Make a game like Lumines with Flash - part 2
In the first part we managed to move and rotate a 2x2 square made (obviously) by 4 bricks.
Now we'll see how to make them fall when we press SPACE key.
Notice that you move and rotate blocks by tapping arrow keys, but you make them fall by pressing SPACE.
This because timing is essential, and we want to make blocks fall as the player touches the spacebar.
The code does not have anything difficult, I just have to check if there are empty spaces under falling bricks.
No "game over" check at the moment, it will be covered later.
ACTIONSCRIPT:
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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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// flag indicating if blocks are falling
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falling = 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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// calling the function that will place four bricks on the stage
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place_bricks();
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// main function, to be executed at every frame
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_root.onEnterFrame = function() {
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// if blocks aren't falling
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if (!falling) {
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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<4; 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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// when SPACE key is pressed, I don't wait for its release but I detect the key at once
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if (Key.isDown(Key.SPACE)) {
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// letìs made bricks fall...
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falling = true;
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}
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} else {
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//if the blocks are falling
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// blocks_landed variable will count the number of bricks that already touched the ground
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// or that cannot fall anymore because they are over other bricks
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blocks_landed = 0;
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for (x=0; x<4; x++) {
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// calculating x and y position of the brick in the array
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x_pos = (_root["brick_"+moveable_bricks[x]]._x-x_offset)/tile_size;
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y_pos = (_root["brick_"+moveable_bricks[x]]._y-y_offset)/tile_size-1;
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// determining if the block can fall. There are two conditions:
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// 1: its position is less than zero. It means the block is outside the grid, in its starting position
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// 2: its position is lower than the grid height and the tile under the block is empty
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if ((y_pos<0) or ((y_pos<grid_height) and (field[x_pos][y_pos] == 0))) {
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// updating field array
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field[x_pos][y_pos] = _root["brick_"+moveable_bricks[x]]._currentframe;
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field[x_pos][y_pos-1] = 0;
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// physically moving the brick
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_root["brick_"+moveable_bricks[x]]._y += tile_size;
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} else {
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// if the brick cannot move down, increase the number of blocks landed
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blocks_landed++;
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}
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}
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// if all four bricks landed successfully...
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if (blocks_landed == 4) {
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// reset variable to false
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falling = false;
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// place four more bricks
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place_bricks();
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}
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}
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};
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// function to place four bricks on the stage
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function place_bricks() {
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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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}
And this is the result... arrow keys to move/rotate and SPACE to drop
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- Make a game like Lumines with Flash - part 3 : Emanuele Feronato - italian geek and PROgrammer on July 15th, 2008 10:31 am

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