Flash 3D Sokoban Prototype with Away3D – final version

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This is the Away3D script which includes the same features I showed you in the Flare3D version.

There are a couple of issues, like lines 246 and 248 which do not correctly change the crate top material once it’s over a goal, and a really low framerate if I enable the Z ordering at line 62.

Anyway, this is the script:

package {
	// required flash classes
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.events.KeyboardEvent;
	import flash.geom.Vector3D;
	import flash.display.BitmapData;
	// required awayed classes
	import away3d.containers.*;
	import away3d.primitives.*;
	import away3d.cameras.*;
	import away3d.core.render.*;
	import away3d.materials.*;
	import away3d.lights.DirectionalLight3D;
	import away3d.debug.*;
	public class Main extends Sprite {
		private const CUBESIZE:Number=50;
		// 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;
		// away3d variables
		private var view:View3D;// View3D represent the canvas
		private var theCamera:SpringCam;// custom camera to manage 1st or 3rd person camera
		private var player:Sphere;// the player
		private var cameraTarget:Sphere;
		private var movingCrate:Cube;// the crate which will be pushed
		// bitmap datas
		private var crateBitmap:BitmapData=new BitmapData(256,256);
		private var crateTopBitmap: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 crateTopGoalBitmap:BitmapData=new BitmapData(256,256);
		private var backBitmap:BitmapData=new BitmapData(512,512);
		private var playerBitmap:BitmapData=new BitmapData(512,512);
		// some materials
		private var floorMaterial:WhiteShadingBitmapMaterial=new WhiteShadingBitmapMaterial(floorBitmap);
		private var wallMaterial:WhiteShadingBitmapMaterial=new WhiteShadingBitmapMaterial(wallBitmap);
		private var goalMaterial:WhiteShadingBitmapMaterial=new WhiteShadingBitmapMaterial(goalBitmap);
		private var crateMaterial:WhiteShadingBitmapMaterial=new WhiteShadingBitmapMaterial(crateBitmap);
		private var crateTopMaterial:WhiteShadingBitmapMaterial=new WhiteShadingBitmapMaterial(crateTopBitmap);
		private var crateTopGoalMaterial:WhiteShadingBitmapMaterial=new WhiteShadingBitmapMaterial(crateTopGoalBitmap);
		private var backMaterial:WhiteShadingBitmapMaterial=new WhiteShadingBitmapMaterial(backBitmap);
		private var playerMaterial:WhiteShadingBitmapMaterial=new WhiteShadingBitmapMaterial(playerBitmap);
		function Main() {
			floorBitmap.draw(new floorPic(256,256));
			wallBitmap.draw(new wallPic(256,256));
			crateBitmap.draw(new cratePic(256,256));
			crateTopBitmap.draw(new crateTopPic(256,256));
			crateTopGoalBitmap.draw(new crateTopGoalPic(256,256));
			goalBitmap.draw(new goalPic(256,256));
			backBitmap.draw(new backPic(512,512));
			playerBitmap.draw(new playerPic(512,512));
			// scene setup
			view=new View3D({x:320,y:240});
			//view.renderer = Renderer.CORRECT_Z_ORDER;
			var stats:AwayStats=new AwayStats(view);
			addChild(view);
			addChild(stats);
			theCamera= new SpringCam();
			view.camera=theCamera;
			var light:DirectionalLight3D = new DirectionalLight3D();
			light.direction=new Vector3D(CUBESIZE*10,- CUBESIZE*6,CUBESIZE*4);
			view.scene.addLight(light);
			var sky:Skybox=new Skybox(backMaterial,backMaterial,backMaterial,backMaterial,backMaterial,backMaterial);
			view.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({material:floorMaterial,depth:CUBESIZE,width:CUBESIZE,height:CUBESIZE/2,x:CUBESIZE*i,y:0,z:CUBESIZE*j});
							view.scene.addChild(cube);
							break;
						case 1 :
							cube=new Cube({material:floorMaterial,depth:CUBESIZE,width:CUBESIZE,height:CUBESIZE/2,x:CUBESIZE*i,y:0,z:CUBESIZE*j});
							view.scene.addChild(cube);
							cube=new Cube({material:wallMaterial,depth:CUBESIZE,width:CUBESIZE,height:CUBESIZE,x:CUBESIZE*i,y:CUBESIZE*3/4,z:CUBESIZE*j});
							view.scene.addChild(cube);
							break;
						case 2 :
							cube=new Cube({material:goalMaterial,depth:CUBESIZE,width:CUBESIZE,height:CUBESIZE/2,x:CUBESIZE*i,y:0,z:CUBESIZE*j});
							view.scene.addChild(cube);
							break;
						case 3 :
							cube=new Cube({material:floorMaterial,depth:CUBESIZE,width:CUBESIZE,height:CUBESIZE/2,x:CUBESIZE*i,y:0,z:CUBESIZE*j});
							view.scene.addChild(cube);
							cube=new Cube({material:crateMaterial,depth:CUBESIZE,width:CUBESIZE,height:CUBESIZE,x:CUBESIZE*i,y:CUBESIZE*3/4,z:CUBESIZE*j});
							cube.cubeMaterials.bottom=crateTopMaterial;
							cube.name="crate_"+i+"_"+j;
							view.scene.addChild(cube);
							break;
						case 4 :
							cube=new Cube({material:floorMaterial,depth:CUBESIZE,width:CUBESIZE,height:CUBESIZE/2,x:CUBESIZE*i,y:0,z:CUBESIZE*j});
							view.scene.addChild(cube);
							player=new Sphere({material:playerMaterial,radius:CUBESIZE/2,segmentsW:16,segmentsH:16,x:CUBESIZE*i,y:CUBESIZE*3/4,z:CUBESIZE*j});
							view.scene.addChild(player);
							cameraTarget=new Sphere({material:playerMaterial,radius:CUBESIZE/5,segmentsW:4,segmentsH:4,x:CUBESIZE*i,y:CUBESIZE*3/4,z:CUBESIZE*j});
							view.scene.addChild(cameraTarget);
							playerCol=j;
							playerRow=i;
							break;
					}
				}
			}
			// listeners
			addEventListener(Event.ENTER_FRAME,onEnterFrm);
			stage.addEventListener(KeyboardEvent.KEY_DOWN,onKeyDwn);
		}
		private function onKeyDwn(e:KeyboardEvent):void {
			if (playerRotation==0&&playerMovement==0) {
				switch (e.keyCode) {
					case 37 :
						playerRotation=-9;
						break;
					case 38 :
						movingCrate=null;
						var playerAngle:Number=Math.round(player.rotationY)%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;
								dCol=0;
								break;
							case 180 :
								dRow=0;
								dCol=1;
								break;
							case 270 :
								dRow=1;
								dCol=0;
								break;
						}
						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=view.scene.getChildByName("crate_"+(playerRow+dRow)+"_"+(playerCol+dCol))as Cube;
									playerMovement=- CUBESIZE/10;
								}
							}
						}
						break;
					case 39 :
						playerRotation=9;
						break;
				}
			}
		}
		private function onEnterFrm(e:Event):void {
			if (playerRotation) {
				// this is how away3d rotates an object
				player.rotationY+=playerRotation;
				cameraTarget.rotationY+=playerRotation;
				var reachedAngle:Number=Math.round(player.rotationY);
				if (reachedAngle%90==0) {
					playerRotation=0;
				}
			}
			if (playerMovement) {
				playerAngle=Math.round(player.rotationY)%360;
				if (playerAngle<0) {
					playerAngle+=360;
				}
				// this is how away3d moves an object
				cameraTarget.moveForward(playerMovement);
				switch (playerAngle) {
					case 0 :
						player.z+=playerMovement;
						if (Math.round(player.rotationZ)%360==0) {
							player.rotationX+=18;
						} else {
							player.rotationX-=18;
						}
						break;
					case 90 :
						player.x+=playerMovement;
						player.rotationZ+=18;
						break;
					case 180 :
						player.z-=playerMovement;
						if (Math.round(player.rotationZ)%360==0) {
							player.rotationX+=18;
						} else {
							player.rotationX-=18;
						}
						break;
					case 270 :
						player.x-=playerMovement;
						player.rotationZ-=18;
						break;
				}
				if (movingCrate) {
					if (playerAngle<0) {
						playerAngle+=360;
					}
					switch (playerAngle) {
						case 0 :
							movingCrate.moveForward(playerMovement);
							break;
						case 90 :
							movingCrate.moveRight(playerMovement);
							break;
						case 180 :
							movingCrate.moveBackward(playerMovement);
							break;
						case 270 :
							movingCrate.moveLeft(playerMovement);
							break;
					}
				}
				// we need this to know if the player stopped on the destination tile
				if (Math.round(player.rotationY)%180==0) {
					if (Math.round(player.z)%CUBESIZE==0) {
						playerMovement=0;
					}
				} else {
					if (Math.round(player.x)%CUBESIZE==0) {
						playerMovement=0;
					}
				}
				if (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) {
							movingCrate.cubeMaterials.bottom=crateTopGoalMaterial;
						} else {
							movingCrate.cubeMaterials.bottom=crateTopMaterial;
						}
						levels[playerRow+dRow][playerCol+dCol]-=3;
						movingCrate.name="crate_"+(playerRow+2*dRow)+"_"+(playerCol+2*dCol);
						movingCrate=null;
					}
					playerRow+=dRow;
					playerCol+=dCol;
				}
			}
			// camera management
			theCamera.target=cameraTarget;
			theCamera.positionOffset=new Vector3D(0,CUBESIZE*8,CUBESIZE*6);
			theCamera.lookOffset=new Vector3D(0,0,-2*CUBESIZE);
			theCamera.damping=10;
			theCamera.view;
			view.render();

		}
	}
}

and this is the result:

Download the source code.

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214 GAME PROTOTYPES EXPLAINED WITH SOURCE CODE
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