[url]http://bbs.9ria.com/thread-74032-1-1.html[/url]

我们继续来学习 使用Flare3D来实现Flash 3D的推箱子游戏原型(Flash 3D Sokoban prototype ), 现在我将应用一些纹理(textures)到我的游戏元素中.

下面的脚本显示出三个有趣的Flare3D特点:
*在一个立方体上应用纹理
*只在一个立方体的某些面上应用纹理
*在同一个立方体上应用不同的材料,然后在它们上使用过滤器(filters)

下面是源码:

package {        // required flash classes        import flash.display.Sprite;        import flash.events.Event;        import flash.display.BitmapData;        import flash.display.BlendMode;        import flash.filters.*        // required flare3d classes        import flare.basic.*;        import flare.materials.*;        import flare.primitives.*;        import flare.system.*;        import flare.utils.*;        import flare.core.*;        public class Main extends Sprite {                private const CUBESIZE:Number=10;                // 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;                // flare3d variables                private var scene:Scene3D;// scene3D is the canvas of the flare3d environment                private var player:Cube;// cube primitive representing the player                private var movingCrate:Cube;// cube primitive representing the moving crate                // 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);                // textures                private var crateTexture:Texture3D;                private var cratetopTexture:Texture3D;                private var floorTexture:Texture3D=new Texture3D("",floorBitmap);                private var wallTexture:Texture3D;                // materials                private var floorMaterial:TextureMaterial=new TextureMaterial("",floorTexture);                private var goalMaterial:ShadedColorMaterial=new ShadedColorMaterial("",0x000000,0x00ff00);                private var playerMaterial:ShadedColorMaterial=new ShadedColorMaterial("",0x000000,0x0000ff);                // multi materials                private var wallMaterial:MultiMaterial = new MultiMaterial();                private var crateMaterial:MultiMaterial = new MultiMaterial();                private var cratetopMaterial:MultiMaterial = new MultiMaterial();                public function Main() {                        floorBitmap.draw(new floorPic(256,256));                        //                        wallBitmap.draw(new wallPic(256,256));                        wallTexture=new Texture3D("",wallBitmap);                        wallMaterial.setTextureChannel(0,wallTexture);                        wallMaterial.setShadedColorChannel(1);                        wallMaterial.setBlendMode(BlendMode.MULTIPLY);                        //                        crateBitmap.draw(new cratePic(256,256));                        crateTexture=new Texture3D("",crateBitmap);                        crateMaterial.setTextureChannel(0,crateTexture);                        crateMaterial.setShadedColorChannel(1);                        crateMaterial.setBlendMode(BlendMode.MULTIPLY);                        //                        cratetopBitmap.draw(new cratetopPic(256,256));                        cratetopTexture=new Texture3D("",cratetopBitmap);                        cratetopMaterial.setTextureChannel(0,cratetopTexture);                        cratetopMaterial.setShadedColorChannel(1);                        cratetopMaterial.setBlendMode(BlendMode.MULTIPLY);                        // scene setup                        scene=new Viewer3D(this,"",0,0);                        // 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("",CUBESIZE,CUBESIZE/2,CUBESIZE,1,floorMaterial);                                                        cube.setPosition(CUBESIZE*j,0,CUBESIZE*i);                                                        scene.addChild(cube);                                                        break;                                                case 1 :                                                        cube=new Cube("",CUBESIZE,CUBESIZE/2,CUBESIZE,1,floorMaterial);                                                        cube.setPosition(CUBESIZE*j,0,CUBESIZE*i);                                                        scene.addChild(cube);                                                        cube=new Cube("",CUBESIZE,CUBESIZE,CUBESIZE,1,wallMaterial);                                                        cube.setPosition(CUBESIZE*j,CUBESIZE*3/4,CUBESIZE*i);                                                        scene.addChild(cube);                                                        break;                                                case 2 :                                                        cube=new Cube("",CUBESIZE,CUBESIZE/2,CUBESIZE,1,goalMaterial);                                                        cube.setPosition(CUBESIZE*j,0,CUBESIZE*i);                                                        scene.addChild(cube);                                                        break;                                                case 3 :                                                        cube=new Cube("",CUBESIZE,CUBESIZE/2,CUBESIZE,1,floorMaterial);                                                        cube.setPosition(CUBESIZE*j,0,CUBESIZE*i);                                                        scene.addChild(cube);                                                        cube=new Cube("crate_"+i+"_"+j,CUBESIZE,CUBESIZE,CUBESIZE,1,crateMaterial);                                                        cube.setPosition(CUBESIZE*j,CUBESIZE*3/4,CUBESIZE*i);                                                        scene.addChild(cube);                                                        // top of the crate                                                        var polyVec:Vector.<Poly3D>=cube.polys;                                                        polyVec[4].material=cratetopMaterial;                                                        polyVec[5].material=cratetopMaterial;                                                        break;                                                case 4 :                                                        cube=new Cube("",CUBESIZE,CUBESIZE/2,CUBESIZE,1,floorMaterial);                                                        cube.setPosition(CUBESIZE*j,0,CUBESIZE*i);                                                        scene.addChild(cube);                                                        player=new Cube("player",CUBESIZE,CUBESIZE,CUBESIZE,1,playerMaterial);                                                        player.setPosition(CUBESIZE*j,CUBESIZE*3/4,CUBESIZE*i);                                                        scene.addChild(player);                                                        playerCol=j;                                                        playerRow=i;                                                        break;                                        }                                }                        }                        // listener to handle the 3D engine                        scene.addEventListener(Scene3D.UPDATE_EVENT,updateEvent);                }                private function updateEvent(e:Event):void {                        var currentRotation:Number=0;                        // 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 (playerRotation==0&&playerMovement==0) {                                // look how does flare3D listens for key pressed                                if (Input3D.keyDown(Input3D.RIGHT)) {                                        playerRotation=9;                                        playerAngle+=90;                                }                                if (Input3D.keyDown(Input3D.LEFT)) {                                        playerRotation=-9;                                        playerAngle-=90;                                }                                if (Input3D.keyDown(Input3D.UP)) {                                        movingCrate=null;                                        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=scene.getChildByName("crate_"+(playerRow+dRow)+"_"+(playerCol+dCol))as Cube;                                                                playerMovement=- CUBESIZE/10;                                                        }                                                }                                        }                                }                                if (playerAngle<0) {                                        playerAngle+=360;                                }                                if (playerAngle==360) {                                        playerAngle=0;                                }                        } else {                                if (playerRotation) {                                        // this is how flare3D rotates an object                                        player.rotateY(playerRotation);                                        if (Math.abs(Math.round(player.getRotation().y))%90==0) {                                                playerRotation=0;                                        }                                }                                if (playerMovement) {                                        // this is how flare3D moves an object                                        player.translateX(playerMovement);                                        if (movingCrate) {                                                switch (playerAngle) {                                                        case 0 :                                                                movingCrate.translateX(playerMovement);                                                                break;                                                        case 90 :                                                                movingCrate.translateZ(-playerMovement);                                                                break;                                                        case 180 :                                                                movingCrate.translateX(-playerMovement);                                                                break;                                                        case 270 :                                                                movingCrate.translateZ(playerMovement);                                                                break;                                                }                                        }                                        // we need this to know if the player stopped on the destination tile                                        if ((playerAngle%180==0&&(Math.round(player.getPosition().x*10)/10)%CUBESIZE==0)||(playerAngle%180!=0&&(Math.round(player.getPosition().z*10)/10)%CUBESIZE==0)) {                                                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) {                                                                // crate on goal                                                        } else {                                                                // crate not on goal                                                        }                                                        levels[playerRow+dRow][playerCol+dCol]-=3;                                                        movingCrate.name="crate_"+(playerRow+2*dRow)+"_"+(playerCol+2*dCol);                                                }                                                playerCol+=dCol;                                                playerRow+=dRow;                                        }                                }                        }                        // camera management                        Pivot3DUtils.setPositionWithReference(scene.camera,CUBESIZE*3,CUBESIZE*6,0,player,0.1);                        Pivot3DUtils.lookAtWithReference(scene.camera,-CUBESIZE*2,-CUBESIZE*3,0,player);                }        }}

结果是这样的

[url]http://www.emanueleferonato.com/2011/02/16/flash-3d-sokoban-prototype-with-flare3d-textures/[/url]

使用左,右和向上箭头键移动游戏体(player) 。正如你所看到的,游戏体(player)和箱子目标(crate goals)没有质感,而且当箱子在箱子目标上时,箱子并不改变纹理。这是因为我计划给这些元素添加新的功能。

下载源代码

[转] [Flash/Flex] 使用Flare3D来实现Flash 3D的推箱子游戏原型---纹理相关推荐

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