Make a game like Lumines with Flash
I have to admit it... I got completely addicted to this game... so I decided to make my own Flash version.
If you don't know what is Lumines, it's a casual game you can download from Steam.
The game is simple: control squares made by 2x2 bricks of different colors falling from the top like in Tetris... as you create 2x2 squares in same color, the vertical time line wipes them away from left to right.
In this first part, I'll create the game field, and the square made by 2x2 bricks, that can be moved and rotated with arrow keys.
There is nothing really hard... but I couldn't make the entire 2x2 square as a single movieclip because later in the game the square can "break" if it falls over existring bricks.
So every 2x2 square is formed by four movieclips.
There is only one object in the library at the moment... a movieclip linked as brick that contains the graphics for the empty grid at frame 1 and the graphics for colored bricks at frames 2-5
Then, I wanted the bricks to move and rotate when the player taps (press and released) arrow keys, not just when he presses them.
The code is completely commented:
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// declaring some setup variables
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// number of horizontal cells
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grid_width = 16;
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// number of vertical cells
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grid_height = 10;
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// size of the cell
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tile_size = 30;
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// offset in pixels fron the left side of the stage
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x_offset = 10;
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// offset in pixels from the top side of the stage
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y_offset = 10;
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// number of different colors that can be displayed in a brick
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different_colors = 3;
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// boolean values saying if I should wait for the left (or right, up...) key to be released
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// this is used to make the player move bricks tapping arrow keys instead of just pressing them
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wait_left = false;
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wait_right = false;
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wait_up = false;
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wait_down = false;
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// array containing the game field data
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field = new Array();
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// array containing the bricks I can move
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moveable_bricks = new Array();
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// initializing and drawing the play field
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for (x=0; x<grid_width; x++) {
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field[x] = Array();
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for (y=0; y<grid_height; y++) {
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field[x][y] = 0;
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// look how I determine cells position according to tile size and offsets
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cell = _root.attachMovie("brick", "brick_"+_root.getNextHighestDepth(), _root.getNextHighestDepth(), {_x:x*tile_size+x_offset, _y:(y+2)*tile_size+y_offset});
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// first frame = empty cell
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cell.gotoAndStop(1);
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}
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}
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// placing the four bricks
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for (x=0; x<4; x++) {
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// again, look how I determine bricks position according to tile size and offsets
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brk = _root.attachMovie("brick", "brick_"+_root.getNextHighestDepth(), _root.getNextHighestDepth(), {_x:(grid_width/2+(x%2))*tile_size+x_offset, _y:y_offset+tile_size*Math.floor(x/2)});
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// setting a random color for the brick (frames 2 to different_colors+1)
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brk.gotoAndStop(Math.floor(Math.random()*different_colors)+2);
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// saving brick position
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// 0: up left
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// 1: up right
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// 2: bottom left
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// 3: bottom right
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brk.pos = x;
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// saving the depth of the brick into the moveable_bricks array
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// if you look how did I assign brick names, you'll see that I can determine a brick name
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// starting from its depth. It's simply "brick_"+<the_depth>
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moveable_bricks[x] = brk.getDepth();
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}
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// main function, to be executed at every frame
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_root.onEnterFrame = function() {
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// this is how I detect if a key was tapped:
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// when it's pressed, I wait for it to be released (in this case: not pressed)
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// thanks to the wait_<direction> variable
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if (Key.isDown(Key.LEFT)) {
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wait_left = true;
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} else {
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if (wait_left) {
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// if the left key has been tapped, move the four bricks on the left
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for (x=0; x<4; x++) {
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// this "if" is used to determine if the bricks are still inside the game field
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if ((_root["brick_"+moveable_bricks[x]]._x-x_offset)/tile_size-_root["brick_"+moveable_bricks[x]].pos%2>0) {
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_root["brick_"+moveable_bricks[x]]._x -= tile_size;
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}
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}
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// reset variable, now I must wait again for a key to be pressed
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wait_left = false;
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}
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}
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// same routine for the right key
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if (Key.isDown(Key.RIGHT)) {
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wait_right = true;
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} else {
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if (wait_right) {
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for (x=0; x<=3; x++) {
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if ((_root["brick_"+moveable_bricks[x]]._x-x_offset)/tile_size-_root["brick_"+moveable_bricks[x]].pos%2<14) {
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_root["brick_"+moveable_bricks[x]]._x += tile_size;
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}
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}
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wait_right = false;
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}
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}
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// when the DOWN arrow is pressed, I must rotate the bricks clockwise
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// block 0: moves to the right and becomes block 1
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// block 1: moves down and becomes block 3
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// block 2: moves up and becomes block 0
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// block 3: moves to the left and becomes block 2
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if (Key.isDown(Key.DOWN)) {
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wait_down = true;
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} else {
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if (wait_down) {
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for (x=0; x<4; x++) {
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switch (_root["brick_"+moveable_bricks[x]].pos) {
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case 0 :
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_root["brick_"+moveable_bricks[x]].pos = 1;
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_root["brick_"+moveable_bricks[x]]._x += tile_size;
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break;
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case 1 :
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_root["brick_"+moveable_bricks[x]].pos = 3;
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_root["brick_"+moveable_bricks[x]]._y += tile_size;
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break;
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case 2 :
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_root["brick_"+moveable_bricks[x]].pos = 0;
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_root["brick_"+moveable_bricks[x]]._y -= tile_size;
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break;
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case 3 :
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_root["brick_"+moveable_bricks[x]].pos = 2;
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_root["brick_"+moveable_bricks[x]]._x -= tile_size;
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break;
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}
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}
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wait_down = false;
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}
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}
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// when the UP arrow is pressed, I must rotate the bricks counter-clockwise
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// block 0: moves down the right and becomes block 2
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// block 1: moves to the left and becomes block 0
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// block 2: moves to the right and becomes block 3
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// block 3: moves up and becomes block 1
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if (Key.isDown(Key.UP)) {
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wait_up = true;
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} else {
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if (wait_up) {
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for (x=0; x<4; x++) {
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switch (_root["brick_"+moveable_bricks[x]].pos) {
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case 0 :
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_root["brick_"+moveable_bricks[x]].pos = 2;
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_root["brick_"+moveable_bricks[x]]._y += tile_size;
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break;
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case 1 :
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_root["brick_"+moveable_bricks[x]].pos = 0;
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_root["brick_"+moveable_bricks[x]]._x -= tile_size;
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break;
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case 2 :
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_root["brick_"+moveable_bricks[x]].pos = 3;
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_root["brick_"+moveable_bricks[x]]._x += tile_size;
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break;
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case 3 :
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_root["brick_"+moveable_bricks[x]].pos = 1;
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_root["brick_"+moveable_bricks[x]]._y -= tile_size;
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break;
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}
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}
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wait_up = false;
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}
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}
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};
and here it is the result: move and rotate the square with arrow keys.
here it is the source code for you to experiment.
Tell me what do you think about this post. I'll write better and better entries.
They can be easily customized to meet the unique requirements of your project.
7 Responses to “Make a game like Lumines with Flash”
Leave a Reply


(4 votes, average: 4.25 out of 5)
Nice idea, definitely can spawn some good games.
Very good ! much to the same dent as my current tutorial series, although yours is so much better ! Best of luck.
holy crap, whenever i need help you are there, im making a tetris remake and i bet the next step to this tutorial will answer all my questions, THANK YOU
Hi Emanuele,
I was just wondering, as a big fan of the blog, why you have not adopted some essential programming habits, such as declaring variables properly and using
function onEnterFrame() {
(Apparently quicker, though it would be great to see a tutorial comparing optimisation)?
Great blog, and I am always shocked to see a new post nearly every day!
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