Flash 3D Sokoban prototype with Away3D
Talking about Sokoban game, 3D, Actionscript 3, Flash and Game development.
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As promised, after the Flash 3D Sokoban prototype with Flare3D, here comes the Away3D version.
The code needs to be optimized and above all I want to make Away3D and Flare3D codes as similar as possible so I will be able to compare them and show you the differences.
This is the Away3D source code:
package {
// required flash classes
import flash.display.Sprite;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.geom.Vector3D;
// required awayed classes
import away3d.containers.*;
import away3d.primitives.*;
import away3d.cameras.*;
import away3d.core.render.*;
import away3d.materials.*;
public class Main extends Sprite {
// sokobal demo level and player position
private var levels:Array=[[1,1,1,1,0,0,0,0],[1,0,0,1,1,1,1,1],[1,0,2,0,0,3,0,1],[1,0,3,0,0,2,4,1],[1,1,1,0,0,1,1,1],[0,0,1,1,1,1,0,0]];
private var playerCol:uint;
private var playerRow:uint;
private var playerRotation:Number=0;
private var playerAngle:Number=0;
private var playerMovement:Number=0;
private var dRow:int;
private var dCol:int;
// away3d variables
private var view:View3D;// View3D represent the canvas
private var theCamera:SpringCam;// custom camera to manage 1st or 3rd person camera
private var player:Cube;// the player
private var movingCrate:Cube;// the crate which will be pushed
// some materials
private var floorMaterial:WireColorMaterial=new WireColorMaterial(0x888888,{wireColor:0x484848});
private var wallMaterial:WireColorMaterial=new WireColorMaterial(0x880088,{wireColor:0x480048});
private var goalMaterial:WireColorMaterial=new WireColorMaterial(0x00ff00,{wireColor:0x00bb00});
private var crateMaterial:WireColorMaterial=new WireColorMaterial(0xff0000,{wireColor:0xbb0000});
private var playerMaterial:WireColorMaterial=new WireColorMaterial(0x0000ff,{wireColor:0x0000bb});
function Main() {
// scene setup
view=new View3D({x:320,y:240});
addChild(view);
theCamera= new SpringCam();
view.camera=theCamera;
var cube=Cube;
// level construction
for (var i:uint=0; i<6; i++) {
for (var j:uint=0; j<8; j++) {
switch (levels[i][j]) {
case 0 :
cube=new Cube({material:floorMaterial,depth:50,width:50,height:10,x:50*i,y:-25,z:50*j});
view.scene.addChild(cube);
break;
case 1 :
cube=new Cube({material:floorMaterial,depth:50,width:50,height:10,x:50*i,y:-25,z:50*j});
view.scene.addChild(cube);
cube=new Cube({material:wallMaterial,depth:50,width:50,height:50,x:50*i,y:0,z:50*j});
view.scene.addChild(cube);
break;
case 2 :
cube=new Cube({material:goalMaterial,depth:50,width:50,height:10,x:50*i,y:-25,z:50*j});
view.scene.addChild(cube);
break;
case 3 :
cube=new Cube({material:floorMaterial,depth:50,width:50,height:10,x:50*i,y:-25,z:50*j});
view.scene.addChild(cube);
cube=new Cube({material:crateMaterial,depth:50,width:50,height:50,x:50*i,y:0,z:50*j});
cube.name="crate_"+i+"_"+j;
view.scene.addChild(cube);
break;
case 4 :
cube=new Cube({material:floorMaterial,depth:50,width:50,height:10,x:50*i,y:-25,z:50*j});
view.scene.addChild(cube);
player=new Cube({material:playerMaterial,depth:50,width:50,height:50,x:50*i,y:0,z:50*j});
view.scene.addChild(player);
playerCol=j;
playerRow=i;
theCamera.target=player;
theCamera.positionOffset=new Vector3D(0,500,150);
theCamera.lookOffset=new Vector3D(0,0,-100);
theCamera.damping=20;
break;
}
}
}
// listeners
addEventListener(Event.ENTER_FRAME,onEnterFrm);
stage.addEventListener(KeyboardEvent.KEY_DOWN,onKeyDwn);
}
private function onKeyDwn(e:KeyboardEvent):void {
if (playerRotation==0&&playerMovement==0) {
switch (e.keyCode) {
case 37 :
playerRotation=-9;
break;
case 38 :
var playerAngle:Number=Math.round(player.rotationY)%360;
if (playerAngle<0) {
playerAngle+=360;
}
// we have to determine the difference between current row and column
// and the new row and column according to player heading
switch (playerAngle) {
case 0 :
dRow=0;
dCol=-1;
break;
case 90 :
dRow=-1;
dCol=0;
break;
case 180 :
dRow=0;
dCol=1;
break;
case 270 :
dRow=1;
dCol=0;
break;
}
if (levels[playerRow+dRow][playerCol+dCol]==0||levels[playerRow+dRow][playerCol+dCol]==2) {
// the player can move
playerMovement=-5;
} else {
if (levels[playerRow+dRow][playerCol+dCol]==3||levels[playerRow+dRow][playerCol+dCol]==5) {
if (levels[playerRow+2*dRow][playerCol+2*dCol]==0||levels[playerRow+2*dRow][playerCol+2*dCol]==2) {
// the player can move and can push a crate
movingCrate=view.scene.getChildByName("crate_"+(playerRow+dRow)+"_"+(playerCol+dCol))as Cube;
playerMovement=-5;
}
}
}
break;
case 39 :
playerRotation=9;
break;
}
}
}
private function onEnterFrm(e:Event):void {
var playerAngle:Number;
if (playerRotation) {
// this is how away3d rotates an object
player.rotationY+=playerRotation;
playerAngle=Math.round(player.rotationY);
if (playerAngle%90==0) {
playerRotation=0;
}
}
if (playerMovement) {
// this is how away3d moves an object
player.moveForward(playerMovement);
if (movingCrate) {
playerAngle=Math.round(player.rotationY)%360;
if (playerAngle<0) {
playerAngle+=360;
}
switch (playerAngle) {
case 0 :
movingCrate.moveForward(playerMovement);
break;
case 90 :
movingCrate.moveRight(playerMovement);
break;
case 180 :
movingCrate.moveBackward(playerMovement);
break;
case 270 :
movingCrate.moveLeft(playerMovement);
break;
}
}
// we need this to know if the player stopped on the destination tile
if (Math.round(player.rotationY)%180==0) {
if (Math.round(player.z)%50==0) {
playerMovement=0;
levels[playerRow+dRow][playerCol+dCol]+=4;
levels[playerRow][playerCol]-=4;
if (movingCrate) {
levels[playerRow+2*dRow][playerCol+2*dCol]+=3;
if (levels[playerRow+2*dRow][playerCol+2*dCol]==5) {
// changing materials on the fly
movingCrate.material=goalMaterial;
} else {
movingCrate.material=crateMaterial;
}
levels[playerRow+dRow][playerCol+dCol]-=3;
movingCrate.name="crate_"+(playerRow+2*dRow)+"_"+(playerCol+2*dCol);
movingCrate=null;
}
playerRow+=dRow;
playerCol+=dCol;
}
} else {
if (Math.round(player.x)%50==0) {
playerMovement=0;
levels[playerRow+dRow][playerCol+dCol]+=4;
levels[playerRow][playerCol]-=4;
if (movingCrate) {
levels[playerRow+2*dRow][playerCol+2*dCol]+=3;
if (levels[playerRow+2*dRow][playerCol+2*dCol]==5) {
movingCrate.material=goalMaterial;
} else {
movingCrate.material=crateMaterial;
}
levels[playerRow+dRow][playerCol+dCol]-=3;
movingCrate.name="crate_"+(playerRow+2*dRow)+"_"+(playerCol+2*dCol);
movingCrate=null;
}
playerRow+=dRow;
playerCol+=dCol;
}
}
}
// camera management
theCamera.view;
view.render();
}
}
}
and this is the result:
rotate the player with LEFT and RIGHT arrow keys, and move it with UP.
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