[转]使用Away3D引擎的Flash3D推箱子游戏原型 - 最终版本

http://bbs.9ria.com/viewthread.php?tid=76326&extra=page%3D1%26amp%3Borderby%3Ddateline%26amp%3Bfilter%3D2592000
资讯类型: 翻译
来源页面: http://www.emanueleferonato.com/2011/02/28/flash-3d-sokoban-prototype-with-away3d-%E2%80%93-final-version/
资讯原标题: Flash 3D Sokoban Prototype with Away3D – final version
资讯原作者: Heorhiy
我的评论:我很惭愧,其实这已经不是新闻了。不过还好,这个时效性不是很强……上帝啊,宽恕我的罪过吧……阿门……
对这篇文你有啥看法,跟贴说说吧!欢迎口水和板砖,哈哈。欢迎大家和我们一同分享更多资讯。



这是Away3D中的脚本,其中包括我在Flare3D版本中展示的同样的功能。

这里有几个问题,如果像我在62行那样使用Z轴排序的话,像246和248行那样更改了箱子顶部材质,一旦越过了目标,并且帧率很低,那就不对了。

不管怎么样,下面这些就是它的代码:
package {
        //需要导入的Flash内置类
        import flash.display.Sprite;
        import flash.events.Event;
        import flash.events.KeyboardEvent;
        import flash.geom.Vector3D;
        import flash.display.BitmapData;
        //需要导入的Away3D引擎的内置类
        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;
                //推箱子演示的玩家等级和玩家位置
                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引擎变量
                private var view:View3D;// View3D类表示绘图背景
                private var theCamera:SpringCam;// 自定义一个摄像机来管理第一和第三人物摄像机
                private var player:Sphere;// 玩家控制物体
                private var cameraTarget:Sphere;
                private var movingCrate:Cube;// 箱子物体
                // 位图对象
                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);
                // 一些材质对象
                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));
                        // 场景设置
                        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);
                        // 等级结构设置
                        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;
                                        }
                                }
                        }
                        // 事件监听器
                        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;
                                                }
                                                // 我们需要判断出当前的行列数值
                                                // 并且新的行列数值将取决于玩家的方向
                                                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) {
                                                        // 玩家可以移动了
                                                        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) {
                                                                        // 玩家可以移动并推动箱子
                                                                        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) {
                                // 下面的代码是Away3D如何旋转一个物体
                                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;
                                }
                                // 下面的代码是Away3D如何移动一个物体
                                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;
                                        }
                                }
                                // 我们需要通过这种方式来判断玩家控制的物体是否到达目的地
                                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;
                                }
                        }
                        // 摄像机管理
                        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();

                }
        }
}

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