Talking about Sokoban game, 3D, Actionscript 3, Flash and Game development.
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.
Never miss an update! Subscribe, and I will bother you by email only when a new game or full source code comes out.