gembin

OSGi, Eclipse Equinox, ECF, Virgo, Gemini, Apache Felix, Karaf, Aires, Camel, Eclipse RCP

HBase, Hadoop, ZooKeeper, Cassandra

Flex4, AS3, Swiz framework, GraniteDS, BlazeDS etc.

There is nothing that software can't fix. Unfortunately, there is also nothing that software can't completely fuck up. That gap is called talent.

About Me

 

Flash 3d Sokoban Prototype With Alternativa3d

Emanuele Feronato italian geek and PROgrammer prepared two great blog posts with Sokoban game prototype. As all of his examples Sokoban prototypes have good code and can be clearly understood.

Here are links to them:

Flash 3D Sokoban prototype with Flare3D
and
Flash 3D Sokoban prototype with Away3D

We have reproduced this prototype using Alternativa3D engine. Alternativa3D is intended for displaying 3D graphics in the Flash Player environment. The possibilities with Alternativa3D are comprehensive and diverse. The technology is widely used in different spheres ranging from 3D websites to multiplayer browser games and applications for social networks in full 3D.

And here is the result:

 

Here you can find code:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
package
{
    import alternativa.engine3d.containers.*;
    import alternativa.engine3d.controllers.*;
    import alternativa.engine3d.core.Camera3D;
    import alternativa.engine3d.core.Clipping;
    import alternativa.engine3d.core.Debug;
    import alternativa.engine3d.core.MipMapping;
    import alternativa.engine3d.core.MouseEvent3D;
    import alternativa.engine3d.core.Object3D;
    import alternativa.engine3d.core.Sorting;
    import alternativa.engine3d.core.View;
    import alternativa.engine3d.materials.FillMaterial;
    import alternativa.engine3d.materials.TextureMaterial;
    import alternativa.engine3d.objects.Sprite3D;
    import alternativa.engine3d.primitives.Box;
    import alternativa.engine3d.primitives.Plane;
     
    import flash.display.BitmapData;
    import flash.display.BlendMode;
    import flash.display.Sprite;
    import flash.display.StageAlign;
    import flash.display.StageQuality;
    import flash.display.StageScaleMode;
    import flash.events.Event;
    import flash.events.KeyboardEvent;
    import flash.filters.GlowFilter;
    import flash.geom.ColorTransform;
    import flash.geom.Vector3D;
    import flash.sampler.NewObjectSample;
    import flash.system.Capabilities;
    import flash.ui.Keyboard;
         
    [SWF(backgroundColor="#000000", frameRate="100", width="640", height="480")]
    public class alternativa3dSokoban extends Sprite
    {
        // 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;
         
        // alternativa3d  engine variables
        private var camera:Camera3D;
        private var controller:SimpleObjectController;
        private var container:ConflictContainer;
         
         
        private var frame:Sprite = new Sprite();
         
        public var player:Box;// cube primitive representing the player
         
        public var cplayer:SimpleObjectController;
        private var movingCrate:Box;// cube primitive representing the moving crate    
         
        // some materials      
        private var wallMaterial:FillMaterial = new FillMaterial(0x880088,1,1);
        private var crateMaterial:FillMaterial = new FillMaterial(0xff0000,1,1);       
        private var playerMaterial:FillMaterial = new FillMaterial(0x0000ff,1,1);      
        private var floorMaterial:FillMaterial = new FillMaterial(0x888888,1,1);
        private var goalMaterial:FillMaterial = new FillMaterial(0x00ff00,1,1);
                 
        public function alternativa3dSokoban()
        {          
            stage.scaleMode = StageScaleMode.NO_SCALE;
            stage.align = StageAlign.TOP_LEFT;
            stage.quality = StageQuality.BEST;
             
            // Camera
            camera = new Camera3D();
            camera.view = new View(800, 600);
            addChild(camera.view);
                         
            // Camera controller
            controller = new SimpleObjectController(stage, camera, 200, 3);
             
            // Root object
            container = new ConflictContainer();
            container.resolveByAABB = true;
            container.resolveByOOBB = true;
             
            //Player controller
            cplayer = new SimpleObjectController(stage, player, 3);
             
            var box:Box;
            /*
            [[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]];
            */
            // level construction
            for (var i:uint=0; i<6; i++)
            {
                for (var j:uint=0; j<8; j++)
                {
                    switch (levels[i][j])
                    {
                        case 0 :
                            box = new Box(3,1,3,1,1);
                            box.setMaterialToAllFaces(floorMaterial);
                            box.x = 3*j;
                            box.y = 2;
                            box.z = 3*i;
                            container.addChild(box);
                            break;
                        case 1 :
                            box = new Box(3,1,3,1);
                            box.setMaterialToAllFaces(floorMaterial);
                            box.x = 3*j;
                            box.y = 2;
                            box.z = 3*i;
                            container.addChild(box);
                             
                            box = new Box(3,3,3,1);
                            box.setMaterialToAllFaces(wallMaterial);
                            box.x = 3*j;
                            box.y = 4;
                            box.z = 3*i;
                            container.addChild(box);
                            break;
                        case 2 :
                            box = new Box(3,1,3,1);
                            box.setMaterialToAllFaces(goalMaterial);
                            box.x = 3*j;
                            box.y = 2;
                            box.z = 3*i;
                            container.addChild(box);
                            break;
                        case 3 :
                            box = new Box(3,1,3,1);
                            box.setMaterialToAllFaces(floorMaterial);