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GitHub - TobseF/Candy-Crush-Clone: 🍭 Candy Crush Clone
🍭 Candy Crush Clone. Contribute to TobseF/Candy-Crush-Clone development by creating an account on GitHub.
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GitHub - TobseF/Candy-Crush-Clone: 🍭 Candy Crush Clone

GitHub - TobseF/Candy-Crush-Clone: 🍭 Candy Crush Clone

Candy Crush Clone

Kotlin KorGE Gradle Awesome Kotlin Badge

Screenshot

🚧 This is a work in progress match 3 game. It's ready to play but also a clean and simple example for Kotlin multiplatform game development with KorGE. In addition, it includes a test driven step-by-step guide for learning the game mechanics. Originally designed for a workshop on the JavaLand4Kids.

🎮 Run the game as WebApp

⭐ Features

⭐ Cross-platform
⭐ Touch controls
⭐ Support for custom skins
⭐ Tested and documented
⭐ Build to teach

💿 Downloads

📦 Candy-Crush-Clone-1.1.0_win.zip 9.81 MB [Windows]

💡 Native x64 one-click exe - No Java required.

📦 Candy-Crush-Clone-1.1.0_jar.zip 17,20 MB 17.2 MB [Platform independent]

💡 Requires an installed Java JRE. Runs on Windows, Linux & Mac.

📱 Candy-Crush-Clone-1.1.0.apk 9,46 MB [Android App]

💡 Should run on every Android with at least 4.1 Jelly Bean.

🌎 Candy-Crush-Clone-1.1.0_web.zip 7,70 MB [Web App]

💡 To run the downloaded webapp, start a webserver in the extracted folder.

⌨ Controls

Click and drag a candy onto another neighbor to get a row of minimum 3 tiles.

Keys controls are only for debugging purpose:

  • H7 Switch to debug mode.
  • P Print game field data.
  • D Toggle tiles with debug letters.
  • S Shuffle game field.
  • R Reload level.
  • I Print Image data.

👨‍🏫 Workshop

If you want to do the workshop check out the branch Javaland4Kids. In this state the game logic is missing and needs to be implemented. Therefore, the tests are separated into 8 easy steps (step1 - step8). Each step contains several tests. Code until a step is running green:

./gradlew  jvmTest

After every step, you can run the game to check your progress.

./gradlew  runJvm

🧭 Overview

The game runs in a game loop in the GameFlow. The game logic and the model are separated from the rendering. This allows to test the game without a UI. A EventBus helps to decouple the components. For easy dependency injection the AsyncInjector is used.

Class Diagram

Class Diagram

Game Flow

Sequence Diagram

🛠 Setup

You can open this project in IntelliJ IDEA by opening the folder or the build.gradle.kts file. For Windows, change all the ./gradlew for gradlew.bat. You should use Gradle 7.5 or greater and Java 8 or greater.

To upgrade to a newer KorGE, change the plugin version in gradle/libs.versions.toml.

🔊 Audio

To mute sounds you can change src/commonMain/kotlin/main.kt and set playSounds = false. Sounds and music can be also enabled in the game settings (⚙ gear icon).

📜 MIT Licence

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so.

Some game resources are not included in this MIT licence and provided by others. Please respect their royalty:

Compiling for the JVM (Desktop)

Inside IntelliJ you can go to the src/commonMain/kotlin/main.kt file and press the green ▶️ icon that appears to the left of the suspend fun main() line.

Using gradle tasks on the terminal:

./gradlew runJvm                    # Runs the program
./gradlew packageJvmFatJar          # Creates a FAT Jar with the program
./gradlew packageJvmFatJarProguard  # Creates a FAT Jar with the program and applies Proguard to reduce the size

Fat JARs are stored in the /build/libs folder.

Compiling for the Web

Using gradle tasks on the terminal:

./gradlew jsWeb                     # Outputs to /build/web
./gradlew jsWebMin                  # Outputs to /build/web-min (applying Dead Code Elimination)
./gradlew jsWebMinWebpack           # Outputs to /build/web-min-webpack (minimizing and grouping into a single bundle.js file)
./gradlew runJs                     # Outputs to /build/web, creates a small http server and opens a browser

You can use any HTTP server to serve the files in your browser. For example using: npm -g install http-server and then executing hs build/web.

You can also use ./gradlew -t jsWeb to continuously building the JS sources and running hs build/web in another terminal. Here you can find a testJs.sh script doing exactly this for convenience.

You can run your tests using Node.JS by calling jsTest or in a headless chrome with jsTestChrome.

Compiling for Native Desktop (Windows, Linux and macOS)

Using gradle tasks on the terminal:

./gradlew linkDebugExecutableMacosX64         # Outputs to /build/bin/macosX64/mainDebugExecutable/main.kexe
./gradlew linkDebugExecutableLinuxX64         # Outputs to /build/bin/linuxX64/mainDebugExecutable/main.kexe
./gradlew linkDebugExecutableMingwX64         # Outputs to /build/bin/mingwX64/mainDebugExecutable/main.exe

Note that windows executables doesn't have icons bundled. You can use ResourceHacker to add an icon to the executable for the moment. Later this will be done automatically.

Cross-Compiling for Linux/Windows

If you have docker installed, you can generate native executables for linux and windows using the cross-compiling gradle wrappers:

./gradlew_linux linkDebugExecutableLinuxX64   # Outputs to /build/web
./gradlew_win   linkDebugExecutableMingwX64   # Outputs to /build/web

Generating MacOS .app

./gradlew packageMacosX64AppDebug             # Outputs to /build/unnamed-debug.app

You can change Debug for Release in all the tasks to generate Release executables.

You can use the strip tool from your toolchain (or in the case of windows found in the ``~/.konan` toolchain) to further reduce Debug and Release executables size by removing debug information (in some cases this will shrink the EXE size by 50%).

In windows this exe is at: %USERPROFILE%\.konan\dependencies\msys2-mingw-w64-x86_64-gcc-7.3.0-clang-llvm-lld-6.0.1\bin\strip.exe.

Linux notes

Since linux doesn't provide standard multimedia libraries out of the box, you will need to have installed the following packages: freeglut3-dev and libopenal-dev.

In ubuntu you can use apt-get: sudo apt-get -y install freeglut3-dev libopenal-dev.

Compiling for Android

You will need to have installed the Android SDK in the default path for your operating system or to provide the ANDROID_SDK environment variable. The easiest way is to install Android Studio.

Using gradle tasks on the terminal:

Native Android (JVM)

./gradlew installAndroidDebug             # Installs an APK in all the connected devices
./gradlew runAndroidEmulatorDebug         # Runs the application in an emulator

Triggering these tasks, it generates a separate android project into build/platforms/android. You can open it in Android Studio for debugging and additional tasks. The KorGE plugin just delegates gradle tasks to that gradle project.

Apache Cordova (JS)

./gradlew compileCordovaAndroid           # Just compiles cordova from Android
./gradlew runCordovaAndroid               # Runs the application (dce'd, minimized and webpacked) in an Android device
./gradlew runCordovaAndroidNoMinimized    # Runs the application in Android without minimizing (so you can use `chrome://inspect` to debug the application easier)

Compiling for iOS

You will need XCode and to download the iOS SDKs using Xcode.

Using gradle tasks on the terminal:

Native iOS (Kotlin/Native) + Objective-C

Note that the necessary bridges are built using Objective-C instead of Swift, so the application won't include Swift's runtime.

./gradlew iosBuildSimulatorDebug          # Creates an APP file
./gradlew iosInstallSimulatorDebug        # Installs an APP file in the simulator
./gradlew iosRunSimulatorDebug            # Runs the APP in the simulator

These tasks generate a xcode project in build/platforms/ios, so you can also open the project with XCode and do additional tasks there.

It uses XCodeGen for the project generation and ios-deploy for deploying to real devices.

Apache Cordova (JS)

./gradlew compileCordovaIos               # Just compiles cordova from iOS
./gradlew runCordovaIos                   # Runs the application (dce'd, minimized and webpacked) in an iOS device
./gradlew runCordovaIosNoMinimized        # Runs the application in iOS without minimizing (so you can use Safari on macOS to debug the application easier)

JS-game deployment to GitHub Pages

  • Go to settings page and enable GitHub Pages
  • Choose branch github-pages and select folder / (root)
  • After that you can use link:
    link to JS-game, click "View Deployment"
  • When you push to main or master branch, - deployment process will start again with GitHub Actions.

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