Making Match-3 Browser Games
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Making Match-3 Browser Games

Tile-Matching Game Mechanics for Phaser.js Gaming Frameworks v3.x.x & v2.x.x

About the Book

Discover how to create online Match-3 and "Draw-3+" games using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this chapter, you will have a production pipeline ready to create as many different "tile-matching" games as your imagination can dream of!

You'll also get bonus content, download examples, game variations, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any examples into your own productions and then modify those resources for your own purposes. General Game Licenses are included in the purchased book.

I would like to guide you in creating several styles of Match-3 and "three-in-a-row+" game mechanics. We will use the game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have a fully functional Match-3 or Trace-3+ game - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.  

This extraordinarily comprehensive guide will teach you how to: 

- Use the Phaser JS Gaming Framework! either v2.x.x or v3.16+.

- How to integrate "Match-3" game mechanics into other game genres such as RPG adventure, and combat systems!

- Use your game as a "Progressive Web Application" or "Single Page Web Application" for any device.

- Analyze current business demand for this game's genre, how and where to deploy it.

- Automatically generate various game board features.

If you have any feedback or suggestions please join our email listing or participate in the forum for this course!

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About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. 46th anniversary this coming Sept 1, 2024!

Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 41-year career as a certified network engineer, and "Certified Cisco Academy Instructor" (CCAI) since 2002. He is listed in the Who's Who for Information Technology for his directly related work for the Internet backbones found in the Caribbean, Netherlands, Israel, and Russia. He was awarded "Letters of Appreciation" from AT&T, and the German, Israeli, Dutch, and Russian Governments. Steve has nearly three decades of international "teaching and conference lecturing" in both Local-Area and Wide-Area Networks, network security, Internet backbones, software engineering, and program/project management. He is a retired US Army Signal Corps Officer. He earned, in 2014, the ITT Technical Institute's "Instructor of the Year" out of 8,000 instructors across 144 campuses throughout the USA. 

He graduated from Grand Canyon University with his first B.A. in Religions and Music Education, then a B.S. in Business Admin. from the University of Maryland, and an M.B.A in International Management from Liberty University.

He is currently pursuing his Th.D. He has served as a licensed minister since 1972 and as a missionary to Okinawa, Japan. He earned the US Army Chaplain Outstanding Service Award in 1983. 

In his spare time(?), Steve enjoys creating online casual games, software engineering, and managing his online gaming businesses. 

My driving theme: "Always stay humble and kind"

His personal website is: http://www.Stephen-Gose.com./

His game showcase is: http://www.renown-games.com

His theology website: http://kingdomofgodprinciples.com/

Game Support Site: http://makingbrowsergames.com/

Review my profile on LinkedIn.com: https://www.linkedin.com/in/stephen-gose/

Table of Contents

  •  
    • Distribution Permission
      • Supporting website
    • Disclosures
    • Disclaimer
    • About this Workbook
      • Links and References
      • Workbook Content
      • How to Read & Use this workbook:
        • Viewing this eBook:
        • Who should use this workbook?
    • Your newly obtained skills …
    • Game Design Resources
      • Game Studio - Book Series
      • Game Studio - Online Courses
      • “Making Browser Games” - Books Series
      • “Making Browser Games” Series - online Courses
      • Programming Courses
      • “Walk-Thru Tutorial” Series - Online Courses
  • Making HTML5 Games
    • 1 Introduction to Game Design
      • 1.1 Game Genre Defined
      • 1.2 Game Tools & Generators
      • 1.3 References From
    • 2 Standard Project Setup
      • 2.1 Standardized File Structure
      • 2.2 Barebones Set-up
      • 2.3 Web Server Required - Batteries not included!
    • 3 Starting a Game Project
      • 3.1 Step 0: Review your competition and their games
        • Game Examples
      • 3.2 Step 1: Create your “front-door”
      • 3.3 Step 2. Create your “Game Shell” & Phases
        • Network Impact
        • Gamer’s Local Activity
      • 3.4 Select a JS Format
        • ES5 Format
        • ES6+ Format as “FAT Arrow” Function
        • ES6+ Format as “Phaser.Class”
        • ES6+ Format as “Phaser.Scene”
  • Part II: Making “Match-3” Browser Games
    • 4 Match-3 — Core Game Construction
      • 4.1 Game Project Overview
      • 4.2 Our Goal
      • 4.3 Match-3 Genre Description
      • 4.4 Game Mechanics (GM) - Logic & Rules
      • 4.5 Game Recipe™ Featured Ingredients
      • 4.6 Design Considerations
        • Match 3 (Placed) - Tic-tac-toe
        • Match 4 (Placed) - “Connect”
        • Match 5 (Placed) - “Go”
      • 4.7 Match 3+ - “Tracing-a-line”
      • 4.8 Step 3: Create “Play.js”
      • 4.9 Step 4: Create Supporting functions.
      • 4.10 Conclusion
    • 5 Phaser v3.16+ Code Review
      • 5.1 Game Set-up Options
        • Phaser III Config and Game Settings - Lines 630 to 718:
      • 5.2 Game Mechanisms Component - “playGame Class”
        • PlayGame.constructor – Lines 73 to 79
        • “Preload” Essential Functions – Lines 79 to 152
        • “Create” Essential Functions – Lines 97 to 155
        • PlayGame.drawGameBoard – Lines 156 to 175
        • PlayGame.tileSelect – Lines 177 to 207
        • PlayGame.swapTiles – Lines 209 to 236
        • PlayGame.handleMatches – Lines 238 to 291
        • PlayGame.makeTilesFall – Lines 292 to 345
        • PlayGame.endOfMove – Lines 347 to 365
      • 5.3 Match-3 Game Mechanics Component
        • Arrange Board After Match – Lines 397 to 415
        • Create and Manage the Gameboard data – Lines 422 to 447
    • 6 Phaser v2.x.x Code Review
      •  
        • Play.js
      • 6.1 Match-3+ Core Mechanics
        • Step 3. Create your core Game logic & supporting functions
      • 6.2 Game-board set-up
        • function drawField - Lines 57 to 80:
      • 6.3 Input Validation
        • Function Tile selection – Lines 81 to 121
        • Function Tile De-selection – Lines 122 to 129
        • Function Tile Move – Lines 130 to 161
        • Function Tile swapping – Lines 162 to 202
        • Function Tile Next – Lines 199 to 202
        • Function Tile the same – Lines 203 to 206
        • Function Tile at – Lines 207 to 214
      • 6.4 Tile Discovery
        • Function Get Tile row – Lines 215 to 218
        • Function Get Tile column – Lines 220 to 224
      • 6.5 Game Rules and logic
        • Function Tile Horizontal Match – Lines 225 to 228
        • Function Tile Vertical match – Lines 229 to 232
        • Function Tile is a Match – Lines 233 to 236
        • Function Existing Match in Board – Lines 237 to 248
        • Function Match Handling “Workhorse” – Lines 249 to 271
        • Function Handle Vertical Matches – a delegation pattern; Line 272 to313
        • Function Handle Horizontal Matches – a delegation pattern; Line 314 to 355
      • 6.6 Game Board Management
        • Function Tile Removal – Lines 356 to 382
        • Function Tile Falling (visual display management) – Lines 383 to 427
        • Function Replenish Tile Field (visual display management) – Lines 428 to 474
        • Function Tile Holes Below (visual display management) – Lines 475 to 486
        • Function Tile Holes in Columns (visual display management) – Lines 487 to 497
    • 7 Game Shell - The CMS!
      • 7.1 Generic Main.js
      • 7.2 Generic Boot.js
      • 7.3 Generic Preload.js
      • 7.4 Generic Splash.js or Language.js
      • 7.5 Generic Menu.js
        • Sample CMS page — Credits.js
        • Deeper Dive: Using JAMStack as an SSG …
        • Deeper Dive: Static Site Generators (SSG)
      • 7.6 Inside each Game Phase
    • 8 Plug-in Enhancements
    • 9 Conclusion
    • 10 Bonus Development Content
  • What’s next?
    •  
      • 10.1 Game Distribution & Marketing
        • Introduction: 8-Step Deployment Method.
      • 10.2 Book Review Protocol
      • 10.3 Tell the world about your game!
  • Appendix
    • More Resources
      • JavaScript Garden
      • Additional Appendices
      • Other resources:
      • Selling your Game Assets
    • Appendix: Online Game Development
    • Appendix: Making WebXR Games!
    • Appendix: Phaser III Plugins
    • Appendix: “How to Start a WebSocket”
      • Testing Your Browser
      • WebSocket Protocol Handshake
        • Deeper Dive: WebSocket API
      • Sample Source Code: Client-side WebSocket
        • Step #1: Game index page
        • Step #2: Generate Event handlers
  • Appendix: OLOO - Safe JavaScript
    •  
      • Deeper Dive: JS Delegation (aka “Inheritance”?)
      • The old way
      • Objects Linking to Other Objects (OLOO)
      • Compare your code
      • Object.create
      • Exercise Lesson 9:
      • Game Singletons
      • Deeper Dive: Object Manipulation objects in ES5/6
      • Lesson Summary
      • Resource References:
  • Notes
  • Answers to Exercises
    •  
      • Appendix: OLOO - Safe JavaScript

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