Make a game like Lumines with Flash – part 2

In the first part we managed to move and rotate a 2×2 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.

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
// declaring some setup variables
// number of horizontal cells
grid_width = 16;
// number of vertical cells
grid_height = 10;
// size of the cell
tile_size = 30;
// offset in pixels fron the left side of the stage
x_offset = 10;
// offset in pixels from the top side of the stage
y_offset = 10;
// number of different colors that can be displayed in a brick
different_colors = 3;
// boolean values saying if I should wait for the left (or right, up...) key to be released
// this is used to make the player move bricks tapping arrow keys instead of just pressing them
wait_left = false;
wait_right = false;
wait_up = false;
wait_down = false;
// flag indicating if blocks are falling
falling = false;
// array containing the game field data
field = new Array();
// array containing the bricks I can move
moveable_bricks = new Array();
// initializing and drawing the play field
for (x=0; x<grid_width; x++) {
	field[x] = Array();
	for (y=0; y<grid_height; y++) {
		field[x][y] = 0;
		// look how I determine cells position according to tile size and offsets
		cell = _root.attachMovie("brick", "brick_"+_root.getNextHighestDepth(), _root.getNextHighestDepth(), {_x:x*tile_size+x_offset, _y:(y+2)*tile_size+y_offset});
		// first frame = empty cell
		cell.gotoAndStop(1);
	}
}
// calling the function that will place four bricks on the stage
place_bricks();
// main function, to be executed at every frame
_root.onEnterFrame = function() {
	// if blocks aren't falling
	if (!falling) {
		// this is how I detect if a key was tapped:
		// when it's pressed, I wait for it to be released (in this case: not pressed)
		// thanks to the wait_<direction> variable
		if (Key.isDown(Key.LEFT)) {
			wait_left = true;
		} else {
			if (wait_left) {
				// if the left key has been tapped, move the four bricks on the left
				for (x=0; x<4; x++) {
					// this "if" is used to determine if the bricks are still inside the game field
					if ((_root["brick_"+moveable_bricks[x]]._x-x_offset)/tile_size-_root["brick_"+moveable_bricks[x]].pos%2>0) {
						_root["brick_"+moveable_bricks[x]]._x -= tile_size;
					}
				}
				// reset variable, now I must wait again for a key to be pressed
				wait_left = false;
			}
		}
		// same routine for the right key
		if (Key.isDown(Key.RIGHT)) {
			wait_right = true;
		} else {
			if (wait_right) {
				for (x=0; x<4; x++) {
					if ((_root["brick_"+moveable_bricks[x]]._x-x_offset)/tile_size-_root["brick_"+moveable_bricks[x]].pos%2<14) {
						_root["brick_"+moveable_bricks[x]]._x += tile_size;
					}
				}
				wait_right = false;
			}
		}
		// when the DOWN arrow is pressed, I must rotate the bricks clockwise
		// block 0: moves to the right and becomes block 1
		// block 1: moves down and becomes block 3
		// block 2: moves up and becomes block 0
		// block 3: moves to the left and becomes block 2
		if (Key.isDown(Key.DOWN)) {
			wait_down = true;
		} else {
			if (wait_down) {
				for (x=0; x<4; x++) {
					switch (_root["brick_"+moveable_bricks[x]].pos) {
					case 0 :
						_root["brick_"+moveable_bricks[x]].pos = 1;
						_root["brick_"+moveable_bricks[x]]._x += tile_size;
						break;
					case 1 :
						_root["brick_"+moveable_bricks[x]].pos = 3;
						_root["brick_"+moveable_bricks[x]]._y += tile_size;
						break;
					case 2 :
						_root["brick_"+moveable_bricks[x]].pos = 0;
						_root["brick_"+moveable_bricks[x]]._y -= tile_size;
						break;
					case 3 :
						_root["brick_"+moveable_bricks[x]].pos = 2;
						_root["brick_"+moveable_bricks[x]]._x -= tile_size;
						break;
					}
				}
				wait_down = false;
			}
		}
		// when the UP arrow is pressed, I must rotate the bricks counter-clockwise
		// block 0: moves down the right and becomes block 2
		// block 1: moves to the left and becomes block 0
		// block 2: moves to the right and becomes block 3
		// block 3: moves up and becomes block 1
		if (Key.isDown(Key.UP)) {
			wait_up = true;
		} else {
			if (wait_up) {
				for (x=0; x<4; x++) {
					switch (_root["brick_"+moveable_bricks[x]].pos) {
					case 0 :
						_root["brick_"+moveable_bricks[x]].pos = 2;
						_root["brick_"+moveable_bricks[x]]._y += tile_size;
						break;
					case 1 :
						_root["brick_"+moveable_bricks[x]].pos = 0;
						_root["brick_"+moveable_bricks[x]]._x -= tile_size;
						break;
					case 2 :
						_root["brick_"+moveable_bricks[x]].pos = 3;
						_root["brick_"+moveable_bricks[x]]._x += tile_size;
						break;
					case 3 :
						_root["brick_"+moveable_bricks[x]].pos = 1;
						_root["brick_"+moveable_bricks[x]]._y -= tile_size;
						break;
					}
				}
				wait_up = false;
			}
		}
		// when SPACE key is pressed, I don't wait for its release but I detect the key at once
		if (Key.isDown(Key.SPACE)) {
			// letìs made bricks fall...
			falling = true;
		}
	} else {
		//if the blocks are falling 
		// blocks_landed variable will count the number of bricks that already touched the ground
		// or that cannot fall anymore because they are over other bricks
		blocks_landed = 0;
		for (x=0; x<4; x++) {
			// calculating x and y position of the brick in the array
			x_pos = (_root["brick_"+moveable_bricks[x]]._x-x_offset)/tile_size;
			y_pos = (_root["brick_"+moveable_bricks[x]]._y-y_offset)/tile_size-1;
			// determining if the block can fall. There are two conditions:
			// 1: its position is less than zero. It means the block is outside the grid, in its starting position
			// 2: its position is lower than the grid height and the tile under the block is empty
			if ((y_pos<0) or ((y_pos<grid_height) and (field[x_pos][y_pos] == 0))) {
				// updating field array
				field[x_pos][y_pos] = _root["brick_"+moveable_bricks[x]]._currentframe;
				field[x_pos][y_pos-1] = 0;
				// physically moving the brick
				_root["brick_"+moveable_bricks[x]]._y += tile_size;
			} else {
				// if the brick cannot move down, increase the number of blocks landed
				blocks_landed++;
			}
		}
		// if all four bricks landed successfully...
		if (blocks_landed == 4) {
			// reset variable to false
			falling = false;
			// place four more bricks
			place_bricks();
		}
	}
};
// function to place four bricks on the stage
function place_bricks() {
	// placing the four bricks
	for (x=0; x<4; x++) {
		// again, look how I determine bricks position according to tile size and offsets
		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)});
		// setting a random color for the brick (frames 2 to different_colors+1)
		brk.gotoAndStop(Math.floor(Math.random()*different_colors)+2);
		// saving brick position
		// 0: up left
		// 1: up right
		// 2: bottom left
		// 3: bottom right
		brk.pos = x;
		// saving the depth of the brick into the moveable_bricks array
		// if you look how did I assign brick names, you'll see that I can determine a brick name
		// starting from its depth. It's simply "brick_"+<the_depth>
		moveable_bricks[x] = brk.getDepth();
	}
}

And this is the result… arrow keys to move/rotate and SPACE to drop

Download the source

Rate this post: 1 Star2 Stars3 Stars4 Stars5 Stars (32 votes, average: 4.00 out of 5)
Loading ... Loading ...
Flash Templates provided by Template Monster are pre-made web design products developed using Flash technology.
They can be easily customized to meet the unique requirements of your project.
Be my fan on Facebook and follow me on Twitter! Exclusive content for my Facebook fans and Twitter followers

This post has one comment

  1. Make a game like Lumines with Flash - part 3 : Emanuele Feronato - italian geek and PROgrammer

    on July 15, 2008 at 10:31 am

    [...] part 1 and 2 if you did not [...]