Fullscreen in Phase 3

Phaser 3 also has the full support for fullscreen mode. Resizing a game to fullscreen is quite simple as shown in the code below. We are going to add a button to resize the game to fullscreen and then switch the button which will revert fullscreen mode to normal screen mode.

We have updated icons sprite as following

Changes from previous code is marked below

let loadGame = function () {
    let config = {
        type: Phaser.AUTO,
        scale: {
            parent: 'mygame',
            mode: Phaser.Scale.FIT,
            autoCenter: Phaser.Scale.CENTER_BOTH,
            width: window.innerWidth,
            height: window.innerHeight
        },
        backgroundColor: 0xFF0000,
        scene: TheGame
    }

    let game = new Phaser.Game(config);
};

if (document.readyState === "complete" || (document.readyState !== "loading" && !document.documentElement.doScroll)) {
    loadGame();
} else {
    document.addEventListener("DOMContentLoaded", loadGame);
}

class TheGame extends Phaser.Scene {

    constructor() {
        super("TheGame");
    }

    preload() {
        this.load.spritesheet("pegs", "images/pegs.png", {
            frameWidth: 60,
            frameHeight: 60
        });
        this.load.spritesheet("icons", "images/icons.png", {
            frameWidth: 128,
            frameHeight: 128
        });
    }

    create() {
        this.boardDef = [
            [-1, -1, 1, 1, 1, -1, -1],
            [-1, -1, 1, 1, 1, -1, -1],
            [1, 1, 1, 1, 1, 1, 1],
            [1, 1, 1, 0, 1, 1, 1],
            [1, 1, 1, 1, 1, 1, 1],
            [-1, -1, 1, 1, 1, -1, -1],
            [-1, -1, 1, 1, 1, -1, -1]
        ];

        //  If a Game Object is clicked on, this event is fired.
        //  We can use it to emit the 'clicked' event on the game object itself.
        this.input.on('gameobjectup', function (pointer, gameObject) {
            gameObject.emit('clicked', gameObject);
        }, this);

        // add our sprites
        this.board = [];
        this.selectedPeg = null;
        this.movesCount = 0;
        this.isMoving = false;

        for (let i = 0, len = this.boardDef.length; i < len; i++) {
            let r = this.boardDef[i];
            let row = [];
            this.board.push(row);
            for (let j = 0, cnt = r.length; j < cnt; j++) {
                let c = r[j];
                if (c >= 0) {
                    let cell = this.add.image(-900, -900, "pegs");
                    cell.setFrame(c > 0 ? 1 : 0);
                    cell.setOrigin(0);

                    // enable input events
                    cell.setInteractive();
                    cell.on('clicked', this.clickPeg, this);
                    cell.gridX = i;
                    cell.gridY = j;
                    row.push(cell);
                } else {
                    row.push(null);
                }
            }
        }
        this.movesLabel = this.add.text(-900, -900, 'Moves: ' + this.movesCount, { fontFamily: "Arial Black", fontSize: 40, color: "#fff" });
        this.movesLabel.setShadow(2, 2, 'rgba(0, 0, 0, 0.5)', 2);

        this.tempPeg = this.add.sprite(-200, -200, "pegs");
        this.tempPeg.setFrame(1);
        this.tempPeg.setOrigin(0);

        this.fullScreenButton = this.add.image(-900, -900, 'icons');
        this.fullScreenButton.setFrame(4);
        this.fullScreenButton.setInteractive();
        this.fullScreenButton.setOrigin(0);
        this.fullScreenButton.on('pointerup', this.handleFullScreen, this);

        let gameWidth = this.cameras.main.width;
        let gameHeight = this.cameras.main.height;
        this.positionControls(gameWidth, gameHeight);
    }

    positionControls(width, height) {
        if (this.pegTween && this.pegTween.isPlaying()) {
            //this.pegTween.stop();
            //this.pegTween = null;
        }

        // 7 pegs + leave space equivalent for 1 peg on each side
        let pegSize = Math.min(width / 9, height / 9);
        let pegScale = localScaleManager.scaleSprite(this.tempPeg, pegSize, pegSize, 0, 1, true);
        let horizontalMargin = (width - 7 * pegSize) / 2;
        let verticalMargin = (height - 7 * pegSize) / 2;

        let colsCount = this.board.length;
        for (let i = 0; i < colsCount; i++) {
            let col = this.board[i];
            for (let j = 0, cnt = col.length; j < cnt; j++) {
                let c = col[j];
                if (c) {
                    localScaleManager.scaleSpriteTo(c, pegScale);
                    c.setPosition(horizontalMargin + i * pegSize, verticalMargin + j * pegSize);
                }
            }
        }

        localScaleManager.scaleText(this.movesLabel, width, pegSize, Math.min(width, pegSize * 0.2), 1, true);
        this.movesLabel.setPosition(width / 2 - this.movesLabel.displayWidth / 2, 0);
        this.pegSize = pegSize;

        localScaleManager.scaleSprite(this.fullScreenButton, pegSize, pegSize, pegSize * 0.2, 1, true);
        this.fullScreenButton.setPosition(width - this.fullScreenButton.displayWidth - 5, height - this.fullScreenButton.displayWidth - 5);
    }

    handleFullScreen() {
        if (this.scale.isFullscreen) {
            this.scale.stopFullscreen();
            this.fullScreenButton.setFrame(4);
        } else {
            this.scale.startFullscreen();
            this.fullScreenButton.setFrame(5);
        }
    }

    updateMoves(movesCount) {
        let width = this.cameras.main.width;
        this.movesLabel.setText('Moves: ' + movesCount);
        this.movesLabel.setPosition(width / 2 - this.movesLabel.displayWidth / 2, 0);
    }

    gameOver() {
        this.registry.set('gamedata', { movesCount: this.movesCount, remainingPegs: this.remainingPegs() });
        this.cameras.main.fade(500);
        this.time.delayedCall(500, function () {
            let gameOver = new GameOver('GameOver');
            this.scene.add('GameOver', gameOver, true);
            this.scene.remove('TheGame');
        }, [], this)
    }

    isAnyValidMove() {
        let colsCount = this.board.length;
        for (let i = 0; i < colsCount; i++) {
            let col = this.board[i];
            for (let j = 0, endIndex = col.length - 3; j <= endIndex; j++) {
                let c1 = col[j];
                let c2 = col[j + 1];
                let c3 = col[j + 2];

                if (c1 && c2 && c3) {
                    if (c1.frame.name !== 0 && c2.frame.name !== 0 && c3.frame.name === 0) return true;
                    if (c1.frame.name === 0 && c2.frame.name !== 0 && c3.frame.name !== 0) return true;
                }
            }
        }

        let rowsCount = this.board[0].length;
        for (let i = 0, len = colsCount - 3; i <= len; i++) {
            let r1 = this.board[i];
            let r2 = this.board[i + 1];
            let r3 = this.board[i + 2];
            for (let j = 0; j < rowsCount; j++) {
                let c1 = r1[j];
                let c2 = r2[j];
                let c3 = r3[j];

                if (c1 && c2 && c3) {
                    if (c1.frame.name !== 0 && c2.frame.name !== 0 && c3.frame.name === 0) return true;
                    if (c1.frame.name === 0 && c2.frame.name !== 0 && c3.frame.name !== 0) return true;
                }
            }
        }
        return false;
    }

    remainingPegs() {
        let pegs = 0;
        for (let i = 0, len = this.board.length; i < len; i++) {
            let row = this.board[i];
            for (let j = 0, cnt = row.length; j < cnt; j++) {
                let cell = row[j];
                if (cell && cell.frame.name !== 0) {
                    pegs++
                }
            }
        }
        return pegs;
    }

    clickPeg(peg) {
        if (this.isMoving) return;

        if (peg.frame.name === 0) {
            // if we have not selected a peg to jump then no need to move any further
            if (!this.selectedPeg)
                return;

            let clickedX = peg.gridX;
            let clickedY = peg.gridY;
            let selectedX = this.selectedPeg.gridX;
            let selectedY = this.selectedPeg.gridY;

            if ((clickedX + 2 === selectedX || clickedX - 2 === selectedX) && clickedY === selectedY) {
                // move horizontal
                let pegToRemove = this.board[(selectedX + clickedX) / 2][clickedY];
                if (pegToRemove.frame.name === 0)
                    return;

                this.updateMoves(++this.movesCount);
                this.removePeg(this.tempPeg, this.selectedPeg, peg, pegToRemove);

                this.selectedPeg.setFrame(0);
                this.selectedPeg = null;

            } else if ((clickedY + 2 === selectedY || clickedY - 2 === selectedY) && clickedX === selectedX) {
                // move vertical
                let pegToRemove = this.board[clickedX][(selectedY + clickedY) / 2];
                if (pegToRemove.frame.name === 0)
                    return;

                this.updateMoves(++this.movesCount);
                this.removePeg(this.tempPeg, this.selectedPeg, peg, pegToRemove);

                this.selectedPeg.setFrame(0);
                this.selectedPeg = null;
            }

        } else {
            if (this.selectedPeg) {
                if (peg === this.selectedPeg) {
                    peg.setFrame(1);
                    this.selectedPeg = null;
                } else {
                    this.selectedPeg.setFrame(1);
                    this.selectedPeg = peg;
                    peg.setFrame(2);
                }
            } else {
                this.selectedPeg = peg;
                peg.setFrame(2);
            }
        }
    }

    removePeg(tempPeg, selectedPeg, targetPeg, pegToRemove) {
        tempPeg.setPosition(selectedPeg.x, selectedPeg.y);
        tempPeg.targetPeg = targetPeg;
        tempPeg.removePeg = pegToRemove;
        tempPeg.visible = true;
        var self = this;
        this.isMoving = true;
        this.pegTween = this.tweens.add({
            targets: tempPeg,
            x: targetPeg.x,
            y: targetPeg.y,
            duration: 200,
            delay: 50,
            onStart: function (tween) {
                let sprite = tween.targets[0];
                sprite.removePeg.setFrame(0);
            },
            onComplete: function (tween) {
                self.isMoving = false;
                let sprite = tween.targets[0];
                sprite.targetPeg.setFrame(1);
                sprite.visible = false;
                self.pegTween = null;
                if (!self.isAnyValidMove()) {
                    self.cameras.main.shake(2000, 0.005); // second parameter is just the shake intensity
                    let timedEvent = self.time.addEvent({
                        delay: 2000,
                        callbackScope: this,
                        callback: function () {
                            self.gameOver();
                        }
                    });
                }
            }
        });
    }
}

Check out the game in your browser window here. Try resizing it in your browser window to see scaling at work.

You can play the game here


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