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;
}