[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(); } }}