Talking about Sokoban game, Flash and Game development.
This is a Sokoban prototype I made in 2005 after reading some tutorials on gotoandplay.it.
It does not look that awesome and I am afraid the code sucks a bit, but I think it could be a good start for a project.
I plan to work on a Flash version of Sokoban someday, meanwhile you could have a look to my Javascript version.
Just in case you don’t know what is Sokoban…
From Wikipedia: Sokoban (warehouse keeper) is a transport puzzle in which the player pushes boxes around a maze, viewed from above, and tries to put them in designated locations. Only one box may be pushed at a time, not two, and boxes cannot be pulled. As the puzzle would be extremely difficult to create physically, it is usually implemented as a video game.
I won’t comment the code because it’s an old work, I will do it when I’ll create a new version.
Anyway it’s not that hard to understand, specially if you are an old time reader
map = new Array();
diamond_map = new Array();
create_map();
draw_map();
_root.attachMovie("item", "sprite", 10000);
sprite._x = 40;
sprite._y = 20;
sprite.px = 2;
sprite.py = 1;
sprite.speed = 4;
sprite.steps = (20/sprite.speed);
sprite.moving = false;
sprite.count = 0;
function create_map() {
map[0] = new Array(1, 1, 1, 1, 1, 1, 1, 1);
map[1] = new Array(1, 0, 0, 0, 0, 0, 0, 1);
map[2] = new Array(1, 0, 0, 0, 1, 0, 0, 1);
map[3] = new Array(1, 0, 2, 0, 0, 0, 0, 1);
map[4] = new Array(1, 0, 0, 0, 1, 2, 0, 1);
map[5] = new Array(1, 0, 0, 2, 0, 0, 0, 1);
map[6] = new Array(1, 0, 0, 0, 0, 0, 0, 1);
map[7] = new Array(1, 1, 1, 1, 1, 1, 1, 1);
}
function draw_map() {
pos = 0;
n_diamond = 0;
for (var y = 0; y<20; y++) {
for (var x = 0; x<20; x++) {
pos = x+(y*20);
map_value = map[y][x];
switch (map_value) {
case 0 :
_root.attachMovie("ground", "ground_"+pos, pos);
_root["ground_"+pos]._x = x*20;
_root["ground_"+pos]._y = y*20;
break;
case 1 :
_root.attachMovie("wall", "tile_"+pos, pos);
_root["tile_"+pos]._x = x*20;
_root["tile_"+pos]._y = y*20;
break;
case 2 :
_root.attachMovie("ground", "ground_"+pos, pos);
_root["ground_"+pos]._x = x*20;
_root["ground_"+pos]._y = y*20;
n_diamond++;
_root.attachMovie("diamond", "diamond_"+n_diamond, 10000+n_diamond);
_root["diamond_"+n_diamond]._x = x*20;
_root["diamond_"+n_diamond]._y = y*20;
diamond_map[y*20+x] = n_diamond;
// relative position of diamonds
break;
}
}
}
}
sprite.onEnterFrame = function() {
if (!this.moving) {
if (Key.isDown(Key.LEFT)) {
try_to_go = "left";
}
if (Key.isDown(Key.RIGHT)) {
try_to_go = "right";
}
if (Key.isDown(Key.UP)) {
try_to_go = "up";
}
if (Key.isDown(Key.DOWN)) {
try_to_go = "down";
}
switch (try_to_go) {
case "left" :
destination = map[this.py][this.px-1];
if (destination == 2) {
// if there is a diamond...
destination = map[this.py][this.px-2];
if (destination == 0) {
this.pushing_diamond = true;
this.diamond_to_push = diamond_map[this.py*20+this.px-1];
}
}
if (destination == 0) {
if (this.pushing_diamond) {
map[this.py][this.px-1] = 0;
map[this.py][this.px-2] = 2;
diamond_map[this.py*20+this.px-2] = diamond_map[this.py*20+this.px-1];
diamond_map[this.py*20+this.px-1] = 0;
}
this.px--;
dir = "left";
this.moving = true;
}
break;
case "right" :
destination = map[this.py][this.px+1];
if (destination == 2) {
// if there is a diamond...
destination = map[this.py][this.px+2];
if (destination == 0) {
this.pushing_diamond = true;
this.diamond_to_push = diamond_map[this.py*20+this.px+1];
}
}
if (destination == 0) {
if (this.pushing_diamond) {
map[this.py][this.px+1] = 0;
map[this.py][this.px+2] = 2;
diamond_map[this.py*20+this.px+2] = diamond_map[this.py*20+this.px+1];
diamond_map[this.py*20+this.px+1] = 0;
}
this.px++;
dir = "right";
this.moving = true;
}
break;
case "up" :
destination = map[this.py-1][this.px];
if (destination == 2) {
// if there is a diamond...
destination = map[this.py-2][this.px];
if (destination == 0) {
this.pushing_diamond = true;
this.diamond_to_push = diamond_map[(this.py-1)*20+this.px];
}
}
if (destination == 0) {
if (this.pushing_diamond) {
map[this.py-1][this.px] = 0;
map[this.py-2][this.px] = 2;
diamond_map[(this.py-2)*20+this.px] = diamond_map[(this.py-1)*20+this.px];
diamond_map[(this.py-1)*20+this.px] = 0;
}
this.py--;
dir = "up";
this.moving = true;
}
break;
case "down" :
destination = map[this.py+1][this.px];
if (destination == 2) {
// if there is a diamond...
destination = map[this.py+2][this.px];
if (destination == 0) {
this.pushing_diamond = true;
this.diamond_to_push = diamond_map[(this.py+1)*20+this.px];
}
}
if (destination == 0) {
if (this.pushing_diamond) {
map[this.py+1][this.px] = 0;
map[this.py+2][this.px] = 2;
diamond_map[(this.py+2)*20+this.px] = diamond_map[(this.py+1)*20+this.px];
diamond_map[(this.py+1)*20+this.px] = 0;
}
this.py++;
dir = "down";
this.moving = true;
}
break;
}
try_to_go = "";
// dont want sprite to keep on moving
}
if (this.moving) {
this.moving = true;
if (this.count>=this.steps) {
this.moving = false;
if (this.pushing_diamond) {
this.pushing_diamond = false;
}
this.count = 0;
} else {
switch (dir) {
case "left" :
this._x -= this.speed;
if (this.pushing_diamond) {
_root["diamond_"+this.diamond_to_push]._x -= this.speed;
}
break;
case "right" :
this._x += this.speed;
if (this.pushing_diamond) {
_root["diamond_"+this.diamond_to_push]._x += this.speed;
}
break;
case "up" :
this._y -= this.speed;
if (this.pushing_diamond) {
_root["diamond_"+this.diamond_to_push]._y -= this.speed;
}
break;
case "down" :
this._y += this.speed;
if (this.pushing_diamond) {
_root["diamond_"+this.diamond_to_push]._y += this.speed;
}
break;
}
this.count++;
}
}
};
Play the game with arrow keys…
… Then download the source and suggest something
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