Match 3 Bejeweled HTML5 prototype built with Phaser updated to Phaser 3 adding object pooling and using ECMA Script 6 conventions

Read all posts about "" game

Welcome to a new episode of the series “The title says it all”. Following King‘s smashing hits Legend of Solgard and Candy Crush Friends Saga, the match 3 genre is living a new life, once more.

So I am updating the Bejeweled prototype to Phaser 3, adding object pooling and using ECMA Script 6 conventions. And yes, Bejeweled was developed by PopCap and not by King, but hey, the same game mechanic has been published by a lot of studios.

Back to the game, you can customize the field size, the amount of different gem colors, the size of the gems as well as the speed of the animations to make gems swap, fall and destroy.

Have a look at the prototype:

You can swap gems by clicking on the first gem then on the second one, or by swiping the gem itself.

Object pooling allows us to play without creating new gems, they are just recycled so no resources are wasted in the process of removing and adding gems to the board.

As for the source code, at the moment it’s uncommented and that’s a lot of stuff, almost 400 lines so I will probably optimize it a bit, create a class for the methods which manage the match 3 engine, such as the method to check for a match, to check for empty spots and so on, then finally start commenting the code.

let game;
let gameOptions = {
    fieldSize: 7,
    gemColors: 6,
    gemSize: 100,
    swapSpeed: 200,
    fallSpeed: 100,
    destroySpeed: 200
}
const HORIZONTAL = 1;
const VERTICAL = 2;
window.onload = function() {
    let gameConfig = {
        width: 700,
        height: 700,
        scene: playGame,
    }
    game = new Phaser.Game(gameConfig);
    window.focus()
    resize();
    window.addEventListener("resize", resize, false);
}
class playGame extends Phaser.Scene{
    constructor(){
        super("PlayGame");
    }
    preload(){
        this.load.spritesheet("gems", "assets/sprites/gems.png", {
            frameWidth: gameOptions.gemSize,
            frameHeight: gameOptions.gemSize
        });
    }
    create(){
        this.canPick = true;
        this.dragging = false;
        this.drawField();
        this.selectedGem = null;
        this.input.on("pointerdown", this.gemSelect, this);
        this.input.on("pointermove", this.startSwipe, this);
        this.input.on("pointerup", this.stopSwipe, this);
    }
    drawField(){
        this.gameArray = [];
        this.poolArray = [];
        this.gemGroup = this.add.group();
        for(let i = 0; i < gameOptions.fieldSize; i ++){
            this.gameArray[i] = [];
            for(let j = 0; j < gameOptions.fieldSize; j ++){
                let gem = this.add.sprite(gameOptions.gemSize * j + gameOptions. gemSize / 2, gameOptions.gemSize * i + gameOptions.gemSize / 2, "gems");
                this.gemGroup.add(gem);
                do{
                    let randomColor = Phaser.Math.Between(0, gameOptions.gemColors - 1);
                    gem.setFrame(randomColor);
                    this.gameArray[i][j] = {
                        gemColor: randomColor,
                        gemSprite: gem,
                        isEmpty: false
                    }
                } while(this.isMatch(i, j));
            }
        }
    }
    isMatch(row, col){
         return this.isHorizontalMatch(row, col) || this.isVerticalMatch(row, col);
    }
    isHorizontalMatch(row, col){
         return this.gemAt(row, col).gemColor == this.gemAt(row, col - 1).gemColor &amp;&amp; this.gemAt(row, col).gemColor == this.gemAt(row, col - 2).gemColor;
    }
    isVerticalMatch(row, col){
         return this.gemAt(row, col).gemColor == this.gemAt(row - 1, col).gemColor &amp;&amp; this.gemAt(row, col).gemColor == this.gemAt(row - 2, col).gemColor;
    }
    gemAt(row, col){
        if(row < 0 || row >= gameOptions.fieldSize || col < 0 || col >= gameOptions.fieldSize){
            return -1;
        }
        return this.gameArray[row][col];
    }
    gemSelect(pointer){
        if(this.canPick){
            this.dragging = true;
            let row = Math.floor(pointer.y / gameOptions.gemSize);
            let col = Math.floor(pointer.x / gameOptions.gemSize);
            let pickedGem = this.gemAt(row, col)
            if(pickedGem != -1){
                if(this.selectedGem == null){
                    pickedGem.gemSprite.setScale(1.2);
                    pickedGem.gemSprite.setDepth(1);
                    this.selectedGem = pickedGem;
                }
                else{
                    if(this.areTheSame(pickedGem, this.selectedGem)){
                        this.selectedGem.gemSprite.setScale(1);
                        this.selectedGem = null;
                    }
                    else{
                        if(this.areNext(pickedGem, this.selectedGem)){
                            this.selectedGem.gemSprite.setScale(1);
                            this.swapGems(this.selectedGem, pickedGem, true);
                        }
                        else{
                            this.selectedGem.gemSprite.setScale(1);
                            pickedGem.gemSprite.setScale(1.2);
                            this.selectedGem = pickedGem;
                        }
                    }
                }
            }
        }
    }
    startSwipe(pointer){
        if(this.dragging &amp;&amp; this.selectedGem != null){
            let deltaX = pointer.downX - pointer.x;
            let deltaY = pointer.downY - pointer.y;
            let deltaRow = 0;
            let deltaCol = 0;
            if(deltaX > gameOptions.gemSize / 2 &amp;&amp; Math.abs(deltaY) < gameOptions.gemSize / 4){
                deltaCol = -1;
            }
            if(deltaX < -gameOptions.gemSize / 2 &amp;&amp; Math.abs(deltaY) < gameOptions.gemSize / 4){
                deltaCol = 1;
            }
            if(deltaY > gameOptions.gemSize / 2 &amp;&amp; Math.abs(deltaX) < gameOptions.gemSize / 4){
                deltaRow = -1;
            }
            if(deltaY < -gameOptions.gemSize / 2 &amp;&amp; Math.abs(deltaX) < gameOptions.gemSize / 4){
                deltaRow = 1;
            }
            if(deltaRow + deltaCol != 0){
                let pickedGem = this.gemAt(this.getGemRow(this.selectedGem) + deltaRow, this.getGemCol(this.selectedGem) + deltaCol);
                if(pickedGem != -1){
                    this.selectedGem.gemSprite.setScale(1);
                    this.swapGems(this.selectedGem, pickedGem, true);
                    this.dragging = false;
                }
            }
        }
    }
    stopSwipe(){
        this.dragging = false;
    }
    areTheSame(gem1, gem2){
        return this.getGemRow(gem1) == this.getGemRow(gem2) &amp;&amp; this.getGemCol(gem1) == this.getGemCol(gem2);
    }
    getGemRow(gem){
        return Math.floor(gem.gemSprite.y / gameOptions.gemSize);
    }
    getGemCol(gem){
        return Math.floor(gem.gemSprite.x / gameOptions.gemSize);
    }
    areNext(gem1, gem2){
        return Math.abs(this.getGemRow(gem1) - this.getGemRow(gem2)) + Math.abs(this.getGemCol(gem1) - this.getGemCol(gem2)) == 1;
    }
    swapGems(gem1, gem2, swapBack){
        this.swappingGems = 2;
        this.canPick = false;
        let fromColor = gem1.gemColor;
        let fromSprite = gem1.gemSprite;
        let toColor = gem2.gemColor;
        let toSprite = gem2.gemSprite;
        let gem1Row = this.getGemRow(gem1);
        let gem1Col = this.getGemCol(gem1);
        let gem2Row = this.getGemRow(gem2);
        let gem2Col = this.getGemCol(gem2);
        this.gameArray[gem1Row][gem1Col].gemColor = toColor;
        this.gameArray[gem1Row][gem1Col].gemSprite = toSprite;
        this.gameArray[gem2Row][gem2Col].gemColor = fromColor;
        this.gameArray[gem2Row][gem2Col].gemSprite = fromSprite;
        this.tweenGem(gem1, gem2, swapBack);
        this.tweenGem(gem2, gem1, swapBack);
    }
    tweenGem(gem1, gem2, swapBack){
        let row = this.getGemRow(gem1);
        let col = this.getGemCol(gem1);
        this.tweens.add({
            targets: this.gameArray[row][col].gemSprite,
            x: col * gameOptions.gemSize + gameOptions.gemSize / 2,
            y: row * gameOptions.gemSize + gameOptions.gemSize / 2,
            duration: gameOptions.swapSpeed,
            callbackScope: this,
            onComplete: function(){
                this.swappingGems --;
                if(this.swappingGems == 0){
                    if(!this.matchInBoard() &amp;&amp; swapBack){
                        this.swapGems(gem1, gem2, false);
                    }
                    else{
                        if(this.matchInBoard()){
                            this.handleMatches();
                        }
                        else{
                            this.canPick = true;
                            this.selectedGem = null;
                        }
                    }
                }
            }
        });
    }
    matchInBoard(){
        for(let i = 0; i < gameOptions.fieldSize; i ++){
            for(let j = 0; j < gameOptions.fieldSize; j ++){
                if(this.isMatch(i, j)){
                    return true;
                }
            }
        }
        return false;
    }
    handleMatches(){
        this.removeMap = [];
        for(let i = 0; i < gameOptions.fieldSize; i ++){
            this.removeMap[i] = [];
            for(let j = 0; j < gameOptions.fieldSize; j ++){
                this.removeMap[i].push(0);
            }
        }
        this.markMatches(HORIZONTAL);
        this.markMatches(VERTICAL);
        this.destroyGems();
    }
    markMatches(direction){
        for(let i = 0; i < gameOptions.fieldSize; i ++){
            let colorStreak = 1;
            let currentColor = -1;
            let startStreak = 0;
            let colorToWatch = 0;
            for(let j = 0; j < gameOptions.fieldSize; j ++){
                if(direction == HORIZONTAL){
                    colorToWatch = this.gemAt(i, j).gemColor;
                }
                else{
                    colorToWatch = this.gemAt(j, i).gemColor;
                }
                if(colorToWatch == currentColor){
                    colorStreak ++;
                }
                if(colorToWatch != currentColor || j == gameOptions.fieldSize - 1){
                    if(colorStreak >= 3){
                        if(direction == HORIZONTAL){
                            console.log("HORIZONTAL :: Length = " + colorStreak + " :: Start = (" + i + "," + startStreak + ") :: Color = " + currentColor);
                        }
                        else{
                            console.log("VERTICAL :: Length = " + colorStreak + " :: Start = (" + startStreak + "," + i + ") :: Color = " + currentColor);
                        }
                        for(let k = 0; k < colorStreak; k ++){
                            if(direction == HORIZONTAL){
                                this.removeMap[i][startStreak + k] ++;
                            }
                            else{
                                this.removeMap[startStreak + k][i] ++;
                            }
                        }
                    }
                    startStreak = j;
                    colorStreak = 1;
                    currentColor = colorToWatch;
                }
            }
        }
    }
    destroyGems(){
        let destroyed = 0;
        for(let i = 0; i < gameOptions.fieldSize; i ++){
            for(let j = 0; j < gameOptions.fieldSize; j ++){
                if(this.removeMap[i][j] > 0){
                    destroyed ++;
                    this.tweens.add({
                        targets: this.gameArray[i][j].gemSprite,
                        alpha: 0.5,
                        duration: gameOptions.destroySpeed,
                        callbackScope: this,
                        onComplete: function(){
                            destroyed --;
                            this.gameArray[i][j].gemSprite.visible = false;
                            this.poolArray.push(this.gameArray[i][j].gemSprite);
                            if(destroyed == 0){
                                this.makeGemsFall();
                                this.replenishField();
                            }
                        }
                    });
                    this.gameArray[i][j].isEmpty = true;
                }
            }
        }
    }
    makeGemsFall(){
        for(let i = gameOptions.fieldSize - 2; i >= 0; i --){
            for(let j = 0; j < gameOptions.fieldSize; j ++){
                if(!this.gameArray[i][j].isEmpty){
                    let fallTiles = this.holesBelow(i, j);
                    if(fallTiles > 0){
                        this.tweens.add({
                            targets: this.gameArray[i][j].gemSprite,
                            y: this.gameArray[i][j].gemSprite.y + fallTiles * gameOptions.gemSize,
                            duration: gameOptions.fallSpeed * fallTiles
                        });
                        this.gameArray[i + fallTiles][j] = {
                            gemSprite: this.gameArray[i][j].gemSprite,
                            gemColor: this.gameArray[i][j].gemColor,
                            isEmpty: false
                        }
                        this.gameArray[i][j].isEmpty = true;
                    }
                }
            }
        }
    }
    holesBelow(row, col){
        let result = 0;
        for(let i = row + 1; i < gameOptions.fieldSize; i ++){
            if(this.gameArray[i][col].isEmpty){
                result ++;
            }
        }
        return result;
    }
    replenishField(){
        let replenished = 0;
        for(let j = 0; j < gameOptions.fieldSize; j ++){
            let emptySpots = this.holesInCol(j);
            if(emptySpots > 0){
                for(let i = 0; i < emptySpots; i ++){
                    replenished ++;
                    let randomColor = Phaser.Math.Between(0, gameOptions.gemColors - 1);
                    this.gameArray[i][j].gemColor = randomColor;
                    this.gameArray[i][j].gemSprite = this.poolArray.pop()
                    this.gameArray[i][j].gemSprite.setFrame(randomColor);
                    this.gameArray[i][j].gemSprite.visible = true;
                    this.gameArray[i][j].gemSprite.x = gameOptions.gemSize * j + gameOptions.gemSize / 2;
                    this.gameArray[i][j].gemSprite.y = gameOptions.gemSize / 2 - (emptySpots - i) * gameOptions.gemSize;
                    this.gameArray[i][j].gemSprite.alpha = 1;
                    this.gameArray[i][j].isEmpty = false;
                    this.tweens.add({
                        targets: this.gameArray[i][j].gemSprite,
                        y: gameOptions.gemSize * i + gameOptions.gemSize / 2,
                        duration: gameOptions.fallSpeed * emptySpots,
                        callbackScope: this,
                        onComplete: function(){
                            replenished --;
                            if(replenished == 0){
                                if(this.matchInBoard()){
                                    this.time.addEvent({
                                        delay: 250,
                                        callback: this.handleMatches()
                                    });
                                }
                                else{
                                    this.canPick = true;
                                    this.selectedGem = null;
                                }
                            }
                        }
                    });
                }
            }
        }
    }
    holesInCol(col){
        var result = 0;
        for(let i = 0; i < gameOptions.fieldSize; i ++){
            if(this.gameArray[i][col].isEmpty){
                result ++;
            }
        }
        return result;
    }
}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";
    }
}

Remember anyway that 400 lines may seem a lot for a prototype, but on the other hand we have a working Bejeweled/Candy Crush/Whatever engine with not that much effort thanks to Phaser 3. Download the source code.

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

214 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
// 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