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miaoda-game-match3-phaser

v0.3.2

Published

Phaser 4 controller and pointer input for miaoda-game-match3-core.

Readme

miaoda-game-match3-phaser

Use this Phaser 4 adapter for match-3 board actions and pointer selection. Resolution returns plain clear/fall/spawn data for Phaser Tweens; your Scene owns sprites and animations.

Install

pnpm add miaoda-game-match3-phaser miaoda-game-match3-core

Phaser >=4 <5 is required.

Minimal controller

const board = new Match3Board({
  width: 8,
  height: 8,
  symbolCount: 6,
  requireLegalSwap: true,
});
const input = new Match3Input(
  scene.input,
  { cols: 8, rows: 8, cell: 64 },
  { x: 400, y: 240 },
).onSwap(({ a, b }) => {
  if (!board.trySwap(a, b)) return;
  for (let step = board.resolveOnce(); step; step = board.resolveOnce()) {
    animate(step.cleared, step.collapse);
  }
});

Keep pointer input disabled while swap/cascade animations are active. trySwap has already reverted invalid no-match swaps in the model; animate the reverse motion when needed so sprites follow the data. Use tapClear for connected-blob gameplay.

An injected RNG must return a finite value in [0, 1).

Call Match3Input.destroy() during Scene shutdown. Destruction is idempotent and terminal: captured pointer callbacks and later listener setters cannot revive input delivery.

After a cascade, call hasLegalSwap() to detect a dead board or findLegalSwaps() to drive a hint system. These queries never mutate the board and require all current matches to be resolved first. Reshuffling remains a game rule because its animation, RNG policy, and symbol-preservation policy vary.

Public API

Match3Board, Match3Input, core match-3 types, and the layout/pointer helpers are exported. The adapter does not render tiles, resolve scoring, or run a cascade timer.