Adapting the Dungeon Raid engine to create a iOS hit “Dots” prototype

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One of the best things you can do when you’re into game design or into programming more in general, is to reuse your code, as much as you can. Following this rule, today I am going to show you how to make some small changes to the Dungeon Raid HTML5 engine to create a prototype of iOS “Dots” game. dots #1 game in 23 countries, the game engine differs from Dungeon Raid prototype for only two reasons: * You can only select tiles horizontally and vertically, but not diagonally, like I showed you in HTML5 Dungeon Raid tile engine made with Phaser – Part 4. * You can draw a 2×2 square, in this case all tiles with the same color of the current color will disappear. Have a look at the prototype:
As usual you can draw to connect at least two orbs with the same color, and if you make a square, all orbs with the same color of the square will disappear, have a look by yourself. And this is the source code, sorry, still uncommented because I still more than a dozen things to do on it before adding comments, but if you turn your console on you will see e detailed report of what’s going on:
var game;

var gameOptions = {
	gameWidth: 800, 
	gameHeight: 1400, 
	tileSize: 140, 
	fieldSize: {
          rows: 6,
          cols: 5
     },
     fallSpeed: 250,
     diagonal: false,
     colors: [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff]
}

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();
          this.tileGroup.x = (game.width - gameOptions.tileSize * gameOptions.fieldSize.cols) / 2;
          this.tileGroup.y = (game.height -  gameOptions.tileSize * gameOptions.fieldSize.rows) / 2;
          this.arrowsGroup.x = this.tileGroup.x;
          this.arrowsGroup.y = this.tileGroup.y;
          tileMask = game.add.graphics(this.tileGroup.x, this.tileGroup.y);
          tileMask.beginFill(0xffffff);
          tileMask.drawRect(0, 0, gameOptions.tileSize * gameOptions.fieldSize.cols, gameOptions.tileSize * gameOptions.fieldSize.rows);
          this.tileGroup.mask = tileMask;
          // tile creation
  		for(var i = 0; i < gameOptions.fieldSize.rows; i++){
               this.tilesArray[i] = [];
			for(var j = 0; j < gameOptions.fieldSize.cols; j++){
				this.addTile(i, j);
			}
		}
          this.removedTiles = [];
	},
	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 = 0;
          theTile.coordinate = new Phaser.Point(col, row);
          theTile.value = Phaser.ArrayUtils.getRandomItem(gameOptions.colors);
          theTile.tint = theTile.value;
          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;
          this.square = false;
          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 = 1;
               this.pickedColor = this.tilesArray[row][col].value
               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);
               // we aren't over the latest visited tile
               if(row != this.visitedTiles[this.visitedTiles.length - 1].y || col != this.visitedTiles[this.visitedTiles.length - 1].x){
                    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 && this.tilesArray[row][col].value == this.pickedColor){
                         // 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 = 1;
                              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);
                         }
                         else{
                              // backtrack
                              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 --;
                                   // it was a "simple" tile
                                   if(this.tilesArray[this.visitedTiles[this.visitedTiles.length - 1].y][this.visitedTiles[this.visitedTiles.length - 1].x].picked == 0){
                                        this.tilesArray[this.visitedTiles[this.visitedTiles.length - 1].y][this.visitedTiles[this.visitedTiles.length - 1].x].alpha = 1;
                                   }
                                   // it was a tile forming a square
                                   else{
                                        this.square = false;
                                   }
                                   this.visitedTiles.pop();
                                   this.arrowsArray[this.arrowsArray.length - 1].destroy();
                                   this.arrowsArray.pop();
                                   console.log("Back to tile at R" + row + ",C" + col);
                              }
                              else{
                                   // square
                                   if(!this.square && this.tilesArray[row][col].picked && this.visitedTiles.length > 3 && row == this.visitedTiles[this.visitedTiles.length - 4].y && col == this.visitedTiles[this.visitedTiles.length - 4].x){
                                        this.tilesArray[row][col].picked ++;
                                        this.visitedTiles.push(this.tilesArray[row][col].coordinate);
                                        this.addArrow();
                                        this.square = true;
                                        console.log("Making a square on R" + row + ",C" + col);
                                   }
                              }
                         }
                    }
               }
          }
     },
     releaseTile: function(){
          game.input.onUp.remove(this.releaseTile, this);
		game.input.deleteMoveCallback(this.moveTile, this);  
          // clear the path
          this.clearPath();
          // make tiles fall down
          this.tilesFallDown();
          // create new tiles
          this.placeNewTiles();
          console.log("----------------------------------------------------------"); 
     },
     checkAdjacent: function(p1, p2){
          if(gameOptions.diagonal){
               return (Math.abs(p1.x - p2.x) <= 1) && (Math.abs(p1.y - p2.y) <= 1);
          }
          else{
               return (Math.abs(p1.x - p2.x) == 1 && p1.y - p2.y == 0) || (Math.abs(p1.y - p2.y) == 1 && p1.x - p2.x == 0);   
          }
     },
     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);        
     },
     clearPath: function(){
          this.arrowsGroup.removeAll(true);
          if(!this.square){
               if(this.visitedTiles.length > 1){
                    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].visible = false;
                         this.removedTiles.push(this.tilesArray[this.visitedTiles[i].y][this.visitedTiles[i].x]);
                         this.tilesArray[this.visitedTiles[i].y][this.visitedTiles[i].x] = null;
                         console.log("Removed tilesArray entry [" + this.visitedTiles[i].y + "][" + this.visitedTiles[i].x + "]");
          		}
               }
               else{
                    for(var i = 0; i < this.visitedTiles.length; i++){
                         this.tilesArray[this.visitedTiles[i].y][this.visitedTiles[i].x].picked = false;
                         this.tilesArray[this.visitedTiles[i].y][this.visitedTiles[i].x].alpha = 1;
                    }
                    this.nextPick();     
               }
          }
          else{
               for(var i = 0; i < gameOptions.fieldSize.rows; i++){
                    for(var j = 0; j < gameOptions.fieldSize.cols; j++){
                         if(this.tilesArray[i][j].value == this.pickedColor){
                              console.log("Removed tile R" + i + ", C" + j);
               			this.tilesArray[i][j].visible = false;
                              this.removedTiles.push(this.tilesArray[i][j]);
                              this.tilesArray[i][j] = null;
                              console.log("Removed tilesArray entry [" + i + "][" + j + "]");     
                         }	
     			}
     		}     
          }
     },
     tilesFallDown: function(){
          for(var i = gameOptions.fieldSize.cols - 1; i >= 0; i--){
			for(var j = 0; j < gameOptions.fieldSize.rows; 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(this.nextPick, 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; 
                         }
                    }
			}
		}
     },
     placeNewTiles: function(){
          for(var i = 0; i < gameOptions.fieldSize.cols; 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 = this.removedTiles.pop();
                         theTile.position = new Phaser.Point(tileXPos, tileYPos);
                         theTile.visible = true;
                         theTile.alpha = 1;
                         theTile.picked = 0;
                         theTile.value = Phaser.ArrayUtils.getRandomItem(gameOptions.colors);
                         theTile.tint = theTile.value;
                         var tween = game.add.tween(theTile).to({
                              y: theTile.y + holes * gameOptions.tileSize
                         }, gameOptions.fallSpeed, Phaser.Easing.Linear.None, true)
                         tween.onComplete.add(this.nextPick, this)
                         theTile.coordinate = new Phaser.Point(i, holes - j);
                         this.tilesArray[holes - j][i] = theTile;
                         theTile.children[0].text = "R" + theTile.coordinate.y + ", C" + theTile.coordinate.x; 
                         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 + "]");
                    }
               }
          } 
     },
     nextPick: function(){
          if(!game.input.onDown.has(this.pickTile, this)){
               game.input.onDown.add(this.pickTile, this);                  
          }
     },
     holesBelow: function(row, col){
          var result = 0;
          for(var i = row + 1; i < gameOptions.fieldSize.rows; i++){
               if(this.tilesArray[i][col] == null){
                    result ++;          
               }
          }
          return result;
     },
     holesInCol: function(col){
          var result = 0;
          for(var i = 0; i < gameOptions.fieldSize.rows; i++){
               if(this.tilesArray[i][col] == null){
                    result ++;          
               }
          }
          return result;     
     }
}
Nex time you will be able to play a fully working version of Dots on your browser, meanwhile download the source code.

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