Showing posts with label pentomino. Show all posts
Showing posts with label pentomino. Show all posts

Wednesday, February 4, 2015

Creating a Pentomino game using AS3 Part 38

Today we will add the ability to browse through the solutions.

Firstly declare a new variable - currentSol. Set its value to 0 by default. This variable represents the id of the solution that is currently displayed.

private var currentSol:int = 0;

Open the project in Flash and go to fifth frame (the solutions screen). Add two buttons shaped like arrows with ids btn_prev and btn_next. Add a dynamic text field with id tSol, it will display which solutions is currently is shown.

Go to level_solver.as again and in the solve() function add CLICK event listeners for btn_prev and btn_next. Set handlers to goPrev and goNext functions:

btn_prev.addEventListener(MouseEvent.CLICK, goPrev);
btn_next.addEventListener(MouseEvent.CLICK, goNext);

The functions decrease/increase currentSol values and call updateCurrentInfo() function.

private function goPrev(evt:MouseEvent):void {
currentSol--;
updateCurrentInfo();
}

private function goNext(evt:MouseEvent):void {
currentSol++;
updateCurrentInfo();
}

The same function is called in nextCycle():

private function nextCycle():void {
cycleNum++;
updateCurrentInfo();
if (cycleNum == givenShapes.length) {
removeEventListener(Event.ENTER_FRAME, onFrame);
// display info
tInfo.text = Finished solving " + levelName + "
Attempts: + attempts + "
Solutions: " + solutions.length;
}
}

The function updates what is displayed in the tSol text field, disables/enables arrow buttons when needed, draws the preview image:

private function updateCurrentInfo():void {
var sol:int = (solutions.length > 0)?(currentSol + 1):(0);
tSol.text = sol + "/" + solutions.length;
if (sol <= 1) {
btn_prev.alpha = 0.5;
btn_prev.mouseEnabled = false;
}else {
btn_prev.alpha = 1;
btn_prev.mouseEnabled = true;
}
if (sol == solutions.length) {
btn_next.alpha = 0.5;
btn_next.mouseEnabled = false;
}else {
btn_next.alpha = 1;
btn_next.mouseEnabled = true;
}
if (solutions.length > 0) drawPreview(levelPreview, solutions[currentSol]);
}

Update the drawPreview() function so that cells are colored depending on the shape type:

private function drawPreview(levelPreview:MovieClip, mapGrid:Array):void {
var columns:int = mapGrid[0].length;
var rows:int = mapGrid.length;
var frameWidth:int = levelPreview.width;
var frameHeight:int = levelPreview.height;
var padding:int = 5;
var fitWidth:int = levelPreview.width - (padding * 2);
var fitHeight:int = levelPreview.height - (padding * 2);
var gridStartX:int;
var gridStartY:int;

// calculate width of a cell:
var gridCellWidth:int = Math.round(fitWidth / columns);

var width:int = columns * gridCellWidth;
var height:int = rows * gridCellWidth;

// calculate side margin
gridStartX = (frameWidth - width) / 2;

if (height < fitHeight) {
gridStartY = (fitHeight - height) / 2;
}
if (height >= fitHeight) {
gridCellWidth = Math.round(fitHeight / rows);
height = rows * gridCellWidth;
width = columns * gridCellWidth;
gridStartY = (frameHeight - height) / 2;
gridStartX = (frameWidth - width) / 2;
}

// draw map
levelPreview.shape.x = gridStartX;
levelPreview.shape.y = gridStartY;
levelPreview.shape.graphics.clear();
var i:int;
var u:int;

for (i = 0; i < rows; i++) {
for (u = 0; u < columns; u++) {
if (mapGrid[i][u] == 1) drawCell(u, i, 0xffffff, 1, 0x999999, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 2) drawCell(u, i, 0xff66cc, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 3) drawCell(u, i, 0x00FF66, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 4) drawCell(u, i, 0x99ff00, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 5) drawCell(u, i, 0x00ccff, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 6) drawCell(u, i, 0xffcc66, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 7) drawCell(u, i, 0x66cc33, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 8) drawCell(u, i, 0x9900ff, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 9) drawCell(u, i, 0xff5858, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 10) drawCell(u, i, 0xff6600, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 11) drawCell(u, i, 0x00ffff, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 12) drawCell(u, i, 0xff6b20, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 13) drawCell(u, i, 0xffff66, 1, 0x000000, gridCellWidth, levelPreview.shape);
}
}
}

Now we can browse through the solutions!

Full level_solver.as code:

package  
{
import fl.controls.TextInput;
import flash.display.MovieClip;
import flash.display.Shape;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.net.SharedObject;
import flash.text.TextField;
import flash.utils.ByteArray;

/**
* Open-source pentomino game engine
* @author Kirill Poletaev
*/

public class level_solver extends MovieClip
{

private var allCells:Array;
private var tempGrid:Array;
private var tempShapes:Array;
private var givenGrid:Array;
private var givenShapes:Array;
private var cycleNum:int;
private var attempts:int;
private var solutions:Array;
private var levelName:String;
private var shapeValues:Array;
private var currentSol:int = 0;

public function level_solver()
{
}

public function solve(levelItem:Object):void {
drawPreview(levelPreview, levelItem.grid);
tInfo.text = Solving level " + levelItem.name + ";
var shapes:Array = levelItem.shapes;
var i:int
var u:int;
givenShapes = [];
for (i = 1; i <= 12; i++) {
this["tShape" + i].text = shapes[i - 1];
for (u = 0; u < shapes[i - 1]; u++) {
givenShapes.push(i - 1);
}
}
allCells = [];
for (i = 0; i < levelItem.grid.length; i++) {
for (u = 0; u < levelItem.grid.length; u++) {
if (levelItem.grid[i][u] == 1) {
allCells.push(new Point(u, i));
}
}
}
givenGrid = levelItem.grid;
tempGrid = [];
tempShapes = [];
solutions = [];
levelName = levelItem.name;
attempts = 0;
cycleNum = 0;
shapeValues = [
[[0, 0], [0, 1], [0, 2], [0, -1], [0, -2]],
[[0, 0], [0, -1], [0, 1], [1, 0], [1, -1]],
[[0, 0], [0, 1], [0, 2], [0, -1], [ -1, -1]],
[[0, 0], [0, 1], [0, -1], [ -1, 0], [1, -1]],
[[0, 0], [ -1, 0], [ -2, 0], [0, -1], [1, -1]],
[[0, 0], [0, 1], [0, -1], [1, -1], [ -1, -1]],
[[0, 0], [1, 0], [ -1, 0], [1, -1], [ -1, -1]],
[[0, 0], [ -1, 0], [ -2, 0], [0, -1], [0, -2]],
[[0, 0], [0, 1], [ -1, 1], [1, 0], [1, -1]],
[[0, 0], [0, 1], [0, -1], [1, 0], [ -1, 0]],
[[0, 0], [ -1, 0], [ -2, 0], [1, 0], [0, -1]],
[[0, 0], [0, 1], [1, 1], [0, -1], [-1, -1]]
];
addEventListener(Event.ENTER_FRAME, onFrame);
btn_prev.addEventListener(MouseEvent.CLICK, goPrev);
btn_next.addEventListener(MouseEvent.CLICK, goNext);
}

private function onFrame(evt:Event):void {
// set temporary values
tempGrid = clone(givenGrid);
tempShapes = clone(givenShapes);
// perform a new cycle
var i:int;
var u:int;
var currentShapeValues:Array;
// Take the first shape in this cycle...
currentShapeValues = clone(shapeValues[tempShapes[cycleNum]]);
// ...try putting it in each available cell...
for (i = 0; i < allCells.length; i++) {
// ...try putting the shape in all 8 possible positions...
for (u = 0; u < 8; u++) {
// ...if successful, continue placing other cells...
if (canPut(currentShapeValues, allCells[i].x, allCells[i].y, tempGrid, u)) {
// ...first put the first shape on the grid...
putHere(currentShapeValues, allCells[i].x, allCells[i].y, tempGrid, u, tempShapes[cycleNum] + 2);
// ...try all remaining shapes...
tryRemainingShapes(tempShapes, tempGrid);
removeHere(currentShapeValues, allCells[i].x, allCells[i].y, tempGrid, u);
}
}
}
// ...remove it from shapes array (so that it isnt used twice)...
tempShapes.splice(cycleNum, 1);
// display info
tInfo.text = Solving level " + levelName + "
Attempts: + attempts + "
Solutions: " + solutions.length;
// next cycle
nextCycle();
}

private function tryRemainingShapes(tShapes:Array, tGrid:Array):void {
var innerTempShapes:Array = clone(tShapes);
var innerTempGrid:Array = clone(tGrid);
var e:int;
var t:int;
// ...take each remaining shape...
while (innerTempShapes.length > 0) {
var currentShapeValues:Array = clone(shapeValues[innerTempShapes[0]]);
// ...try putting it in each cell...
for (e = 0; e < allCells.length; e++) {
// ...rotate the shape...
if(hasSpace(innerTempGrid, allCells[e].x, allCells[e].y)){
for (t = 0; t < 8; t++) {
// ...check if it can be put...
if (canPut(currentShapeValues, allCells[e].x, allCells[e].y, innerTempGrid, t)) {
// ...on success, put this shape and try all remaining shapes...
putHere(currentShapeValues, allCells[e].x, allCells[e].y, innerTempGrid, t, innerTempShapes[0] + 2);
tryRemainingShapes(clone(innerTempShapes).splice(0, 1), innerTempGrid);
// ...if no empty cells remaining, then the puzzle is solved.
if (checkWin(innerTempGrid)) doWin(clone(innerTempGrid));
// ...step backwards...
removeHere(currentShapeValues, allCells[e].x, allCells[e].y, innerTempGrid, t);
}
}
}
}
// ...get rid of the shape and continue...
innerTempShapes.shift();
}
}

private function hasSpace(mapGrid:Array, cX:int, cY:int):Boolean {
if (mapGrid[cY][cX] != 1) return false;
return true;
}

private function checkWin(mapGrid:Array):Boolean {
var i:int;
var u:int;
var didWin:Boolean = true;
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) {didWin = false;}
}
}

return didWin;
}

private function doWin(grid:Array):void {
var exists:Boolean = false;
for (var i:int = 0; i < solutions.length; i++) {
if (compare(solutions[i], grid)) {
exists = true;
break;
}
}
if (!exists) solutions.push(grid);
}

private function compare(arr1:Array, arr2:Array):Boolean {
for (var i:int = 0; i < arr1.length; i++) {
for (var u:int = 0; u < arr1[i].length; u++){
if (arr1[i][u] != arr2[i][u]) {
return false;
break;
}
}
}
return true;
}

private function goPrev(evt:MouseEvent):void {
currentSol--;
updateCurrentInfo();
}

private function goNext(evt:MouseEvent):void {
currentSol++;
updateCurrentInfo();
}

private function updateCurrentInfo():void {
var sol:int = (solutions.length > 0)?(currentSol + 1):(0);
tSol.text = sol + "/" + solutions.length;
if (sol <= 1) {
btn_prev.alpha = 0.5;
btn_prev.mouseEnabled = false;
}else {
btn_prev.alpha = 1;
btn_prev.mouseEnabled = true;
}
if (sol == solutions.length) {
btn_next.alpha = 0.5;
btn_next.mouseEnabled = false;
}else {
btn_next.alpha = 1;
btn_next.mouseEnabled = true;
}
if (solutions.length > 0) drawPreview(levelPreview, solutions[currentSol]);
}

private function nextCycle():void {
cycleNum++;
updateCurrentInfo();
if (cycleNum == givenShapes.length) {
removeEventListener(Event.ENTER_FRAME, onFrame);
// display info
tInfo.text = Finished solving " + levelName + "
Attempts: + attempts + "
Solutions: " + solutions.length;
}
}

private function canPut(cValues:Array, cellX:int, cellY:int, mapGrid:Array, rotation:int):Boolean {
attempts++;
var canPutHere:Boolean = true;
var currentValues:Array = clone(cValues);
updateCurrentValues(currentValues, rotation);
for (var i:int = 0; i < currentValues.length; i++) {
var cX:int = currentValues[i][0] + cellX;
var cY:int = currentValues[i][1] + cellY;
if (cX < 0 || cY < 0 || cX >= mapGrid[0].length || cY >= mapGrid.length || mapGrid[cY][cX]!=1) {
canPutHere = false;
}
}
return canPutHere;
}

private function putHere(currentValues:Array, cellX:int, cellY:int, mapGrid:Array, rotation:int, shape:int):void {
currentValues = clone(currentValues);
updateCurrentValues(currentValues, rotation);
for (var i:int = 0; i < currentValues.length; i++) {
var cX:int = currentValues[i][0] + cellX;
var cY:int = currentValues[i][1] + cellY;
mapGrid[cY][cX] = shape;
}
}

private function removeHere(currentValues:Array, cellX:int, cellY:int, mapGrid:Array, rotation:int):void {
currentValues = clone(currentValues);
updateCurrentValues(currentValues, rotation);
for (var i:int = 0; i < currentValues.length; i++) {
var cX:int = currentValues[i][0] + cellX;
var cY:int = currentValues[i][1] + cellY;
mapGrid[cY][cX] = 1;
}
}

private function updateCurrentValues(currentValues:Array, rot:int):void{
for (var i:int = 0; i < 5; i++) {
// do nothing if rot == 0
if (rot == 1) {
currentValues[i].reverse();
currentValues[i][0] *= -1;
}
if (rot == 2) {
currentValues[i][0] *= -1;
currentValues[i][1] *= -1;
}
if (rot == 3) {
currentValues[i].reverse();
currentValues[i][1] *= -1;
}
if (rot == 4) {
currentValues[i][0] *= -1;
}
if (rot == 5) {
currentValues[i].reverse();
}
if (rot == 6) {
currentValues[i][1] *= -1;
}
if (rot == 7) {
currentValues[i].reverse();
currentValues[i][1] *= -1;
currentValues[i][0] *= -1;
}
}
}

private function clone(source:Object):*{
var myBA:ByteArray = new ByteArray();
myBA.writeObject(source);
myBA.position = 0;
return(myBA.readObject());
}

private function drawPreview(levelPreview:MovieClip, mapGrid:Array):void {
var columns:int = mapGrid[0].length;
var rows:int = mapGrid.length;
var frameWidth:int = levelPreview.width;
var frameHeight:int = levelPreview.height;
var padding:int = 5;
var fitWidth:int = levelPreview.width - (padding * 2);
var fitHeight:int = levelPreview.height - (padding * 2);
var gridStartX:int;
var gridStartY:int;

// calculate width of a cell:
var gridCellWidth:int = Math.round(fitWidth / columns);

var width:int = columns * gridCellWidth;
var height:int = rows * gridCellWidth;

// calculate side margin
gridStartX = (frameWidth - width) / 2;

if (height < fitHeight) {
gridStartY = (fitHeight - height) / 2;
}
if (height >= fitHeight) {
gridCellWidth = Math.round(fitHeight / rows);
height = rows * gridCellWidth;
width = columns * gridCellWidth;
gridStartY = (frameHeight - height) / 2;
gridStartX = (frameWidth - width) / 2;
}

// draw map
levelPreview.shape.x = gridStartX;
levelPreview.shape.y = gridStartY;
levelPreview.shape.graphics.clear();
var i:int;
var u:int;

for (i = 0; i < rows; i++) {
for (u = 0; u < columns; u++) {
if (mapGrid[i][u] == 1) drawCell(u, i, 0xffffff, 1, 0x999999, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 2) drawCell(u, i, 0xff66cc, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 3) drawCell(u, i, 0x00FF66, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 4) drawCell(u, i, 0x99ff00, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 5) drawCell(u, i, 0x00ccff, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 6) drawCell(u, i, 0xffcc66, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 7) drawCell(u, i, 0x66cc33, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 8) drawCell(u, i, 0x9900ff, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 9) drawCell(u, i, 0xff5858, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 10) drawCell(u, i, 0xff6600, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 11) drawCell(u, i, 0x00ffff, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 12) drawCell(u, i, 0xff6b20, 1, 0x000000, gridCellWidth, levelPreview.shape);
if (mapGrid[i][u] == 13) drawCell(u, i, 0xffff66, 1, 0x000000, gridCellWidth, levelPreview.shape);
}
}
}

private function drawCell(width:int, height:int, fill:uint, thick:Number, line:uint, gridCellWidth:int, gridShape:MovieClip):void {
gridShape.graphics.beginFill(fill);
gridShape.graphics.lineStyle(thick, line);
gridShape.graphics.drawRect(width * gridCellWidth, height * gridCellWidth, gridCellWidth, gridCellWidth);
}
}

}

Thanks for reading!
Read more »

Thursday, January 29, 2015

Creating a Pentomino game using AS3 Part 9

Today well improve our shape placing code, as well as make all shapes available for placing.

First of all, well create a function that draws a preview of where the shape will be placed exactly. We need to declare a new Sprite object for this - canPutShape:

private var canPutShape:Sprite = new Sprite();

And add it to the stage after creating the grid:

// can put shape
addChild(canPutShape);
canPutShape.x = gridStartX;
canPutShape.y = gridStartY;

The function uses some of the already used code in the script, slightly modified. We simply loop through the currentValues and draw each cell:

private function drawCanPut():void {
canPutShape.graphics.clear();
var mousePos:Point = new Point(Math.floor((mouseX - gridStartX) / gridCellWidth), Math.floor((mouseY - gridStartY) / gridCellWidth));
for (var i:int = 0; i < currentValues.length; i++) {
var cellX:int = (currentValues[i][0] + mousePos.x) * gridCellWidth;
var cellY:int = (currentValues[i][1] + mousePos.y) * gridCellWidth;
canPutShape.graphics.beginFill(0x00ff00, 0.1);
canPutShape.graphics.drawRect(cellX, cellY, gridCellWidth, gridCellWidth);
}
}

Now go to mouseMove() and instead of the selectedShape if statement call a function called checkPut():

private function mouseMove(evt:MouseEvent):void {
cursor.x = mouseX;
cursor.y = mouseY;
checkPut();
}

The functions code is the same, but has a few modifications. We check if canPutHere is tru or false and set the cursors alpha to represent whether its possible or not to place the selected shape here. We also clear canPutShapes graphics if canPutHere is false.

private function checkPut():void {
if (selectedShape > 0) {
var mousePos:Point = new Point(Math.floor((mouseX - gridStartX) / gridCellWidth), Math.floor((mouseY - gridStartY) / gridCellWidth));
canPutHere = true;
updateCurrentValues();
for (var i:int = 0; i < currentValues.length; i++) {
var cellX:int = currentValues[i][0] + mousePos.x;
var cellY:int = currentValues[i][1] + mousePos.y;
if (cellX < 0 || cellY < 0 || cellX >= mapGrid[0].length || cellY >= mapGrid.length || mapGrid[cellY][cellX]!=1) {
canPutHere = false;
}
}
if (canPutHere) {
cursor.alpha = 0.8;
}
if (!canPutHere) {
canPutShape.graphics.clear();
cursor.alpha = 0.4;
}
}
}

Where is drawCanPut() called if not in checkPut(), you ask? Thats in updateCurrentValues(), but only after weve added a few modifications to the code inside updateCurrentValues(). These bugs were found after I implemented the "shadow" feature thats drawn by drawCanPut(), and you can see the updated code below:

private function updateCurrentValues():void {
currentValues = clone(shapeValues[selectedShape-1]);
for (var i:int = 0; i < 5; i++) {
if (cursor.rotation == 90) {
currentValues[i].reverse();
currentValues[i][0] *= -1;
}
if (cursor.rotation == 180 || cursor.rotation == -180) {
currentValues[i][0] *= -1;
currentValues[i][1] *= -1;
}
if (cursor.rotation == -90) {
currentValues[i].reverse();
currentValues[i][1] *= -1;
}
if (cursor.scaleX < 0 && (cursor.rotation != -90 || cursor.rotation != 90)) {
currentValues[i][0] *= -1;
}
if (cursor.scaleX < 0 && (cursor.rotation == -90 || cursor.rotation == 90)) {
currentValues[i][0] *= -1;
currentValues[i][1] *= -1;
}
}
drawCanPut();
}

Call checkPut() instead of updateCurrentValues() in mouseWheel() and keyDown():

private function mouseWheel(evt:MouseEvent):void {
if (evt.delta > 0) cursor.rotation += 90;
if (evt.delta < 0) cursor.rotation -= 90;
if (selectedShape > 0) checkPut();
}

private function keyDown(evt:KeyboardEvent):void {
if (evt.keyCode == 68) cursor.rotation += 90;
if (evt.keyCode == 65) cursor.rotation -= 90;
if (evt.keyCode == 32) cursor.scaleX *= -1;
if (selectedShape > 0) checkPut();
}

Now we can update the shapeValues() array. Simply add each shape cells relative coordinates:

shapeValues = [
[[0, 0], [0, 1], [0, 2], [0, -1], [0, -2]],
[[0, 0], [0, -1], [0, 1], [1, 0], [1, -1]],
[[0, 0], [0, 1], [0, 2], [0, -1], [ -1, -1]],
[[0, 0], [0, 1], [0, -1], [ -1, 0], [1, -1]],
[[0, 0], [ -1, 0], [ -2, 0], [0, -1], [1, -1]],
[[0, 0], [0, 1], [0, -1], [1, -1], [ -1, -1]],
[[0, 0], [1, 0], [ -1, 0], [1, -1], [ -1, -1]],
[[0, 0], [ -1, 0], [ -2, 0], [0, -1], [0, -2]],
[[0, 0], [0, 1], [ -1, 1], [1, 0], [1, -1]],
[[0, 0], [0, 1], [0, -1], [1, 0], [ -1, 0]],
[[0, 0], [ -1, 0], [ -2, 0], [1, 0], [0, -1]],
[[0, 0], [0, 1], [1, 1], [0, -1], [-1, -1]]
];

And full code so far:

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.utils.ByteArray;

/**
* Open-source pentomino game engine
* @author Kirill Poletaev
*/

public class pentomino_game extends MovieClip
{
private var mapGrid:Array = [];
private var availableShapes:Array = [];
private var shapeButtons:Array = [];
private var shapeValues:Array = [];
private var placedShapes: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 cursor:MovieClip;
private var rolledShape:MovieClip;
private var selectedShape:int = 0;
private var canPutHere:Boolean = false;
private var currentValues:Array = [];

public function pentomino_game()
{
// default map
mapGrid = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
];

availableShapes = [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2];

shapeValues = [
[[0, 0], [0, 1], [0, 2], [0, -1], [0, -2]],
[[0, 0], [0, -1], [0, 1], [1, 0], [1, -1]],
[[0, 0], [0, 1], [0, 2], [0, -1], [ -1, -1]],
[[0, 0], [0, 1], [0, -1], [ -1, 0], [1, -1]],
[[0, 0], [ -1, 0], [ -2, 0], [0, -1], [1, -1]],
[[0, 0], [0, 1], [0, -1], [1, -1], [ -1, -1]],
[[0, 0], [1, 0], [ -1, 0], [1, -1], [ -1, -1]],
[[0, 0], [ -1, 0], [ -2, 0], [0, -1], [0, -2]],
[[0, 0], [0, 1], [ -1, 1], [1, 0], [1, -1]],
[[0, 0], [0, 1], [0, -1], [1, 0], [ -1, 0]],
[[0, 0], [ -1, 0], [ -2, 0], [1, 0], [0, -1]],
[[0, 0], [0, 1], [1, 1], [0, -1], [-1, -1]]
];

// grid settings
calculateGrid();
addChild(gridShape);
gridShape.x = gridStartX;
gridShape.y = gridStartY;

// draw tiles
drawGrid();

// can put shape
addChild(canPutShape);
canPutShape.x = gridStartX;
canPutShape.y = gridStartY;

// add shape buttons
for (var i:int = 0; i < 4; i++) {
for (var u:int = 0; u < 3; u++) {
var shapeButton:MovieClip = new select_shape();
shapeButton.x = 528 + u * 62;
shapeButton.y = 55 + i * 62;
addChild(shapeButton);
shapeButton.bg.alpha = 0.3;
shapeButton.count.text = String(availableShapes[3 * i + u]);
shapeButton.shape.gotoAndStop(3 * i + u + 1);
shapeButtons.push(shapeButton);
shapeButton.addEventListener(MouseEvent.ROLL_OVER, buttonOver);
shapeButton.addEventListener(MouseEvent.ROLL_OUT, buttonOut);
shapeButton.addEventListener(MouseEvent.MOUSE_DOWN, buttonDown);
}
}

// cursor
cursor = new game_shape();
addChild(cursor);
cursor.mouseEnabled = false;
cursor.mouseChildren = false;
cursor.visible = false;
addEventListener(MouseEvent.MOUSE_MOVE, mouseMove);
addEventListener(MouseEvent.MOUSE_WHEEL, mouseWheel);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown);
addEventListener(Event.ENTER_FRAME, everyFrame);
addEventListener(MouseEvent.MOUSE_UP, mouseUp);
}

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 mouseMove(evt:MouseEvent):void {
cursor.x = mouseX;
cursor.y = mouseY;
checkPut();
}

private function checkPut():void {
if (selectedShape > 0) {
var mousePos:Point = new Point(Math.floor((mouseX - gridStartX) / gridCellWidth), Math.floor((mouseY - gridStartY) / gridCellWidth));
canPutHere = true;
updateCurrentValues();
for (var i:int = 0; i < currentValues.length; i++) {
var cellX:int = currentValues[i][0] + mousePos.x;
var cellY:int = currentValues[i][1] + mousePos.y;
if (cellX < 0 || cellY < 0 || cellX >= mapGrid[0].length || cellY >= mapGrid.length || mapGrid[cellY][cellX]!=1) {
canPutHere = false;
}
}
if (canPutHere) {
cursor.alpha = 0.8;
}
if (!canPutHere) {
canPutShape.graphics.clear();
cursor.alpha = 0.4;
}
}
}

private function drawCanPut():void {
canPutShape.graphics.clear();
var mousePos:Point = new Point(Math.floor((mouseX - gridStartX) / gridCellWidth), Math.floor((mouseY - gridStartY) / gridCellWidth));
for (var i:int = 0; i < currentValues.length; i++) {
var cellX:int = (currentValues[i][0] + mousePos.x) * gridCellWidth;
var cellY:int = (currentValues[i][1] + mousePos.y) * gridCellWidth;
canPutShape.graphics.beginFill(0x00ff00, 0.1);
canPutShape.graphics.drawRect(cellX, cellY, gridCellWidth, gridCellWidth);
}
}

private function mouseWheel(evt:MouseEvent):void {
if (evt.delta > 0) cursor.rotation += 90;
if (evt.delta < 0) cursor.rotation -= 90;
if (selectedShape > 0) checkPut();
}

private function keyDown(evt:KeyboardEvent):void {
if (evt.keyCode == 68) cursor.rotation += 90;
if (evt.keyCode == 65) cursor.rotation -= 90;
if (evt.keyCode == 32) cursor.scaleX *= -1;
if (selectedShape > 0) checkPut();
}

private function updateCurrentValues():void {
currentValues = clone(shapeValues[selectedShape-1]);
for (var i:int = 0; i < 5; i++) {
if (cursor.rotation == 90) {
currentValues[i].reverse();
currentValues[i][0] *= -1;
}
if (cursor.rotation == 180 || cursor.rotation == -180) {
currentValues[i][0] *= -1;
currentValues[i][1] *= -1;
}
if (cursor.rotation == -90) {
currentValues[i].reverse();
currentValues[i][1] *= -1;
}
if (cursor.scaleX < 0 && (cursor.rotation != -90 || cursor.rotation != 90)) {
currentValues[i][0] *= -1;
}
if (cursor.scaleX < 0 && (cursor.rotation == -90 || cursor.rotation == 90)) {
currentValues[i][0] *= -1;
currentValues[i][1] *= -1;
}
}
drawCanPut();
}

private function clone(source:Object):*{
var myBA:ByteArray = new ByteArray();
myBA.writeObject(source);
myBA.position = 0;
return(myBA.readObject());
}

private function startDragShape(shapeType:int):void {
cursor.rotation = 0;
cursor.scaleX = gridCellWidth / 100;
cursor.scaleY = gridCellWidth / 100;
cursor.alpha = 0.75;
cursor.visible = true;
cursor.gotoAndStop(shapeType);
}

private function stopDragShape():void {
canPutShape.graphics.clear();
cursor.alpha = 0;
cursor.visible = false;
}

private function everyFrame(evt:Event):void {
if (rolledShape != null) {
rolledShape.rotation += 4;
}
}

private function buttonOver(evt:MouseEvent):void {
if(selectedShape==0){
evt.currentTarget.bg.alpha = 1;
rolledShape = evt.target.shape;
}
}

private function buttonOut(evt:MouseEvent):void {
evt.currentTarget.bg.alpha = 0.3;
rolledShape = null;
}

private function buttonDown(evt:MouseEvent):void {
selectedShape = evt.currentTarget.shape.currentFrame;
if(availableShapes[selectedShape-1]>0){
startDragShape(selectedShape);
availableShapes[selectedShape-1]--;
evt.currentTarget.count.text = availableShapes[selectedShape-1];
evt.currentTarget.bg.alpha = 0.3;
rolledShape = null;
}else {
selectedShape = 0;
}
}

private function mouseUp(evt:MouseEvent):void {
stopDragShape();
if (selectedShape > 0) {
if (!canPutHere) {
availableShapes[selectedShape-1]++;
shapeButtons[selectedShape-1].count.text = availableShapes[selectedShape-1];
selectedShape = 0;
}
if (canPutHere) {
var mousePos:Point = new Point(Math.floor((mouseX - gridStartX) / gridCellWidth), Math.floor((mouseY - gridStartY) / gridCellWidth));
var newShape:MovieClip = new game_shape();
addChild(newShape);
newShape.x = gridStartX + (mousePos.x+1) * gridCellWidth - gridCellWidth / 2;
newShape.y = gridStartY + (mousePos.y + 1) * gridCellWidth - gridCellWidth / 2;
newShape.rotation = cursor.rotation;
newShape.scaleX = cursor.scaleX;
newShape.scaleY = cursor.scaleY;
newShape.gotoAndStop(selectedShape);
for (var i:int = 0; i < currentValues.length; i++) {
var cellX:int = currentValues[i][0] + mousePos.x;
var cellY:int = currentValues[i][1] + mousePos.y;
mapGrid[cellY][cellX] = 2;
}
cursor.parent.setChildIndex(cursor, cursor.parent.numChildren - 1);
selectedShape = 0;
}
}
}
}

}

Thanks for reading!

The results:

Read more »

Wednesday, January 28, 2015

Creating a Pentomino game using AS3 Part 8

In this part we will add the ability to place rotated shape on the grid.

In the previous tutorials we used internal (temporary) variable inside several functions named currentValues. Lets make this a private variable available in all functions:

private var currentValues:Array = [];

So in mouseMove(), instead of setting value to this variable we call updateCurrentValues():

private function mouseMove(evt:MouseEvent):void {
cursor.x = mouseX;
cursor.y = mouseY;
if (selectedShape > 0) {
var mousePos:Point = new Point(Math.floor((mouseX - gridStartX) / gridCellWidth), Math.floor((mouseY - gridStartY) / gridCellWidth));
canPutHere = true;
updateCurrentValues();
for (var i:int = 0; i < currentValues.length; i++) {
var cellX:int = currentValues[i][0] + mousePos.x;
var cellY:int = currentValues[i][1] + mousePos.y;
if (cellX < 0 || cellY < 0 || cellX >= mapGrid[0].length || cellY >= mapGrid.length || mapGrid[cellY][cellX]!=1) {
canPutHere = false;
}
}
}
}

Call the same function in mouseWheel and keyDown if there is a shape thats selected:

private function mouseWheel(evt:MouseEvent):void {
if (evt.delta > 0) cursor.rotation += 90;
if (evt.delta < 0) cursor.rotation -= 90;
if (selectedShape > 0) updateCurrentValues();
}

private function keyDown(evt:KeyboardEvent):void {
if (evt.keyCode == 68) cursor.rotation += 90;
if (evt.keyCode == 65) cursor.rotation -= 90;
if (evt.keyCode == 32) cursor.scaleX *= -1;
if (selectedShape > 0) updateCurrentValues();
}

Go to mouseUp() and add a line that sets the new shapes rotation to cursor.rotation:

private function mouseUp(evt:MouseEvent):void {
stopDragShape();
if (selectedShape > 0) {
if (!canPutHere) {
availableShapes[selectedShape-1]++;
shapeButtons[selectedShape-1].count.text = availableShapes[selectedShape-1];
selectedShape = 0;
}
if (canPutHere) {
var mousePos:Point = new Point(Math.floor((mouseX - gridStartX) / gridCellWidth), Math.floor((mouseY - gridStartY) / gridCellWidth));
var newShape:MovieClip = new game_shape();
addChild(newShape);
newShape.x = gridStartX + (mousePos.x+1) * gridCellWidth - gridCellWidth / 2;
newShape.y = gridStartY + (mousePos.y + 1) * gridCellWidth - gridCellWidth / 2;
newShape.rotation = cursor.rotation;
newShape.scaleX = cursor.scaleX;
newShape.scaleY = cursor.scaleY;
newShape.gotoAndStop(selectedShape);
for (var i:int = 0; i < currentValues.length; i++) {
var cellX:int = currentValues[i][0] + mousePos.x;
var cellY:int = currentValues[i][1] + mousePos.y;
mapGrid[cellY][cellX] = 2;
}
cursor.parent.setChildIndex(cursor, cursor.parent.numChildren - 1);
selectedShape = 0;
}
}
}

Now create a new function called clone(). This will be used to clone an array with arrays inside of it properly:

private function clone(source:Object):*{
var myBA:ByteArray = new ByteArray();
myBA.writeObject(source);
myBA.position = 0;
return(myBA.readObject());
}

Add updateCurrentValues() function. Here in the first line we clone the respective element in shapeValues and apply that value to currentValues.

Then we loop through all the 5 elemenst of it, and go through a few if statements to modify the values. If cursors rotation is 0, we dont need to change anything, since the values in currentValues apply here. If the shape has rotation 90, we need to reverse the values of each element (x becomes y and y becomes x). If the rotation is 180 or -180, we inverse the values by multiplying them by -1. If the rotation is -90, inverse and reverse the values. If scaleX of cursor is less than 0, inverse the X values:

private function updateCurrentValues():void {
currentValues = clone(shapeValues[selectedShape-1]);
for (var i:int = 0; i < 5; i++) {
if (cursor.rotation == 90) currentValues[i].reverse();
if (cursor.rotation == 180 || cursor.rotation == -180) {
currentValues[i][0] *= -1;
currentValues[i][1] *= -1;
}
if (cursor.rotation == -90) {
currentValues[i].reverse();
currentValues[i][0] *= -1;
currentValues[i][1] *= -1;
}
if (cursor.scaleX < 0) {
currentValues[i][0] *= -1;
}
}
}

Now we can drag, rotate, and drop the first shape properly.

Full code so far:

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.utils.ByteArray;

/**
* Open-source pentomino game engine
* @author Kirill Poletaev
*/

public class pentomino_game extends MovieClip
{
private var mapGrid:Array = [];
private var availableShapes:Array = [];
private var shapeButtons:Array = [];
private var shapeValues:Array = [];
private var placedShapes:Array = [];

private var gridShape:Sprite = new Sprite();
private var gridStartX:int;
private var gridStartY:int;
private var gridCellWidth:int;

private var cursor:MovieClip;
private var rolledShape:MovieClip;
private var selectedShape:int = 0;
private var canPutHere:Boolean = false;
private var currentValues:Array = [];

public function pentomino_game()
{
// default map
mapGrid = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 0, 0, 1, 1, 1, 1],
[1, 1, 1, 1, 0, 0, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
];

availableShapes = [20, 2, 1, 2, 1, 2, 2, 3, 4, 1, 2, 2];

shapeValues = [[[0,0],[0,1],[0,2],[0,-1],[0,-2]]];

// grid settings
calculateGrid();
addChild(gridShape);
gridShape.x = gridStartX;
gridShape.y = gridStartY;

// draw tiles
drawGrid();

// add shape buttons
for (var i:int = 0; i < 4; i++) {
for (var u:int = 0; u < 3; u++) {
var shapeButton:MovieClip = new select_shape();
shapeButton.x = 528 + u * 62;
shapeButton.y = 55 + i * 62;
addChild(shapeButton);
shapeButton.bg.alpha = 0.3;
shapeButton.count.text = String(availableShapes[3 * i + u]);
shapeButton.shape.gotoAndStop(3 * i + u + 1);
shapeButtons.push(shapeButton);
shapeButton.addEventListener(MouseEvent.ROLL_OVER, buttonOver);
shapeButton.addEventListener(MouseEvent.ROLL_OUT, buttonOut);
shapeButton.addEventListener(MouseEvent.MOUSE_DOWN, buttonDown);
}
}

// cursor
cursor = new game_shape();
addChild(cursor);
cursor.mouseEnabled = false;
cursor.mouseChildren = false;
cursor.visible = false;
addEventListener(MouseEvent.MOUSE_MOVE, mouseMove);
addEventListener(MouseEvent.MOUSE_WHEEL, mouseWheel);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown);
addEventListener(Event.ENTER_FRAME, everyFrame);
addEventListener(MouseEvent.MOUSE_UP, mouseUp);
}

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 mouseMove(evt:MouseEvent):void {
cursor.x = mouseX;
cursor.y = mouseY;
if (selectedShape > 0) {
var mousePos:Point = new Point(Math.floor((mouseX - gridStartX) / gridCellWidth), Math.floor((mouseY - gridStartY) / gridCellWidth));
canPutHere = true;
updateCurrentValues();
for (var i:int = 0; i < currentValues.length; i++) {
var cellX:int = currentValues[i][0] + mousePos.x;
var cellY:int = currentValues[i][1] + mousePos.y;
if (cellX < 0 || cellY < 0 || cellX >= mapGrid[0].length || cellY >= mapGrid.length || mapGrid[cellY][cellX]!=1) {
canPutHere = false;
}
}
}
}

private function mouseWheel(evt:MouseEvent):void {
if (evt.delta > 0) cursor.rotation += 90;
if (evt.delta < 0) cursor.rotation -= 90;
if (selectedShape > 0) updateCurrentValues();
}

private function keyDown(evt:KeyboardEvent):void {
if (evt.keyCode == 68) cursor.rotation += 90;
if (evt.keyCode == 65) cursor.rotation -= 90;
if (evt.keyCode == 32) cursor.scaleX *= -1;
if (selectedShape > 0) updateCurrentValues();
}

private function updateCurrentValues():void {
currentValues = clone(shapeValues[selectedShape-1]);
for (var i:int = 0; i < 5; i++) {
if (cursor.rotation == 90) currentValues[i].reverse();
if (cursor.rotation == 180 || cursor.rotation == -180) {
currentValues[i][0] *= -1;
currentValues[i][1] *= -1;
}
if (cursor.rotation == -90) {
currentValues[i].reverse();
currentValues[i][0] *= -1;
currentValues[i][1] *= -1;
}
if (cursor.scaleX < 0) {
currentValues[i][0] *= -1;
}
}
}

private function clone(source:Object):*{
var myBA:ByteArray = new ByteArray();
myBA.writeObject(source);
myBA.position = 0;
return(myBA.readObject());
}

private function startDragShape(shapeType:int):void {
cursor.rotation = 0;
cursor.scaleX = gridCellWidth / 100;
cursor.scaleY = gridCellWidth / 100;
cursor.alpha = 0.75;
cursor.visible = true;
cursor.gotoAndStop(shapeType);
}

private function stopDragShape():void {
cursor.alpha = 0;
cursor.visible = false;
}

private function everyFrame(evt:Event):void {
if (rolledShape != null) {
rolledShape.rotation += 4;
}
}

private function buttonOver(evt:MouseEvent):void {
if(selectedShape==0){
evt.currentTarget.bg.alpha = 1;
rolledShape = evt.target.shape;
}
}

private function buttonOut(evt:MouseEvent):void {
evt.currentTarget.bg.alpha = 0.3;
rolledShape = null;
}

private function buttonDown(evt:MouseEvent):void {
selectedShape = evt.currentTarget.shape.currentFrame;
if(availableShapes[selectedShape-1]>0){
startDragShape(selectedShape);
availableShapes[selectedShape-1]--;
evt.currentTarget.count.text = availableShapes[selectedShape-1];
evt.currentTarget.bg.alpha = 0.3;
rolledShape = null;
}else {
selectedShape = 0;
}
}

private function mouseUp(evt:MouseEvent):void {
stopDragShape();
if (selectedShape > 0) {
if (!canPutHere) {
availableShapes[selectedShape-1]++;
shapeButtons[selectedShape-1].count.text = availableShapes[selectedShape-1];
selectedShape = 0;
}
if (canPutHere) {
var mousePos:Point = new Point(Math.floor((mouseX - gridStartX) / gridCellWidth), Math.floor((mouseY - gridStartY) / gridCellWidth));
var newShape:MovieClip = new game_shape();
addChild(newShape);
newShape.x = gridStartX + (mousePos.x+1) * gridCellWidth - gridCellWidth / 2;
newShape.y = gridStartY + (mousePos.y + 1) * gridCellWidth - gridCellWidth / 2;
newShape.rotation = cursor.rotation;
newShape.scaleX = cursor.scaleX;
newShape.scaleY = cursor.scaleY;
newShape.gotoAndStop(selectedShape);
for (var i:int = 0; i < currentValues.length; i++) {
var cellX:int = currentValues[i][0] + mousePos.x;
var cellY:int = currentValues[i][1] + mousePos.y;
mapGrid[cellY][cellX] = 2;
}
cursor.parent.setChildIndex(cursor, cursor.parent.numChildren - 1);
selectedShape = 0;
}
}
}
}

}

Next time well implement more shapes.

Thanks for reading!
Read more »