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import Phaser from "phaser";
import tiles from "../assets/tiles.png";
import bg from "../assets/bg.jpg";
import gridTile from "../assets/gridTile.png";
const gameWidth = 924;
const tileSpace = 3;
const offsetLeft = (1080 - gameWidth) / 2;
const offsetTop = 200;
const columns = 9;
const rows = 20;
const getRandom = () => Math.floor(Math.random() * 5);
const getValues = () =>
Phaser.Utils.Array.Shuffle([
0,
1,
2,
3,
4,
getRandom(),
getRandom(),
getRandom(),
getRandom(),
]);
const tileSize = (gameWidth - tileSpace * (columns - 1)) / columns;
export default class Rect extends Phaser.Scene {
constructor() {
super({ key: "Rect" });
this.gameOptions = {
// number of columns
columns,
// number of rows, must be high enough to allow object pooling
rows,
// tile speed in pixels per second
tileSpeed: 100,
};
}
preload() {
this.load.image("bg", bg);
this.load.image("gridTile", gridTile);
this.load.spritesheet("tiles", tiles, {
frameWidth: 202,
frameHeight: 202,
});
}
create() {
this.bg = this.add.image(
this.game.config.width / 2,
this.game.config.height / 2,
"bg"
);
this.bg.displayWidth = this.game.config.width;
this.bg.displayHeight = this.game.config.height;
// physics group which manages all tiles in game
this.tileGroup = this.physics.add.group();
const shape = this.add.graphics();
shape.fillStyle = "#000";
shape.beginPath();
shape.moveTo(0, tileSize * 8 + tileSpace * 7 + offsetTop);
shape.lineTo(1080, tileSize * 8 + tileSpace * 7 + offsetTop);
shape.lineTo(1080, 1080);
shape.lineTo(0, 1080);
shape.lineTo(0, tileSize * 8 + tileSpace * 7 + offsetTop);
shape.fillPath();
const mask = shape.createGeometryMask();
mask.setInvertAlpha(true);
for (let i = 0; i < this.gameOptions.columns; i++) {
for (let j = 0; j < 8; j++) {
const defaultTile = this.add.image(
offsetLeft + i * (tileSize + tileSpace),
offsetTop + j * (tileSize + tileSpace),
"gridTile"
);
defaultTile.setOrigin(0);
defaultTile.displayWidth = tileSize;
defaultTile.displayHeight = tileSize;
}
}
// time to add tiles to the game
for (let i = 0; i < this.gameOptions.rows; i++) {
// build an array with integers between 0 and this.gameOptions.columns - 1: [0, 1, 2, ..., this.gameOptions.columns - 1]
let values = getValues();
// save middle column color of first row
if (i == 0) {
var middleColor = values[Math.floor(this.gameOptions.columns / 2)];
}
// now we place the tiles, row by row
for (let j = 0; j < this.gameOptions.columns; j++) {
// add a tile. Tile frame is set according to "values" shuffled array
let tile = this.tileGroup.create(
offsetLeft + j * (tileSize + tileSpace),
i * (tileSize + tileSpace) + (this.game.config.height / 4) * 3,
"tiles",
values[j]
);
tile.setMask(mask);
// call adjustTile method to adjust tile origin and display size
this.adjustTile(tile);
}
}
// let's build once again an array with integers between 0 and this.gameOptions.columns - 1
let values = getValues();
// remove the item at "middlecolor" position because we don't want it to be randomly selected
values = values.filter((v) => middleColor != v);
// add the player to the this.this.game. Player color is picked amoung "values" array items, which does not contain anymore "middlecolor" value
this.player = this.tileGroup.create(
offsetLeft +
(tileSize + tileSpace) * Math.floor(this.gameOptions.columns / 2),
(this.game.config.height / 4) * 3 - (tileSize + tileSpace),
"tiles",
Phaser.Utils.Array.GetRandom(values)
);
this.player.setMask(mask);
// adjust player origin and display size
this.adjustTile(this.player);
// the score
this.score = 0;
// add score text
this.scoreText = this.add.text(0, 0, "0", {
fontFamily: "Arial Black",
fontSize: tileSize / 2,
color: "#ffffff",
});
this.scoreText.setMask(mask);
// method to adjust score position
this.adjustScorePosition();
// move entire tile group up by this.gameOptions.tileSpeed pixels / second
this.tileGroup.setVelocityY(-this.gameOptions.tileSpeed);
// can the player move? Yes, at the moment
this.canMove = true;
// did we match any tile? No, at the moment
this.matched = false;
// wait for player input
this.input.off("pointerdown");
this.input.on("pointerdown", this.moveTile, this);
}
// method to be executed at each frame
update() {
// if the player touches the top of the screen...
if (this.player.y < offsetTop) {
// gmae over man, restart the this.game
this.game.onLose && this.game.onLose();
this.tileGroup.setVelocityY(0);
this.input.off("pointerdown");
this.input.on(
"pointerdown",
function () {
this.scene.start("Rect");
},
this
);
} else {
// we need to adjust score position at each frame
this.adjustScorePosition();
}
}
// method to set tile origin and display size
adjustTile(sprite) {
// set origin at the top left corner
sprite.setOrigin(0);
// set display width and height to "tileSize" pixels
sprite.displayWidth = tileSize;
sprite.displayHeight = tileSize;
}
// method to adjust score position
adjustScorePosition() {
// adjust score position according to its bounding box and player position
this.scoreText.x =
this.player.x + (tileSize - this.scoreText.getBounds().width) / 2;
this.scoreText.y =
this.player.y + (tileSize - this.scoreText.getBounds().height) / 2;
}
// method to move player tile
moveTile(pointer) {
// if we can move...
if (this.canMove) {
// determine column according to input coordinate and tile size
let column = Math.floor((pointer.x - offsetLeft) / tileSize);
if (column > 8) column = 8;
if (column < 0) column = 0;
// get the ditance from current player tile and destination
let distance = Math.floor(
Math.abs(offsetLeft + column * (tileSize + tileSpace) - this.player.x) /
tileSize
);
// did we actually move?
if (distance > 0) {
// we can't move anymore
this.canMove = false;
// tween the player to destination tile
this.tweens.add({
targets: [this.player],
x: offsetLeft + column * (tileSize + tileSpace),
duration: distance * 30,
callbackScope: this,
onComplete: function () {
// at the end of the tween, check for tile match
this.checkMatch();
},
});
}
}
}
// method to check tile matches
checkMatch() {
// get tile below player tile
let tileBelow = this.physics.overlapRect(
this.player.x + tileSize / 2,
this.player.y + tileSize * 1.5,
1,
1
);
// "tileBelow" is an array so we have to compare the first - and only - item frame with player frame. Are the two frames the same?
if (tileBelow[0].gameObject.frame.name == this.player.frame.name) {
// we have a match
this.matched = true;
// check the whole row below player tile
let rowBelow = this.physics.overlapRect(
0,
this.player.y + tileSize * 1.5,
gameWidth,
1
);
// tween down the player
this.tweens.add({
targets: [this.player],
y: tileBelow[0].gameObject.y,
duration: 100,
callbackScope: this,
onUpdate: function (tween, target) {
// at each update, we have to adjust player position because tiles continue moving up
this.player.y = Math.min(this.player.y, tileBelow[0].gameObject.y);
},
// at the end of the tween, we have to move the row at the bottom, to reuse sprites
onComplete: function () {
// increment score
this.score++;
// update score text
this.scoreText.setText(this.score);
// the good old array with all integers from zero to this.gameOptions.columns - 1
let values = getValues();
// place all tiles below the lowest row
for (let i = 0; i < this.gameOptions.columns; i++) {
rowBelow[i].gameObject.setFrame(values[i]);
rowBelow[i].gameObject.y +=
(tileSize + tileSpace) * this.gameOptions.rows;
}
// check for matches again, there could be a combo
this.checkMatch();
},
});
}
// what to do when player moved but there isn't any match?
else {
// we can move again
this.canMove = true;
// is there a previous match? Did we come here from a previous match?
if (this.matched) {
// no more matches
this.matched = false;
// get the tile below the player
let tileBelow = this.physics.overlapRect(
this.player.x + tileSize / 2,
this.player.y + tileSize * 1.5,
1,
1
);
// the good old array with all integers from zero to this.gameOptions.columns - 1
let values = [0, 1, 2, 3, 4];
// remove the item at "frame" value of tile below the player pbecause we don't want it to be randomly selected
values.splice(tileBelow[0].gameObject.frame.name, 1);
// change player frame
this.player.setFrame(Phaser.Utils.Array.GetRandom(values));
}
}
}
}