Phaser 3 version of the HTML5 swipe controlled Sokoban game

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With Phaser 3 release due for next week, while I will keep focusing on Phaser 2 too, since it’s widely used and it will continue to be used for a lot of months – that’s why I updated by first Phaser 2 book – it’s time to start to see what changed from Phaser 2 to Phaser 3 and how to build games with the new version. Phaser 2 games won’t work on Phaser 3, so we need to rewrite most of the code. The good news is it wont’ take a lot once you get used to the new syntax. So I am showing you a Sokoban prototype controlled with swipes:
Swipe to control the character. You should know the rules. If you have a mobile device, you can play from this link. And this is the source code. You can compare it with the Phaser 2 version to see what changed and how to make things work. I did not include the “unlimited undo” feature as it’s pure JavaScript. The code is still uncommented but I think you will find it useful anyway:
var gameOptions = {
    tileSize: 40,
    gameWidth: 320,
    gameHeight: 320,
    gameSpeed: 100
}

var level = [
    [1,1,1,1,1,1,1,1],
    [1,0,0,1,1,1,1,1],
    [1,0,0,1,1,1,1,1],
    [1,0,0,0,0,0,0,1],
    [1,1,4,2,1,3,0,1],
    [1,0,0,0,1,0,0,1],
    [1,0,0,0,1,1,1,1],
    [1,1,1,1,1,1,1,1]
];

var EMPTY = 0;
var WALL = 1;
var SPOT = 2;
var CRATE = 3;
var PLAYER = 4;

window.onload = function(){
    var gameConfig = {
        type: Phaser.CANVAS,
        width: gameOptions.gameWidth,
        height: gameOptions.gameHeight,
        scene: [playGame]
    };
    var game = new Phaser.Game(gameConfig);
    resize();
    window.addEventListener("resize", resize, false);
}

var playGame = new Phaser.Class({
    Extends: Phaser.Scene,
    initialize:
    function playGame(){
        Phaser.Scene.call(this, {key: "PlayGame"});
    },
    preload: function(){
        this.load.spritesheet("tiles", "tiles.png", {
            frameWidth: gameOptions.tileSize,
            frameHeight: gameOptions.tileSize
        });
    },
    create: function(){
        this.crates = [];
        this.drawLevel();
        this.input.on("pointerup", this.endSwipe, this);
    },
    drawLevel: function(){
        this.crates.length = 0;
        for(var i = 0; i < level.length; i++){
            this.crates[i] = [];
            for(var j = 0; j < level[i].length; j++){
                this.crates[i][j] = null;
                switch(level[i][j]){
                    case PLAYER:
                    case PLAYER + SPOT:
                        this.player = this.add.sprite(gameOptions.tileSize * j, gameOptions.tileSize * i, "tiles", level[i][j]);
                        this.player.posX = j;
                        this.player.posY = i;
                        this.player.depth = 1
                        this.player.setOrigin(0);
                        var tile = this.add.sprite(gameOptions.tileSize * j, gameOptions.tileSize * i, "tiles", level[i][j] - PLAYER);
                        tile.setOrigin(0);
                        tile.depth = 0;
                        break;
                    case CRATE:
                    case CRATE + SPOT:
                        this.crates[i][j] = this.add.sprite(gameOptions.tileSize * j, gameOptions.tileSize * i, "tiles", level[i][j]);
                        this.crates[i][j].setOrigin(0);
                        this.crates[i][j].depth = 1
                        var tile = this.add.sprite(gameOptions.tileSize * j, gameOptions.tileSize * i, "tiles", level[i][j] - CRATE);
                        tile.setOrigin(0);
                        break;
                    default:
                        var tile = this.add.sprite(gameOptions.tileSize * j, gameOptions.tileSize * i, "tiles", level[i][j]);
                        tile.setOrigin(0);
                }
            }
        }
    },
    endSwipe: function(e) {
        var swipeTime = e.upTime - e.downTime;
        var swipe = new Phaser.Geom.Point(e.upX - e.downX, e.upY - e.downY);
        var swipeMagnitude = Phaser.Geom.Point.GetMagnitude(swipe);
        var swipeNormal = new Phaser.Geom.Point(swipe.x / swipeMagnitude, swipe.y / swipeMagnitude);
        if(swipeMagnitude > 20 && swipeTime < 1000 && (Math.abs(swipeNormal.y) > 0.8 || Math.abs(swipeNormal.x) > 0.8)) {
            if(swipeNormal.x > 0.8) {
                this.checkMove(1, 0);
            }
            if(swipeNormal.x < -0.8) {
                this.checkMove(-1, 0);
            }
            if(swipeNormal.y > 0.8) {
                this.checkMove(0, 1);
            }
            if(swipeNormal.y < -0.8) {
                this.checkMove(0, -1);
            }
        }
    },
    checkMove: function(deltaX, deltaY){
        if(this.isWalkable(this.player.posX + deltaX, this.player.posY + deltaY)){
            this.movePlayer(deltaX, deltaY);
            return;
        }
        if(this.isCrate(this.player.posX + deltaX, this.player.posY + deltaY)){
            if(this.isWalkable(this.player.posX + 2 * deltaX, this.player.posY + 2 * deltaY)){
                this.moveCrate(deltaX, deltaY);
                this.movePlayer(deltaX, deltaY);
                return;
            }
        }
    },
    isWalkable: function(posX, posY){
       return level[posY][posX] == EMPTY || level[posY][posX] == SPOT;
    },
    isCrate: function(posX, posY){
        return level[posY][posX] == CRATE || level[posY][posX] == CRATE + SPOT;
    },
    movePlayer: function(deltaX, deltaY){
        var playerTween = this.tweens.add({
            targets: this.player,
            x: this.player.x + deltaX * gameOptions.tileSize,
            y: this.player.y + deltaY * gameOptions.tileSize,
            duration: gameOptions.gameSpeed,
            onComplete: function(tween, target, player){
                player.setFrame(level[player.posY][player.posX]);
            },
            onCompleteParams: [this.player]
        });
        level[this.player.posY][this.player.posX] -= PLAYER;
        this.player.posX += deltaX;
        this.player.posY += deltaY;
        level[this.player.posY][this.player.posX] += PLAYER;
	},
    moveCrate: function(deltaX, deltaY){
	    var crateTween = this.tweens.add({
            targets: this.crates[this.player.posY + deltaY][this.player.posX + deltaX],
            x: this.crates[this.player.posY + deltaY][this.player.posX + deltaX].x + deltaX * gameOptions.tileSize,
            y: this.crates[this.player.posY + deltaY][this.player.posX + deltaX].y + deltaY * gameOptions.tileSize,
            duration: gameOptions.gameSpeed,
            onComplete: function(tween, target, crate, player){
                crate.setFrame(level[player.posY + deltaY][player.posX + deltaX]);
            },
            onCompleteParams: [this.crates[this.player.posY + deltaY][this.player.posX + deltaX], this.player]
        })
	    this.crates[this.player.posY + 2 * deltaY][this.player.posX + 2 * deltaX] = this.crates[this.player.posY + deltaY][this.player.posX + deltaX];
        this.crates[this.player.posY + deltaY][this.player.posX + deltaX] = null;
        level[this.player.posY + deltaY][this.player.posX + deltaX] -= CRATE;
        level[this.player.posY + 2 * deltaY][this.player.posX + 2 * deltaX] += CRATE;
	}
});

function resize() {
    var canvas = document.querySelector("canvas");
    var windowWidth = window.innerWidth;
    var windowHeight = window.innerHeight;
    var windowRatio = windowWidth / windowHeight;
    var gameRatio = game.config.width / game.config.height;
    if(windowRatio < gameRatio){
        canvas.style.width = windowWidth + "px";
        canvas.style.height = (windowWidth / gameRatio) + "px";
    }
    else{
        canvas.style.width = (windowHeight * gameRatio) + "px";
        canvas.style.height = windowHeight + "px";
    }
}
Next time I will add some comments to the code and most of all will update it to the first Phaser 3 release version, meanwhile download the source code. Also don’t forget to get my book From null to full HTML5 cross platform game, big surprises await loyal readers once Phaser 3 is out, stable and widely used.

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214 GAME PROTOTYPES EXPLAINED WITH SOURCE CODE
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// Survival Horror
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