forked from: Tetris3D
Tetris3D with Right Down Left Up keys
// forked from yonatan's Tetris3D
// forked from flashrod's Tetris
package {
import flash.display.Sprite;
import flash.text.TextField;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.utils.getTimer;
import org.papervision3d.materials.*;
import org.papervision3d.materials.utils.*;
import org.papervision3d.materials.shadematerials.FlatShadeMaterial;
import org.papervision3d.lights.PointLight3D;
import org.papervision3d.objects.*;
import org.papervision3d.objects.primitives.*
import org.papervision3d.view.*;
import org.papervision3d.scenes.Scene3D;
[SWF(backgroundColor = "0x000000", frameRate = "24")]
public class Tetris extends BasicView {
private const W:int = 10;
private const H:int = 20;
private const UNIT:int = 16;
private const COLOR:Array =[0x000000, 0x00FFFF, 0xFFFF00, 0x22FF22, 0xFF2222, 0x4444FF, 0xFF8844, 0xFF22FF];
private const PAT:Array =[
[[1, 1, 1, 1]],
[[0, 2, 0], [2, 2, 2]],
[[3, 3, 0], [0, 3, 3]],
[[0, 4, 4], [4, 4, 0]],
[[5, 5], [5, 0], [5, 0]],
[[6, 6], [0, 6], [0, 6]],
[[7, 7], [7, 7]]
];
private const SPEED:Array = [30, 20, 10, 5];
private const VK_H:int = 37; // left
private const VK_J:int = 38; // up
private const VK_K:int = 40; // down
private const VK_L:int = 39; // right
private const VK_SPC:int = 32; // space
private var field:Array = [];
private var piece:Array;
private var next:Array;
private var text:TextField = new TextField();
private var keytable:Array = [];
private var count:int = 0;
private var step:int = 0;
private var px:int;
private var py:int;
private var light:PointLight3D;
public function Tetris() {
Wonderfl.capture_delay(25);
light = new PointLight3D(false);
light.x = 500;
light.y = -750;
light.z = 1500;
text.x = 300;
text.textColor = 0xFFFFFF;
text.text="Next:";
addChild(text);
var t:TextField = new TextField();
t.textColor = 0xdddddd;
t.text = "Keys: Left, Up, Down, Right, SPACE";
t.scaleX = t.scaleY = 1.25;
t.width = 250;
addChild(t);
field = new Array(H).map(function():*{
return new Array(W).map(function():*{
return 0;
})
});
keytable[VK_H] = function():void {px -= space(px-1, py, piece)};
keytable[VK_J] = function():void {rotate(true)};
keytable[VK_K] = function():void {py += space(px, py+1, piece)};
keytable[VK_L] = function():void {px += space(px+1, py, piece)};
keytable[VK_SPC] = function():void {drop(); pick();};
stage.addEventListener(KeyboardEvent.KEY_DOWN, function(e:KeyboardEvent):void {
if (keytable[e.keyCode]) {
var oldpx:int = px;
var oldpy:int = py;
keytable[e.keyCode]();
repaint();
}
});
pick();
pick();
addEventListener(Event.ENTER_FRAME, function(e:Event):void {
if (--step < 0) {
step=SPEED[int(count/10)];
if (space(px, py+1, piece)) {
++py;
repaint();
} else {
drop();
pick();
}
}
//repaint();
});
}
private function rotate(clock:Boolean):void {
var r:Array = new Array(piece[0].length).map(function():*{return [];});
for (var j:int = 0; j<piece.length; ++j)
for (var i:int = 0; i < r.length; ++i)
if (clock)
r[i][piece.length-1-j] = piece[j][i];
else
r[r.length-1-i][j] = piece[j][i];
if (space(px, py, r))
piece = r;
}
private function repaint():void {
// TODO:
// Reuse Scene3D and Cube objects.
// Don't recreate on every repaint.
scene = new Scene3D;
for( var x:int = -1; x <= W; x++ ) {
scene.addChild( cube( x, -1, 0x444444 ) );
scene.addChild( cube( x, H, 0x444444 ) );
}
for( var y:int = -1; y <= H; y++ ) {
scene.addChild( cube( -1, y, 0x444444 ) );
scene.addChild( cube( W, y, 0x444444 ) );
}
//graphics.clear();
for (var j:int = 0; j < H; ++j)
for (var i:int = 0; i < W; ++i) {
var g:int = 0;
if (py <= j && j < (py+piece.length) && px <= i && i < (px+piece[0].length))
g = piece[j-py][i-px];
if (g == 0)
g = field[j][i];
//graphics.beginFill(COLOR[g]);
//graphics.drawRect(i*UNIT, j*UNIT, UNIT, UNIT);
if(g) scene.addChild( cube( i, j, COLOR[g] ) );
}
for (j = 0; j < next.length; ++j)
for (i = 0; i < next[j].length; ++i) {
g = next[j][i];
//graphics.beginFill(COLOR[ci]);
//graphics.drawRect((i+W+1)*UNIT, (j+2)*UNIT, UNIT, UNIT);
if(g) scene.addChild( cube( i+W , j-H/2+1, COLOR[g], 3, 3 ) );
}
camera.z = 300;
camera.y = -120;
renderer.renderScene( scene, camera, viewport );
}
private function cube( x:int, y:int, c:uint, w:int = W, h:int = H ):Cube {
var mlist:MaterialsList = new MaterialsList( { all : new FlatShadeMaterial(light,c) } );
var ret:Cube = new Cube( mlist, UNIT, UNIT, UNIT );
ret.x = -(x - w/2) * UNIT * 1.1;
ret.y = -(y - h/2) * UNIT * 1.1;
return ret;
}
private function space(x:int, y:int, p:Array):int {
for (var j:int = 0; j < p.length; ++j) {
if (0 > (y+j) || (y+j) >= H)
return 0;
for (var i:int = 0; i < p[j].length; ++i) {
if (0 > (x+i) || (x+i) >= W)
return 0;
if (p[j][i] && field[y+j][x+i])
return 0;
}
}
return 1;
}
private function drop():void {
for (; space(px, py+1, piece); py++)
;
for (var j:int = 0; j < piece.length; ++j)
for (var i:int = 0; i < piece[j].length; ++i)
if (piece[j][i])
field[py+j][px+i] = piece[j][i];
for (j=0; j<H; ++j)
if (field[j].indexOf(0) < 0) {
field.splice(j, 1);
field.unshift([]);
for (i=0; i<W; ++i)
field[0][i] = 0;
}
count++;
if (count/10 >= SPEED.length)
count = 0;
}
private function pick():void {
piece = next;
if (piece != null) {
px = (W-piece[0].length)/2;
py = 0;
if (!space(px, py, piece))
text.text="GAME OVER";
}
next = PAT[int(Math.random()*PAT.length)];
}
}
}