthumb", "levelthumb.png"); // level pages at the bottom game.load.image("levelpages", "levelpages.png"); // transparent background used to scroll game.load.image("transp", "transp.png"); }, create: function(){ // setting game background color game.stage.backgroundColor = "#222222"; // just a text placed on the top of the stage to show level page this.pageText = game.add.text(game.width / 2, 16, "Swipe to select level page (1 / " + colors.length + ")", {font: "18px Arial", fill: "#ffffff"}) this.pageText.anchor.set(0.5); // the tiled transparent sprite, covering the entire scrollable area which width is (number of pages) * (game width) this.scrollingMap = game.add.tileSprite(0, 0, colors.length * game.width, game.height, "transp"); // this is how we tell Phaser the sprite can receive inputs this.scrollingMap.inputEnabled = true; // the sprite can be dragged this.scrollingMap.input.enableDrag(false); // the sprite can't be dragged vertically this.scrollingMap.input.allowVerticalDrag = false; // this is the bounding box which defines dragging limits this.scrollingMap.input.boundsRect = new Phaser.Rectangle(game.width - this.scrollingMap.width, game.height - this.scrollingMap.height, this.scrollingMap.width * 2 - game.width, this.scrollingMap.height * 2 - game.height); // we start at page zero, that is the first page this.currentPage = 0; // this will be the array of page thumbnails this.pageSelectors = []; // determining row length according to thumbnail width, spacing and number of columns var rowLength = thumbWidth * columns + spacing * (columns - 1); // left margin is set to every row is centered in the stage var leftMargin = (game.width - rowLength) / 2; // same concept applies to column height and top margin var colHeight = thumbHeight * rows + spacing * (rows - 1); var topMargin = (game.height - colHeight) / 2; // looping through all pages for(var k = 0; k < colors.length; k++){ // looping through all columns for(var i = 0; i < columns; i++){ // looping through all rows for(var j = 0; j < rows; j++){ // adding level thumbnail var thumb = game.add.image(k * game.width + leftMargin + i * (thumbWidth + spacing), topMargin + j * (thumbHeight + spacing), "levelthumb"); // setting tint color according to page cumber thumb.tint = colors[k]; // each level has a number... thumb.levelNumber = k * (rows * columns) + j * columns + i; // which we are going to write inside the thumbnail var levelText = game.add.text(0, 0, thumb.levelNumber, {font: "24px Arial", fill: "#000000"}) // level number is added as a child of level thumbnail thumb.addChild(levelText); // level thumbnail is added as a child of scrolling map this.scrollingMap.addChild(thumb); } } // now it's time to place page thumbnail selectors, in a way they are centered on the stage this.pageSelectors[k] = game.add.button(game.width / 2 + (k - Math.floor(colors.length / 2) + 0.5 * (1 - colors.length % 2)) * 40, game.height - 40, "levelpages", function(e){ // each page thumbnail once clicked will scroll the map by "difference" pages var difference = e.pageIndex - this.currentPage; // changePage will handle scrolling this.changePage(difference); }, this); // each page selector is anchored on its center point this.pageSelectors[k] .anchor.set(0.5); // each page selector has a page index according to the page it refers to this.pageSelectors[k].pageIndex = k; // adding a tint color so we can see we will move to "red" levels if we click or "red" page, to "green" levels if we click on "green" page and so on this.pageSelectors[k].tint = colors[k]; // this is just to highlight current page, making it bigger (actually we are making other pages smaller) if(k == this.currentPage){ this.pageSelectors[k].height = 30; } else{ this.pageSelectors[k].height = 15; } } // when we start dragging, we just save horizontal map position this.scrollingMap.events.onDragStart.add(function(sprite, pointer){ this.scrollingMap.startPosition = this.scrollingMap.x; }, this); // the core of the script is when we STOP dragging this.scrollingMap.events.onDragStop.add(function(sprite, pointer){ // if there wasn't any scroll, we can say it wasn't a drag so the player clicked a level if(this.scrollingMap.startPosition == this.scrollingMap.x){ // now we just have to check for all bounding boxes to see which level thumbnail has been clicked // sadly, we can't use buttons or they won't allow to detect scrolling for(i = 0; i < this.scrollingMap.children.length; i++){ var bounds = this.scrollingMap.children[i].getBounds(); if(bounds.contains(pointer.x, pointer.y)){ alert("Play level " + this.scrollingMap.children[i].levelNumber); break; } } } else{ // we define 1/8 of the width of the page as the minimum amount of pixels scrolled to say the player // wanted to swipe the page if(this.scrollingMap.startPosition - this.scrollingMap.x > game.width / 8){ this.changePage(1); } else{ if(this.scrollingMap.startPosition - this.scrollingMap.x < - game.width / 8){ this.changePage(-1); } else{ this.changePage(0); } } } }, this); }, changePage: function(page){ // here we move the scrolling map according to selected page this.currentPage += page; for(var k = 0; k < colors.length; k++){ if(k == this.currentPage){ this.pageSelectors[k].height = 30; } else{ this.pageSelectors[k].height = 15; } } this.pageText.text = "Swipe to select level page (" + (this.currentPage + 1).toString() + " / " + colors.length + ")"; var tween = game.add.tween(this.scrollingMap).to({ x: this.currentPage * -game.width }, 300, Phaser.Easing.Cubic.Out, true); } }Next time, I’ll show you how to save last played level and also add stars. It’s a feature which some readers requested – a few of them also willing to pay for it. Next week you’ll get it, along with the full commented code, meanwhile download the source code of this example.
Create a HTML5 level select screen controlled by swipe – new feature: navigation with page thumbnails
Time to add another feature to the HTML5 level select screen controlled by swipe made with Phaser. I started with the post Create a HTML5 level select screen controlled by swipe without actually checking for swipes and added a feature to actually select a level, now it’s time to add another important feature to our level select screen: navigation with page thumbnails.
I am going to add those little dots you usually see in the bottom of level select screens which allow the player to jump to a given page.
As usual, the final example is worth more than a thousand words:
Swipe pages, select levels or directly level pages with bottom buttons. Everything will work like a professional level select screen is supposed to.
The whole script is quite simple and I am also start adding comments: