Flash 3D Sokoban prototype with Flare3D – final version
Talking about Sokoban game, 3D, Actionscript 3, Flash and Game development.
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This post should end the Sokoban game prototype made with Flare3D started here and continued here.
The changes in this version are:
* Added some textures
* Fixed multiple keys pressed bug
* Changed player to a rolling sphere
* Added background environment
This is the source code:
package {
// required flash classes
import flash.geom.Vector3D;
import flash.display.Sprite;
import flash.events.Event;
import flash.display.BitmapData;
import flash.display.BlendMode;
import flash.filters.*;
// required flare3d classes
import flare.basic.*;
import flare.materials.*;
import flare.primitives.*;
import flare.system.*;
import flare.utils.*;
import flare.core.*;
public class Main extends Sprite {
private const CUBESIZE:Number=10;
// 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;
// flare3d variables
private var scene:Scene3D;// scene3D is the canvas of the flare3d environment
private var player:Sphere;// sphere primitive representing the player
private var cameraTarget:Sphere;// sphere to be used as camera target
private var movingCrate:Cube;// cube primitive representing the moving crate
// bitmap datas
private var crateBitmap:BitmapData=new BitmapData(256,256);
private var crateTopBitmap:BitmapData=new BitmapData(256,256);
private var crateTopGoalBitmap:BitmapData=new BitmapData(256,256);
private var floorBitmap:BitmapData=new BitmapData(256,256);
private var wallBitmap:BitmapData=new BitmapData(256,256);
private var goalBitmap:BitmapData=new BitmapData(256,256);
private var playerBitmap:BitmapData=new BitmapData(512,512);
private var backBitmap:BitmapData=new BitmapData(512,512);
private var backBottomBitmap:BitmapData=new BitmapData(512,512);
// textures
private var crateTexture:Texture3D;
private var crateTopTexture:Texture3D;
private var crateTopGoalTexture:Texture3D;
private var floorTexture:Texture3D=new Texture3D("",floorBitmap);
private var backTexture:Texture3D=new Texture3D("",backBitmap);
private var wallTexture:Texture3D;
private var playerTexture:Texture3D;
private var goalTexture:Texture3D=new Texture3D("",goalBitmap);
// materials
private var floorMaterial:TextureMaterial=new TextureMaterial("",floorTexture);
private var goalMaterial:TextureMaterial=new TextureMaterial("",goalTexture);
// multi materials
private var wallMaterial:MultiMaterial = new MultiMaterial();
private var crateMaterial:MultiMaterial = new MultiMaterial();
private var crateTopMaterial:MultiMaterial = new MultiMaterial();
private var crateTopGoalMaterial:MultiMaterial = new MultiMaterial();
private var playerMaterial:MultiMaterial = new MultiMaterial();
public function Main() {
floorBitmap.draw(new floorPic(256,256));
goalBitmap.draw(new goalPic(256,256));
backBitmap.draw(new backPic(512,512));
backBottomBitmap.draw(new backBottomPic(512,512));
//
wallBitmap.draw(new wallPic(256,256));
wallTexture=new Texture3D("",wallBitmap);
wallMaterial.setTextureChannel(0,wallTexture);
wallMaterial.setShadedColorChannel(1);
wallMaterial.setBlendMode(BlendMode.MULTIPLY);
//
crateBitmap.draw(new cratePic(256,256));
crateTexture=new Texture3D("",crateBitmap);
crateMaterial.setTextureChannel(0,crateTexture);
crateMaterial.setShadedColorChannel(1);
crateMaterial.setBlendMode(BlendMode.MULTIPLY);
//
crateTopBitmap.draw(new crateTopPic(256,256));
crateTopTexture=new Texture3D("",crateTopBitmap);
crateTopMaterial.setTextureChannel(0,crateTopTexture);
crateTopMaterial.setShadedColorChannel(1);
crateTopMaterial.setBlendMode(BlendMode.MULTIPLY);
//
crateTopGoalBitmap.draw(new crateTopGoalPic(256,256));
crateTopGoalTexture=new Texture3D("",crateTopGoalBitmap);
crateTopGoalMaterial.setTextureChannel(0,crateTopGoalTexture);
crateTopGoalMaterial.setShadedColorChannel(1);
crateTopGoalMaterial.setBlendMode(BlendMode.MULTIPLY);
//
playerBitmap.draw(new playerPic(512,512));
playerTexture=new Texture3D("",playerBitmap);
playerMaterial.setTextureChannel(0,playerTexture);
playerMaterial.setShadedColorChannel(1);
playerMaterial.setBlendMode(BlendMode.MULTIPLY);
// scene setup
scene=new Viewer3D(this,"",0,0);
// background evironment
var front:Texture3D=new Texture3D("",backBitmap);
front.filename="front.png";
var back:Texture3D=new Texture3D("",backBitmap);
back.filename="back.png";
var left:Texture3D=new Texture3D("",backBitmap);
left.filename="left.png";
var right:Texture3D=new Texture3D("",backBitmap);
right.filename="right.png";
var top:Texture3D=new Texture3D("",backBitmap);
top.filename="top.png";
var bottom:Texture3D=new Texture3D("",backBottomBitmap);
bottom.filename="bottom.png";
Resources3D.addTexture(front);
Resources3D.addTexture(back);
Resources3D.addTexture(left);
Resources3D.addTexture(right);
Resources3D.addTexture(top);
Resources3D.addTexture(bottom);
var sky:SkyBox=new SkyBox("","","png",50);
scene.addChild(sky);
// level construction
var cube:Cube;
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("",CUBESIZE,CUBESIZE/2,CUBESIZE,1,floorMaterial);
cube.setPosition(CUBESIZE*j,0,CUBESIZE*i);
scene.addChild(cube);
break;
case 1 :
cube=new Cube("",CUBESIZE,CUBESIZE/2,CUBESIZE,1,floorMaterial);
cube.setPosition(CUBESIZE*j,0,CUBESIZE*i);
scene.addChild(cube);
cube=new Cube("",CUBESIZE,CUBESIZE,CUBESIZE,1,wallMaterial);
cube.setPosition(CUBESIZE*j,CUBESIZE*3/4,CUBESIZE*i);
scene.addChild(cube);
break;
case 2 :
cube=new Cube("",CUBESIZE,CUBESIZE/2,CUBESIZE,1,goalMaterial);
cube.setPosition(CUBESIZE*j,0,CUBESIZE*i);
scene.addChild(cube);
break;
case 3 :
cube=new Cube("",CUBESIZE,CUBESIZE/2,CUBESIZE,1,floorMaterial);
cube.setPosition(CUBESIZE*j,0,CUBESIZE*i);
scene.addChild(cube);
cube=new Cube("crate_"+i+"_"+j,CUBESIZE,CUBESIZE,CUBESIZE,1,crateMaterial);
cube.setPosition(CUBESIZE*j,CUBESIZE*3/4,CUBESIZE*i);
scene.addChild(cube);
// top of the crate
var polyVec:Vector.=cube.polys;
polyVec[4].material=crateTopMaterial;
polyVec[5].material=crateTopMaterial;
break;
case 4 :
cube=new Cube("",CUBESIZE,CUBESIZE/2,CUBESIZE,1,floorMaterial);
cube.setPosition(CUBESIZE*j,0,CUBESIZE*i);
scene.addChild(cube);
player=new Sphere("player",CUBESIZE/2,24,playerMaterial);
player.setPosition(CUBESIZE*j,CUBESIZE*3/4,CUBESIZE*i);
scene.addChild(player);
cameraTarget=new Sphere("cameraTarget",1,12,crateTopMaterial);
cameraTarget.setPosition(CUBESIZE*j,CUBESIZE*3/4,CUBESIZE*i);
scene.addChild(cameraTarget);
playerCol=j;
playerRow=i;
break;
}
}
}
// listener to handle the 3D engine
scene.addEventListener(Scene3D.UPDATE_EVENT,updateEvent);
}
private function updateEvent(e:Event):void {
var currentRotation:Number=0;
// 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 (playerRotation==0&&playerMovement==0) {
// look how does flare3D listens for key pressed
if (Input3D.keyDown(Input3D.RIGHT)) {
playerRotation=9;
playerAngle+=90;
} else {
if (Input3D.keyDown(Input3D.LEFT)) {
playerRotation=-9;
playerAngle-=90;
} else {
if (Input3D.keyDown(Input3D.UP)) {
movingCrate=null;
if (levels[playerRow+dRow][playerCol+dCol]==0||levels[playerRow+dRow][playerCol+dCol]==2) {
// the player can move
playerMovement=- CUBESIZE/10;
} 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=scene.getChildByName("crate_"+(playerRow+dRow)+"_"+(playerCol+dCol))as Cube;
playerMovement=- CUBESIZE/10;
}
}
}
}
}
}
if (playerAngle<0) {
playerAngle+=360;
}
if (playerAngle==360) {
playerAngle=0;
}
} else {
if (playerRotation) {
cameraTarget.rotateY(playerRotation);
if (Math.abs(Math.round(cameraTarget.getRotation().y))%90==0) {
playerRotation=0;
}
}
if (playerMovement) {
var vectorAngle:Vector3D=player.getRotation();
cameraTarget.translateX(playerMovement);
switch (playerAngle) {
case 0 :
player.x+=playerMovement;
if (Math.abs(Math.round(vectorAngle.x))==180) {
player.rotateZ(-18);
} else {
player.rotateZ(18);
}
if (movingCrate) {
movingCrate.translateX(playerMovement);
}
break;
case 90 :
player.z-=playerMovement;
if (Math.abs(Math.round(vectorAngle.z))==180) {
player.rotateX(-18);
} else {
player.rotateX(18);
}
if (movingCrate) {
movingCrate.translateZ(-playerMovement);
}
break;
case 180 :
player.x-=playerMovement;
if (Math.abs(Math.round(vectorAngle.x))==180) {
player.rotateZ(18);
} else {
player.rotateZ(-18);
}
if (movingCrate) {
movingCrate.translateX(-playerMovement);
}
break;
case 270 :
player.z+=playerMovement;
if (Math.abs(Math.round(vectorAngle.z))==180) {
player.rotateX(18);
} else {
player.rotateX(-18);
}
if (movingCrate) {
movingCrate.translateZ(playerMovement);
}
break;
}
// we need this to know if the player stopped on the destination tile
if ((playerAngle%180==0&&(Math.round(player.getPosition().x*10)/10)%CUBESIZE==0)||(playerAngle%180!=0&&(Math.round(player.getPosition().z*10)/10)%CUBESIZE==0)) {
playerMovement=0;
levels[playerRow+dRow][playerCol+dCol]+=4;
levels[playerRow][playerCol]-=4;
if (movingCrate) {
var polyVec:Vector.=movingCrate.polys;
levels[playerRow+2*dRow][playerCol+2*dCol]+=3;
if (levels[playerRow+2*dRow][playerCol+2*dCol]==5) {
polyVec[4].material=crateTopGoalMaterial;
polyVec[5].material=crateTopGoalMaterial;
} else {
polyVec[4].material=crateTopMaterial;
polyVec[5].material=crateTopMaterial;
}
levels[playerRow+dRow][playerCol+dCol]-=3;
movingCrate.name="crate_"+(playerRow+2*dRow)+"_"+(playerCol+2*dCol);
}
playerCol+=dCol;
playerRow+=dRow;
}
}
}
// camera management
Pivot3DUtils.setPositionWithReference(scene.camera,CUBESIZE*3,CUBESIZE*6,0,cameraTarget,0.1);
Pivot3DUtils.lookAtWithReference(scene.camera,-CUBESIZE*2,0,0,cameraTarget);
}
}
}
And this is the result:
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