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Flash 3d Sokoban Prototype With Alternativa3d

Emanuele Feronato italian geek and PROgrammer prepared two great blog posts with Sokoban game prototype. As all of his examples Sokoban prototypes have good code and can be clearly understood.

Here are links to them:

Flash 3D Sokoban prototype with Flare3D
and
Flash 3D Sokoban prototype with Away3D

We have reproduced this prototype using Alternativa3D engine. Alternativa3D is intended for displaying 3D graphics in the Flash Player environment. The possibilities with Alternativa3D are comprehensive and diverse. The technology is widely used in different spheres ranging from 3D websites to multiplayer browser games and applications for social networks in full 3D.

And here is the result:

 

Here you can find code:

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package
{
    import alternativa.engine3d.containers.*;
    import alternativa.engine3d.controllers.*;
    import alternativa.engine3d.core.Camera3D;
    import alternativa.engine3d.core.Clipping;
    import alternativa.engine3d.core.Debug;
    import alternativa.engine3d.core.MipMapping;
    import alternativa.engine3d.core.MouseEvent3D;
    import alternativa.engine3d.core.Object3D;
    import alternativa.engine3d.core.Sorting;
    import alternativa.engine3d.core.View;
    import alternativa.engine3d.materials.FillMaterial;
    import alternativa.engine3d.materials.TextureMaterial;
    import alternativa.engine3d.objects.Sprite3D;
    import alternativa.engine3d.primitives.Box;
    import alternativa.engine3d.primitives.Plane;
     
    import flash.display.BitmapData;
    import flash.display.BlendMode;
    import flash.display.Sprite;
    import flash.display.StageAlign;
    import flash.display.StageQuality;
    import flash.display.StageScaleMode;
    import flash.events.Event;
    import flash.events.KeyboardEvent;
    import flash.filters.GlowFilter;
    import flash.geom.ColorTransform;
    import flash.geom.Vector3D;
    import flash.sampler.NewObjectSample;
    import flash.system.Capabilities;
    import flash.ui.Keyboard;
         
    [SWF(backgroundColor="#000000", frameRate="100", width="640", height="480")]
    public class alternativa3dSokoban 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;
         
        // alternativa3d  engine variables
        private var camera:Camera3D;
        private var controller:SimpleObjectController;
        private var container:ConflictContainer;
         
         
        private var frame:Sprite = new Sprite();
         
        public var player:Box;// cube primitive representing the player
         
        public var cplayer:SimpleObjectController;
        private var movingCrate:Box;// cube primitive representing the moving crate    
         
        // some materials      
        private var wallMaterial:FillMaterial = new FillMaterial(0x880088,1,1);
        private var crateMaterial:FillMaterial = new FillMaterial(0xff0000,1,1);       
        private var playerMaterial:FillMaterial = new FillMaterial(0x0000ff,1,1);      
        private var floorMaterial:FillMaterial = new FillMaterial(0x888888,1,1);
        private var goalMaterial:FillMaterial = new FillMaterial(0x00ff00,1,1);
                 
        public function alternativa3dSokoban()
        {          
            stage.scaleMode = StageScaleMode.NO_SCALE;
            stage.align = StageAlign.TOP_LEFT;
            stage.quality = StageQuality.BEST;
             
            // Camera
            camera = new Camera3D();
            camera.view = new View(800, 600);
            addChild(camera.view);
                         
            // Camera controller
            controller = new SimpleObjectController(stage, camera, 200, 3);
             
            // Root object
            container = new ConflictContainer();
            container.resolveByAABB = true;
            container.resolveByOOBB = true;
             
            //Player controller
            cplayer = new SimpleObjectController(stage, player, 3);
             
            var box:Box;
            /*
            [[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]];
            */
            // level construction
            for (var i:uint=0; i<6; i++)
            {
                for (var j:uint=0; j<8; j++)
                {
                    switch (levels[i][j])
                    {
                        case 0 :
                            box = new Box(3,1,3,1,1);
                            box.setMaterialToAllFaces(floorMaterial);
                            box.x = 3*j;
                            box.y = 2;
                            box.z = 3*i;
                            container.addChild(box);
                            break;
                        case 1 :
                            box = new Box(3,1,3,1);
                            box.setMaterialToAllFaces(floorMaterial);
                            box.x = 3*j;
                            box.y = 2;
                            box.z = 3*i;
                            container.addChild(box);
                             
                            box = new Box(3,3,3,1);
                            box.setMaterialToAllFaces(wallMaterial);
                            box.x = 3*j;
                            box.y = 4;
                            box.z = 3*i;
                            container.addChild(box);
                            break;
                        case 2 :
                            box = new Box(3,1,3,1);
                            box.setMaterialToAllFaces(goalMaterial);
                            box.x = 3*j;
                            box.y = 2;
                            box.z = 3*i;
                            container.addChild(box);
                            break;
                        case 3 :
                            box = new Box(3,1,3,1);
                            box.setMaterialToAllFaces(floorMaterial);
                            box.x = 3*j;
                            box.y = 2;
                            box.z = 3*i;
                            container.addChild(box);
                             
                            box = new Box(3,3,3,1);
                            box.name = "crate_"+i+"_"+j;
                            box.setMaterialToAllFaces(crateMaterial);
                            box.x = 3*j;
                            box.y = 4;
                            box.z = 3*i;
                            container.addChild(box);
                            break;
                        case 4 :
                            box = new Box(3,1,3,1);
                            box.setMaterialToAllFaces(floorMaterial);
                            box.x = 3*j;
                            box.y = 2;
                            box.z = 3*i;
                            container.addChild(box);
                             
                            player = new Box(3,3,3,1);
                            player.setMaterialToAllFaces(playerMaterial);
                            player.x = 3*j;
                            player.y = 4;
                            player.z = 3*i;
                            container.addChild(player);
                            playerCol=j;
                            playerRow=i;
                            break;
                    }
                }
            }
 
            // Adding
            container.addChild(camera);
             
            // View frame
            addChild(frame);
                                                 
            onResize();
             
            stage.addEventListener(Event.ENTER_FRAME, updateEvent);
             
            stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDwn);
             
            stage.addEventListener(Event.RESIZE, onResize);
        }
 
        private function onKeyDwn(e:KeyboardEvent):void
        {
            if (playerRotation==0&&playerMovement==0)
            {
                switch (e.keyCode)
                {
                    case Keyboard.LEFT :
                        playerRotation=+9;
                        playerAngle+=90;
                        break;
                    case Keyboard.RIGHT :
                        playerRotation=-9;
                        playerAngle-=90;
                        break;
                    case Keyboard.UP :
                        movingCrate=null;
                        playerAngle=Math.round(player.rotationY*180/Math.PI)%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;
                                dRow=1;
                                dCol=0;
                                break;
                            case 180 :
                                dRow=0;
                                dCol=1;
                                break;
                            case 270 :
                                //dRow=1;
                                dRow=-1;
                                dCol=0;
                                break;
                        }
                        if (levels[playerRow+dRow][playerCol+dCol]==0||levels[playerRow+dRow][playerCol+dCol]==2)
                        {
                            // the player can move
                            playerMovement=-1;
                        }
                        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=container.getChildByName("crate_"+(playerRow+dRow)+"_"+(playerCol+dCol))as Box;
                                    playerMovement=-1;
                                }
                            }
                        }
                        break;
 
                }
            }
        }
 
 
        public function updateEvent(e:Event):void
        {      
                if (playerRotation)
                {
                    player.rotationY+=playerRotation*Math.PI/180;
                    if (Math.abs(Math.round(player.rotationY*180/Math.PI))%90==0)
                    {
                        playerRotation=0;
                    }
                }
                 
                if (playerMovement)
                {                  
                    switch (playerAngle)
                    {
                    case 0 :
                        player.x += playerMovement;
                    break;
                    case 90 :
                        player.z += -playerMovement;
                    break;
                    case 180 :
                        player.x += -playerMovement;
                    break;
                    case 270 :
                        player.z += playerMovement;
                    break;
                    }
 
                     
                    if (movingCrate)
                    {
                        switch (playerAngle)
                        {
                            case 0 :
                                movingCrate.x += playerMovement;
                                break;
                            case 90 :
                                movingCrate.z += -playerMovement;
                                break;
                            case 180 :
                                movingCrate.x += -playerMovement;
                                break;
                            case 270 :
                                movingCrate.z += playerMovement;
                                break;
                        }
                    }
 
                    // we need this to know if the player stopped on the destination tile
                    if ((playerAngle%180==0&&(Math.round(player.x*10)/10)%3==0)||(playerAngle%180!=0&&(Math.round(player.z*10)/10)%3==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.setMaterialToAllFaces(goalMaterial);
                            }
                            else {
                                movingCrate.setMaterialToAllFaces(crateMaterial);
                            }
                            levels[playerRow+dRow][playerCol+dCol]-=3;
                            movingCrate.name="crate_"+(playerRow+2*dRow)+"_"+(playerCol+2*dCol);
                        }
                        playerCol+=dCol;
                        playerRow+=dRow;
                    }
                }
 
                onEnterFrame();
        }          
 
        public function correct_camera_angles():void
        {
            //set camera position
            var r:Number = 10;
            var a:Number = -player.rotationY;          
            var cx:Number = player.x+Math.cos(a)*r;
            var cz:Number = player.z+Math.sin(a)*r;
            var cy:Number = player.y+10;           
            controller.setObjectPosXYZ(cx,cy,cz);          
             
            //look at player box
            controller.lookAtXYZ(player.x,player.y,player.z);
             
            //correct camera angles
            var cprotY:Number = player.rotationY;
            cprotY=Math.round(player.rotationY*180/Math.PI)%360;           
            if (cprotY<0)
            {
                cprotY+=360;
            }
            if (cprotY>180)
            {
                camera.rotationX = camera.rotationX + (90*Math.PI/180)*Math.sin((cprotY%180)*Math.PI/180);
            }
            camera.rotationY = camera.rotationY+90*Math.PI/180-player.rotationY;           
        }
         
        public function onEnterFrame(e:Event = null):void
        {          
            controller.update();
            correct_camera_angles();
            cplayer.update();
            camera.render();       
        }
         
 
        public function onResize(e:Event = null):void
        {
            //here you can add border size for view
            var pd:Number = 0;
            camera.view.width = stage.stageWidth - pd*2;
            camera.view.height = stage.stageHeight - pd*2;
            camera.view.x = pd;
            camera.view.y = pd;
             
            frame.graphics.clear();
            frame.graphics.beginFill(0x000000, 0.75);
            frame.graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
            frame.graphics.lineStyle(0, 0x7F7F7F);
            frame.graphics.drawRect(pd, pd, camera.view.width, camera.view.height);
            frame.graphics.endFill();
        }
    }
}

Here you can find more info about Alternativa 3d engine and download sources.

posted on 2012-07-21 23:03 gembin 阅读(440) 评论(0)  编辑  收藏 所属分类: ActionScript3


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