Monday, February 2, 2015
Creating a Pentomino game using AS3 Part 18
For a pentomino level to be valid, it has to pass a few checks. The two conditionals Im placing for a level to be valid is the correct cell count and correct shape count. The cell count must be divideable by 5 and remain a round number, and the number of shapes must be enough to fill all the cells.
First of all go to the pentomino_editor object in your Flash library and add a new button to the tool panel, give it an id of "btn_save".
Now go to the script file and in the constructor add a mouse click listener for this button. I also added 2 lines that set canPutShapes mouseEnabled and mouseChildren properties to false.
public function pentomino_editor()
{
addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
// add shape buttons
for (var i:int = 0; i < 4; i++) {
for (var u:int = 0; u < 3; u++) {
var shapeButton:MovieClip = new edit_shape();
shapeButton.x = 528 + u * 62;
shapeButton.y = 15 + i * 84;
addChild(shapeButton);
shapeButton.bg.alpha = 0.3;
shapeButton.shape.gotoAndStop(3 * i + u + 1);
shapeButtons.push(shapeButton);
shapeButton.addEventListener(MouseEvent.ROLL_OVER, buttonOver);
shapeButton.addEventListener(MouseEvent.ROLL_OUT, buttonOut);
}
}
// buttons
btn_mainmenu.addEventListener(MouseEvent.CLICK, doMainmenu);
btn_reset.addEventListener(MouseEvent.CLICK, function():void { newLevel() } );
btn_save.addEventListener(MouseEvent.CLICK, doSave);
// new level
newLevel();
addChild(gridShape);
addChild(canPutShape);
canPutShape.mouseEnabled = false;
canPutShape.mouseChildren = false;
}
The click event handler traces "Save!" if the level passed validation. We use checkSave() function that returns a boolean value for validation.
private function doSave(evt:MouseEvent):void {
if (checkSave()) {
trace("Save!");
}
}
First thing we do in that function is declare some variables and count how many cells there are using a loop:
// count total cells
var totalCells:int = 0;
var i:int;
var u:int;
var width:int = mapGrid[0].length;
var height:int = mapGrid.length;
for (i = 0; i < height; i++) {
for (u = 0; u < width; u++) {
if (mapGrid[i][u] == 1) totalCells++;
}
}
Check if the total cell count number divided by 5 is not a round number, trace an error in that case and return false:
// check if total cells can be divided by 5
if (totalCells / 5 != Math.round(totalCells / 5)) {
trace("Error! Incorrect cell count: " + totalCells);
return false;
}
Now count how many available shapes there are:
// count total available shape count
var totalShapes:int = 0;
for (i = 0; i < shapeButtons.length; i++) {
totalShapes += shapeButtons[i].count.value;
}
As you can see, we use the values of the "count" NumericStepper objects inside each edit_shape object.
Then we check if the number of cells is greater than what the available shapes can provide:
// check if there are enough shapes available
if (totalCells > totalShapes * 5) {
trace("Error! Not enough shapes available: " + totalShapes + " out of " + totalCells/5);
return false;
}
And we return true if everything is ok.
Full function:
private function checkSave():Boolean {
// count total cells
var totalCells:int = 0;
var i:int;
var u:int;
var width:int = mapGrid[0].length;
var height:int = mapGrid.length;
for (i = 0; i < height; i++) {
for (u = 0; u < width; u++) {
if (mapGrid[i][u] == 1) totalCells++;
}
}
// check if total cells can be divided by 5
if (totalCells / 5 != Math.round(totalCells / 5)) {
trace("Error! Incorrect cell count: " + totalCells);
return false;
}
// count total available shape count
var totalShapes:int = 0;
for (i = 0; i < shapeButtons.length; i++) {
totalShapes += shapeButtons[i].count.value;
}
// check if there are enough shapes available
if (totalCells > totalShapes * 5) {
trace("Error! Not enough shapes available: " + totalShapes + " out of " + totalCells/5);
return false;
}
return true;
}
Full code:
package
{
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.sampler.NewObjectSample;
import flash.utils.ByteArray;
/**
* Open-source pentomino game engine
* @author Kirill Poletaev
*/
public class pentomino_editor extends MovieClip
{
private var mapGrid:Array = [];
private var shapeButtons:Array = [];
private var gridShape:Sprite = new Sprite();
private var canPutShape:Sprite = new Sprite();
private var gridStartX:int;
private var gridStartY:int;
private var gridCellWidth:int;
private var canDraw:Boolean = false;
private var mouseDown:Boolean = false;
private var currentCell:Point = new Point(-1, -1);
public function pentomino_editor()
{
addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
// add shape buttons
for (var i:int = 0; i < 4; i++) {
for (var u:int = 0; u < 3; u++) {
var shapeButton:MovieClip = new edit_shape();
shapeButton.x = 528 + u * 62;
shapeButton.y = 15 + i * 84;
addChild(shapeButton);
shapeButton.bg.alpha = 0.3;
shapeButton.shape.gotoAndStop(3 * i + u + 1);
shapeButtons.push(shapeButton);
shapeButton.addEventListener(MouseEvent.ROLL_OVER, buttonOver);
shapeButton.addEventListener(MouseEvent.ROLL_OUT, buttonOut);
}
}
// buttons
btn_mainmenu.addEventListener(MouseEvent.CLICK, doMainmenu);
btn_reset.addEventListener(MouseEvent.CLICK, function():void { newLevel() } );
btn_save.addEventListener(MouseEvent.CLICK, doSave);
// new level
newLevel();
addChild(gridShape);
addChild(canPutShape);
canPutShape.mouseEnabled = false;
canPutShape.mouseChildren = false;
}
private function onMouseMove(evt:MouseEvent):void {
if(mapGrid.length>0){
var mousePos:Point = new Point(Math.floor((mouseX - gridStartX) / gridCellWidth), Math.floor((mouseY - gridStartY) / gridCellWidth));
canPutShape.x = mousePos.x * gridCellWidth + gridStartX;
canPutShape.y = mousePos.y * gridCellWidth + gridStartY;
if (mousePos.x < mapGrid[0].length && mousePos.y < mapGrid.length && mousePos.x >= 0 && mousePos.y >= 0) {
canPutShape.alpha = 1;
}else {
canPutShape.alpha = 0;
}
}
}
private function newLevel():void {
canDraw = false;
var newScreen:MovieClip = new new_edit_screen();
addChild(newScreen);
newScreen.tWidth.restrict = "0-9";
newScreen.tHeight.restrict = "0-9";
newScreen.tWidth.text = 10;
newScreen.tHeight.text = 6;
newScreen.incorrect.alpha = 0;
newScreen.btn_continue.addEventListener(MouseEvent.CLICK, editContinue);
function editContinue(evt:MouseEvent):void {
if (newScreen.tWidth.text == "" || newScreen.tHeight.text == "" || newScreen.tWidth.text == "0" || newScreen.tHeight.text == "0") {
newScreen.incorrect.alpha = 1;
return;
}
newScreen.parent.removeChild(newScreen);
mapGrid = [];
var width:int = newScreen.tWidth.text;
var height:int = newScreen.tHeight.text;
for (var i:int = 0; i < height; i++) {
mapGrid[i] = [];
for (var u:int = 0; u < width; u++) {
mapGrid[i][u] = 1;
}
}
// grid settings
calculateGrid();
gridShape.x = gridStartX;
gridShape.y = gridStartY;
// draw tiles
drawGrid();
// canPutShape settings
canPutShape.graphics.clear();
canPutShape.graphics.lineStyle(2, 0xff0000);
canPutShape.graphics.drawRect(0, 0, gridCellWidth, gridCellWidth);
canPutShape.alpha = 0;
canDraw = true;
}
}
private function calculateGrid():void {
var columns:int = mapGrid[0].length;
var rows:int = mapGrid.length;
// free size: 520x460
// fit in: 510x450
// calculate width of a cell:
gridCellWidth = Math.round(510 / columns);
var width:int = columns * gridCellWidth;
var height:int = rows * gridCellWidth;
// calculate side margin
gridStartX = (520 - width) / 2;
if (height < 450) {
gridStartY = (450 - height) / 2;
}
if (height >= 450) {
gridCellWidth = Math.round(450 / rows);
height = rows * gridCellWidth;
width = columns * gridCellWidth;
gridStartY = (460 - height) / 2;
gridStartX = (520 - width) / 2;
}
}
private function drawGrid():void {
gridShape.graphics.clear();
var width:int = mapGrid[0].length;
var height:int = mapGrid.length;
var i:int;
var u:int;
// draw background
for (i = 0; i < height; i++) {
for (u = 0; u < width; u++) {
if (mapGrid[i][u] == 1) drawCell(u, i, 0xffffff, 1, 0x999999);
}
}
}
private function drawCell(width:int, height:int, fill:uint, thick:Number, line:uint):void {
gridShape.graphics.beginFill(fill);
gridShape.graphics.lineStyle(thick, line);
gridShape.graphics.drawRect(width * gridCellWidth, height * gridCellWidth, gridCellWidth, gridCellWidth);
}
private function buttonOver(evt:MouseEvent):void {
evt.currentTarget.bg.alpha = 1;
}
private function buttonOut(evt:MouseEvent):void {
evt.currentTarget.bg.alpha = 0.3;
}
private function doMainmenu(evt:MouseEvent):void {
(root as MovieClip).gotoAndStop(1);
}
private function onMouseDown(evt:MouseEvent):void {
mouseDown = true;
}
private function onMouseUp(evt:MouseEvent):void {
mouseDown = false;
currentCell = new Point(-1, -1)
}
private function onEnterFrame(evt:Event):void {
// if drawing is allowed and mouse is down
if (canDraw && mouseDown) {
var mousePos:Point = new Point(Math.floor((mouseX - gridStartX) / gridCellWidth), Math.floor((mouseY - gridStartY) / gridCellWidth));
// if valid coordinates
if (mousePos.x < mapGrid[0].length && mousePos.y < mapGrid.length && mousePos.x >= 0 && mousePos.y >= 0) {
// if the cell is not "current cell"
if (mousePos.x != currentCell.x || mousePos.y != currentCell.y) {
currentCell.x = mousePos.x;
currentCell.y = mousePos.y;
if (mapGrid[mousePos.y][mousePos.x] == 1) {
mapGrid[mousePos.y][mousePos.x] = 0;
}else {
mapGrid[mousePos.y][mousePos.x] = 1;
}
drawGrid();
}
}
}
}
private function doSave(evt:MouseEvent):void {
if (checkSave()) {
trace("Save!");
}
}
private function checkSave():Boolean {
// count total cells
var totalCells:int = 0;
var i:int;
var u:int;
var width:int = mapGrid[0].length;
var height:int = mapGrid.length;
for (i = 0; i < height; i++) {
for (u = 0; u < width; u++) {
if (mapGrid[i][u] == 1) totalCells++;
}
}
// check if total cells can be divided by 5
if (totalCells / 5 != Math.round(totalCells / 5)) {
trace("Error! Incorrect cell count: " + totalCells);
return false;
}
// count total available shape count
var totalShapes:int = 0;
for (i = 0; i < shapeButtons.length; i++) {
totalShapes += shapeButtons[i].count.value;
}
// check if there are enough shapes available
if (totalCells > totalShapes * 5) {
trace("Error! Not enough shapes available: " + totalShapes + " out of " + totalCells/5);
return false;
}
return true;
}
}
}
Thanks for reading!
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.