HTML5 Dungeon Raid tile engine made with Phaser – Part 2

Read all posts about "" game
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:
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.

Get the most popular Phaser 3 book

Through 202 pages, 32 source code examples and an Android Studio project you will learn how to build cross platform HTML5 games and create a complete game along the way.

Get the book

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