Cube Matcher Steps 12-13

Hi there, I am working on the Cube Matcher Program and seem to be stuck on steps 12-13. I feel like my code is correct but the cubes are not vanishing. Please let me know where I should be looking or where I messed up.

Remove the matching cubes from the board. Find the conditional that checks neighborCubes.length > 0 below the line where you declared neighborCubes. We’ve given you the code that updates the score, but the code to update the board by removing matching cubes needs to be added. Under the code for the score, use an iterator on neighborCubes to visit each neighboring cube and for each cube run some code. Pass in a callback function to the iterator with neighbor as the only parameter.

Once you’ve done that, add this code to the callback function’s body:

// Remove neighboring cube from displayneighbor.destroy();

This Phaser code will remove the neighbor cube from the display.

The last step of this section is to move the remaining cubes down after their neighbor is removed from the board:

// Shift remaining cubes downrenderCubes(neighbor);

Check your work by restarting the game and clicking on cubes. Any cube that has at least one other matching cube connected to it should now disappear and any cubes above them should move down the board.

// Global variables
const cubeSize = 38;
let board;
let score = 0;

class GameScene extends Phaser.Scene {
constructor() {
super({ key: ‘GameScene’ });
}

preload() {
// Load images for board and cubes
this.load.spritesheet(‘blocks’, ‘https://content.codecademy.com/courses/learn-phaser/cube-matcher/blocks.png’, {
frameWidth: cubeSize,
frameHeight: cubeSize
});
this.load.image(‘grid’, ‘https://content.codecademy.com/courses/learn-phaser/cube-matcher/grid.png’);
}

create() {
// Add background
this.add.image(0, 0, ‘grid’).setOrigin(0).setScale(0.50);
// Set boundaries of the game
this.physics.world.setBounds(0, 0, 480, 600);
// Create a 12 x 12 board
board = this.makeBoard(12);
// Create and display score
score = 0;
let scoreText = this.add.text(15, 610, Score: ${score}, {
fontSize: ‘25px’,
fill: ‘#fff
});
// Start and display a timer
this.initialTime = 60; // in seconds
let timerText = this.add.text(
250,
610,
Time Left: ${formatTime(this.initialTime)},
{ fontSize: ‘25px’, fill: ‘#fff’ }
);
// Phaser timer event
this.time.addEvent({
delay: 1000, // in milliseconds = 1 second
callback: onTimedEvent,
callbackScope: this,
loop: true
});
// Helper function to format time in minutes and seconds
function formatTime(seconds) {
const minutes = Math.floor(seconds / 60);
seconds %= 60;
const secondsString = seconds.toString().padStart(2, ‘0’);

  return `${minutes}:${secondsString}`; // 08:00 for example
}
// Callback function for timer counts down or ends game
function onTimedEvent() {
  if (this.initialTime === 0) {
    this.endGame();
  } else {
    this.initialTime--;
    timerText.setText(`Time Left: ${formatTime(this.initialTime)}`);
  }
}
// Listener for clicks on cubes
this.input.on('gameobjectdown', function(pointer, cube, event) {
  // Declare a constant, neighborCubes, below
     const neighborCubes = getNeighbors(cube);
  // Remove matching cubes from game if there's at least 2 of them
  if (neighborCubes.length > 0) {
    // Update score
    score += neighborCubes.length;
    scoreText.setText(`Score: ${score}`);
    // Update each cube in neighborCubes here
    neighborCubes.forEach(Neighbor => {
    neighbor.destroy();
    renderCubes(neighbor);
    });
    removeCols();
  }

  // Helper function moves cube sprites down
  function renderCubes(cube) {
    for (let row = 0; row < cube.row; row++) {
      // Move cube sprite down by 30px
      board[cube.col][row].y += cubeSize;
      // Update the row of cube
      board[cube.col][row].row += 1;
    }
    // Update board array
    let removed = board[cube.col].splice(cube.row, 1);
    board[cube.col] = removed.concat(board[cube.col]);
  }
});

}

update() {
// If no more remaining valid moves, end game below
if (remainingMoves() === false) {
this.endGame();
}
}

makeBoard(size) {
// A nested array, inner arrays represent empty columns
const board = Array(size).fill(Array(size).fill(‘x’));

// Add code to fill board array with cube sprites and return it
return board.map((col, i) => {
return board.map((row,j) => {
return this.makeCube(i,j);
})
});

}

makeCube(colIndex, rowIndex) {
const sideMargin = 31;
const topMargin = 30;
// Create a Phaser sprite
const cube = this.physics.add.sprite(
colIndex * cubeSize + sideMargin,
rowIndex * cubeSize + topMargin,
‘blocks’
);
// Choose color randomly
const max = 3;
const min = 0;
const color = Math.floor(Math.random() * (max - min + 1)) + min;
// Don’t let cube move beyond edges of board
cube.setCollideWorldBounds(true);
cube.body.collideWorldBounds = true;
// Set the cube to a specific color
cube.setFrame(color);
// Make the cube clickable
cube.setInteractive();
// Add some information to make it easier to find a cube
cube.col = colIndex;
cube.row = rowIndex;
cube.removed = false;

return cube;

}

endGame() {
// Stop sprites moving
this.physics.pause();
// Transition to end scene w/fade
this.cameras.main.fade(800, 0, 0, 0, false, function(camera, progress) {
if (progress > 0.5) {
this.scene.stop(‘GameScene’);
this.scene.start(‘EndScene’);
}
});
}
}

// Helper function that only checks the immediate neighbors of a cube
const checkClosest = (cube) => {
const results = ;
// Coordinates of up, down, left, right cubes to check
const directions = [
{ row: 0, col: -1 },
{ row: 0, col: 1 },
{ row: -1, col: 0 },
{ row: 1, col: 0 }
];
const currCol = cube.col;
const currRow = cube.row;
const color = cube.frame.name;
// Look for matching cube in 4 directions
directions.forEach(direction => {
// Coordinates of neighbor cube to check
const newCol = currCol + direction.col;
const newRow = currRow + direction.row;
// Exit if the new col or row doesn’t exist or will be removed
if (
!board[newCol] ||
!board[newCol][newRow] ||
board[newCol][newRow].removed
) {
return;
}
// Check color of neighboring cube
if (color === board[newCol][newRow].frame.name) {
results.push(board[newCol][newRow]);
}
});

// Return an array of neighboring cubes with the same color
return results;
}

// Helper function to get neighborCubes of a block
const getNeighbors = (cube) => {
// Variables
let start = cube;
let cubesToCheck = [start];
let validNeighborCubes = ;

// Check cubes in cubesToCheck for valid neighborCubes
while (cubesToCheck.length > 0) {
let curr = cubesToCheck.shift();
// Only collect cubes we haven’t already removed as a valid neighbor
if (curr.removed === false) {
validNeighborCubes.push(curr);
curr.removed = true;
}
// Add code to get matching cubes, below
const matches = checkClosest(curr);
matches.forEach(match => {
match.removed = true;
validNeighborCubes.push(match);
cubesToCheck.push(match);
});

}
// If not enough matching cubes, clear and reset the clicked cube
if (validNeighborCubes.length === 1) {
validNeighborCubes[0].removed = false;
validNeighborCubes = ;
}

return validNeighborCubes;
}

// Helper function shifts removes empty columns
const removeCols = () => {
// Declare a emptyCols here:

// For each empty column, shift all remaining columns to the left
emptyCols.forEach(emptyCol => {
const columnsToMove = board.slice(emptyCol + 1);
// Update the properties of cubes of moved column
columnsToMove.forEach(col => {
col.forEach(cube => {
cube.x -= cubeSize;
cube.col–;
});
});
});
// Remove all empty columns from the board array
board.splice(emptyCols[0], emptyCols.length);
}

// Helper function to check remaining moves
const remainingMoves = () => {
// Add code to return true or false at least 1 remaining move in board

}

const doesColumnContainValidMoves = (column) => {
return column.find(cube => !cube.removed && checkClosest(cube).length > 0) !== undefined;
}

Can you post your code with proper formatting? It makes it easier to read and spot any issues.

To preserve code formatting, see: [How to] Format code in posts

Basically, at the bottom of your project editor, there should be a button “Copy to Clipboard”. Click on it.
Then in a post, type three backticks. Press enter. Paste your code. Press enter again. Then type three backticks. The backticks should be on their own lines, while your code should be sandwiched between the backticks

Three backticks(```)
paste code between backticks
Three backticks(```)

Thank you, does this work?

// Global variables
const cubeSize = 38;
let board;
let score = 0;

class GameScene extends Phaser.Scene {
  constructor() {
    super({ key: 'GameScene' });
  }

  preload() {
    // Load images for board and cubes
    this.load.spritesheet('blocks', 'https://content.codecademy.com/courses/learn-phaser/cube-matcher/blocks.png', {
      frameWidth: cubeSize,
      frameHeight: cubeSize
    });
    this.load.image('grid', 'https://content.codecademy.com/courses/learn-phaser/cube-matcher/grid.png');
  }

  create() {
    // Add background
    this.add.image(0, 0, 'grid').setOrigin(0).setScale(0.50);
    // Set boundaries of the game
    this.physics.world.setBounds(0, 0, 480, 600);
    // Create a 12 x 12 board
    board = this.makeBoard(12);
    // Create and display score
    score = 0; 
    let scoreText = this.add.text(15, 610, `Score: ${score}`, {
      fontSize: '25px',
      fill: '#fff'
    });
    // Start and display a timer
    this.initialTime = 60; // in seconds
    let timerText = this.add.text(
      250,
      610,
      `Time Left: ${formatTime(this.initialTime)}`,
      { fontSize: '25px', fill: '#fff' }
    );
    // Phaser timer event
    this.time.addEvent({
      delay: 1000, // in milliseconds = 1 second
      callback: onTimedEvent,
      callbackScope: this,
      loop: true
    });
    // Helper function to format time in minutes and seconds
    function formatTime(seconds) {
      const minutes = Math.floor(seconds / 60);
      seconds %= 60;
      const secondsString = seconds.toString().padStart(2, '0');
      
      return `${minutes}:${secondsString}`; // 08:00 for example
    }
    // Callback function for timer counts down or ends game
    function onTimedEvent() {
      if (this.initialTime === 0) {
        this.endGame();
      } else {
        this.initialTime--;
        timerText.setText(`Time Left: ${formatTime(this.initialTime)}`);
      }
    }
    // Listener for clicks on cubes
    this.input.on('gameobjectdown', function(pointer, cube, event) {
      // Declare a constant, neighborCubes, below
         const neighborCubes = getNeighbors(cube);
      // Remove matching cubes from game if there's at least 2 of them
      if (neighborCubes.length > 0) {
        // Update score
        score += neighborCubes.length;
        scoreText.setText(`Score: ${score}`);
        // Update each cube in neighborCubes here
        neighborCubes.forEach(Neighbor => {
        neighbor.destroy();
        renderCubes(neighbor);
        });
        removeCols();
      }

      // Helper function moves cube sprites down
      function renderCubes(cube) {
        for (let row = 0; row < cube.row; row++) {
          // Move cube sprite down by 30px
          board[cube.col][row].y += cubeSize;
          // Update the row of cube
          board[cube.col][row].row += 1;
        }
        // Update board array
        let removed = board[cube.col].splice(cube.row, 1);
        board[cube.col] = removed.concat(board[cube.col]);
      }
    });
  }

  update() {
    // If no more remaining valid moves, end game below
    if (remainingMoves() === false) {
      this.endGame();
    }
  }

  makeBoard(size) {
    // A nested array, inner arrays represent empty columns
    const board = Array(size).fill(Array(size).fill('x'));
    
    // Add code to fill board array with cube sprites and return it
    return board.map((col, i) => {
    return board.map((row,j) => {
    return this.makeCube(i,j);
    })
    });
  }
  
  makeCube(colIndex, rowIndex) {
    const sideMargin = 31;
    const topMargin = 30;
    // Create a Phaser sprite
    const cube = this.physics.add.sprite(
      colIndex * cubeSize + sideMargin,
      rowIndex * cubeSize + topMargin,
      'blocks'
    );
    // Choose color randomly
    const max = 3;
    const min = 0;
    const color = Math.floor(Math.random() * (max - min + 1)) + min;
    // Don't let cube move beyond edges of board
    cube.setCollideWorldBounds(true);
    cube.body.collideWorldBounds = true;
    // Set the cube to a specific color
    cube.setFrame(color);
    // Make the cube clickable
    cube.setInteractive();
    // Add some information to make it easier to find a cube
    cube.col = colIndex;
    cube.row = rowIndex;
    cube.removed = false;

    return cube;
  }
  
  
  endGame() {
    // Stop sprites moving
    this.physics.pause();
    // Transition to end scene w/fade
    this.cameras.main.fade(800, 0, 0, 0, false, function(camera, progress) {
      if (progress > 0.5) {
        this.scene.stop('GameScene');
        this.scene.start('EndScene');
      }
    });
  }
}

// Helper function that only checks the immediate neighbors of a cube
const checkClosest = (cube) => {
  const results = [];
  // Coordinates of up, down, left, right cubes to check
  const directions = [
    { row: 0, col: -1 },
    { row: 0, col: 1 },
    { row: -1, col: 0 },
    { row: 1, col: 0 }
  ];
  const currCol = cube.col;
  const currRow = cube.row;
  const color = cube.frame.name;
  // Look for matching cube in 4 directions
  directions.forEach(direction => {
    // Coordinates of neighbor cube to check
    const newCol = currCol + direction.col;
    const newRow = currRow + direction.row;
    // Exit if the new col or row doesn't exist or will be removed
    if (
      !board[newCol] ||
      !board[newCol][newRow] ||
      board[newCol][newRow].removed
    ) {
      return;
    }
    // Check color of neighboring cube
    if (color === board[newCol][newRow].frame.name) {
      results.push(board[newCol][newRow]);
    }
  });
  
  // Return an array of neighboring cubes with the same color
  return results;
}



// Helper function to get neighborCubes of a block
const getNeighbors = (cube) => {
  // Variables
  let start = cube;
  let cubesToCheck = [start];
  let validNeighborCubes = [];
  
  // Check cubes in cubesToCheck for valid neighborCubes
  while (cubesToCheck.length > 0) {
    let curr = cubesToCheck.shift();
    // Only collect cubes we haven't already removed as a valid neighbor
    if (curr.removed === false) {
      validNeighborCubes.push(curr);
      curr.removed = true;
    }
    // Add code to get matching cubes, below
    const matches = checkClosest(curr);
    matches.forEach(match => {
      match.removed = true;
      validNeighborCubes.push(match);
      cubesToCheck.push(match);
    });
    
  }
  // If not enough matching cubes, clear and reset the clicked cube
  if (validNeighborCubes.length === 1) {
    validNeighborCubes[0].removed = false;
    validNeighborCubes = [];
  }

  return validNeighborCubes;
}

// Helper function shifts removes empty columns
const removeCols = () => {
  // Declare a emptyCols here:

  // For each empty column, shift all remaining columns to the left
  emptyCols.forEach(emptyCol => {
    const columnsToMove = board.slice(emptyCol + 1);
    // Update the properties of cubes of moved column
    columnsToMove.forEach(col => {
      col.forEach(cube => {
        cube.x -= cubeSize;
        cube.col--;
      });
    });
  });
  // Remove all empty columns from the board array
  board.splice(emptyCols[0], emptyCols.length);
}

// Helper function to check remaining moves
const remainingMoves = () => {
  // Add code to return true or false at least 1 remaining move in board
  
}

const doesColumnContainValidMoves = (column) => {
  return column.find(cube => !cube.removed && checkClosest(cube).length > 0) !== undefined;
}
1 Like

Try these changes:

// You wrote:
neighborCubes.forEach(Neighbor => {

// Change to:
neighborCubes.forEach(neighbor => {

// You wrote:
return board.map((col, i) => {
    return board.map((row,j) => {
      return this.makeCube(i,j);
    })
});
 

// Change to:
return board.map((col, i) => {
    return col.map((row,j) => {
      return this.makeCube(i,j);
    })
});
 

Wow thank you so much!

Small things like habitual capitalization keep slipping me up!

1 Like