[转] [Flash/Flex] 运用Flare3D来实现Flash 3D的推箱子游戏原型-纹理

[转] [Flash/Flex] 使用Flare3D来实现Flash 3D的推箱子游戏原型---纹理
http://bbs.9ria.com/thread-74032-1-1.html

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

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

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