Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <footer><div id=phaser-example></div></footer>
              
            
!

CSS

              
                html, body {
  height: 100%;
}

body {
  margin: 0;
  padding: 0;
  background: #222;
  color: #eee;
  font: caption;
}
              
            
!

JS

              
                class Demo extends Phaser.Scene {
    constructor() {
        super({
            key: 'examples'
        })
    }

    preload() { }

    create() {
        // Create board
        var config = {
            grid: this.rexBoard.add.hexagonGrid({
                x: 50,
                y: 50,
                size: 24,
                staggeraxis: 'x',
                staggerindex: 'odd'
            }),
            width: 16,
            height: 14,
            // wrap: true
        }
        var board = new Board(this, config);
        // Add chess
        var chessA = new ChessA(board, { x: 7, y: 7 });
        chessA.showMoveableArea();

        // Enable touch events
        board
            .setInteractive()
            .on('tiledown', function (pointer, tileXY) {
                var chess = this.tileXYZToChess(tileXY.x, tileXY.y, 0);
                if (!chess) {
                    new ChessB(this, tileXY);
                } else if (chess instanceof ChessB) {
                    chess.destroy();
                }
                chessA.showMoveableArea();
            }, board);
      
       this.add.text(0, 580, 'Click an empty cell to put a chess, or click a chess to remove it.')
    }
}

class Board extends RexPlugins.Board.Board {
    constructor(scene, config) {
        // create board
        super(scene, config);
        // draw grid
        var graphics = scene.add.graphics({
            lineStyle: {
                width: 1,
                color: COLOR_PRIMARY,
                alpha: 1
            }
        })
            .setDepth(1);
        this.forEachTileXY(function (tileXY, board) {
            var points = board.getGridPoints(tileXY.x, tileXY.y, true);
            graphics.strokePoints(points, true);
        });
    }
}

class ChessA extends RexPlugins.Board.Shape {
    constructor(board, tileXY) {
        var scene = board.scene;
        if (tileXY === undefined) {
            tileXY = board.getRandomEmptyTileXY(0);
        }
        // Shape(board, tileX, tileY, tileZ, fillColor, fillAlpha, addToBoard)
        super(board, tileXY.x, tileXY.y, 0, COLOR_LIGHT);
        scene.add.existing(this);

        // add behaviors
        this.pathFinder = scene.rexBoard.add.pathFinder(this, {
            cacheCost: false,
        });

        // private members
        this._markers = [];
    }

    showMoveableArea() {
        this.hideMoveableArea();

        // Clear dirFlags variable
        var board = this.rexChess.board;
        var chess = board.tileZToChessArray(0);
        for (var i = 0, cnt = chess.length; i < cnt; i++) {
            chess[i].setData('dirFlags', 0);
        }

        // Get area of 1 step
        var tileXYArray = this.pathFinder.setCostFunction(1).findArea(1);
        // Get area of jumping steps
        this.pathFinder.setCostFunction(function (curTile, preTile, pathFinder) {
            var board = pathFinder.board;
            var dir = board.getNeighborTileDirection(preTile, curTile);
            if ((preTile.pathCost & 1) === 0) { // Even
                // Current tileXY has chess
                if (board.contains(curTile.x, curTile.y, 0)) {
                    // Set dirFlags
                    var chess = board.tileXYZToChess(curTile.x, curTile.y, 0);
                    chess.setData('dirFlags', chess.getData('dirFlags') | (1 << dir));
                    return 1;
                }
            } else { // Odd
                // Current tileXY does not have chess
                if (!board.contains(curTile.x, curTile.y, 0)) {
                    // If dirFlag is 1, in previous chess
                    var preChess = board.tileXYZToChess(preTile.x, preTile.y, 0);
                    var dirFlags = preChess.getData('dirFlags');
                    if ((dirFlags >> dir) & 1) {
                        return 1;
                    }
                }
            }
            return pathFinder.BLOCKER;
        }).findArea(undefined, tileXYArray);

        // Place MoveableMarkers
        var tileXY,
            board = this.rexChess.board;
        for (var i = 0, cnt = tileXYArray.length; i < cnt; i++) {
            tileXY = tileXYArray[i];
            // TileXY already has Chess or MoveableMarker
            if (board.contains(tileXY.x, tileXY.y, 0) || board.contains(tileXY.x, tileXY.y, -1)) {
                continue;
            }
            new MoveableMarker(this, tileXY)
        }
        return this;
    }

    hideMoveableArea() {
        var board = this.rexChess.board;
        var markers = board.tileZToChessArray(-1);
        for (var i = 0, cnt = markers.length; i < cnt; i++) {
            markers[i].destroy();
        }
        return this;
    }
}

class ChessB extends RexPlugins.Board.Shape {
    constructor(board, tileXY) {
        var scene = board.scene;
        // Shape(board, tileX, tileY, tileZ, fillColor, fillAlpha, addToBoard)
        super(board, tileXY.x, tileXY.y, 0, COLOR_DARK);
        scene.add.existing(this);
    }
}

class MoveableMarker extends RexPlugins.Board.Shape {
    constructor(chess, tileXY) {
        var board = chess.rexChess.board;
        var scene = board.scene;
        // Shape(board, tileX, tileY, tileZ, fillColor, fillAlpha, addToBoard)
        super(board, tileXY.x, tileXY.y, -1, COLOR2_DARK);
        scene.add.existing(this);
        this.setScale(0.5);
    }
}

const COLOR_PRIMARY = 0x43a047;
const COLOR_LIGHT = 0x76d275;
const COLOR_DARK = 0x00701a;

const COLOR2_PRIMARY = 0xd81b60;
const COLOR2_LIGHT = 0xff5c8d;
const COLOR2_DARK = 0xa00037;


var config = {
    type: Phaser.AUTO,
    parent: 'phaser-example',
    width: 800,
    height: 600,
    scale: {
        mode: Phaser.Scale.FIT,
        autoCenter: Phaser.Scale.CENTER_BOTH,
    },
    scene: Demo,
    plugins: {
          scene: [{
              key: 'rexBoard',
              plugin: rexboardplugin,
              mapping: 'rexBoard'
          }]
    }
};

var game = new Phaser.Game(config);
              
            
!
999px

Console