/**
* Copyright PESakaTFM ( http://wonderfl.net/user/PESakaTFM )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/mwdp
*/
// forked from PESakaTFM's [Papervision3D] Rubik's Cube (v1.2) w/ comments
// forked from PESakaTFM's [Papervision3D] Rubik's Cube (v1.1)
// forked from PESakaTFM's [Papervision3D] Rubik's Cube (v1.0) [WORKING]
// forked from PESakaTFM's [Alternativa3D] Rubik's Cube (v0.2)
// forked from PESakaTFM's [Alternativa3D] Rubik's Cube (v0.1)
/**
Fixed the WIN condition as well as the timer which was off.
Added comments.
Final Step: Auto Solve.
**/
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.text.TextField;
import flash.ui.Keyboard;
import net.hires.debug.Stats;
import org.papervision3d.core.math.Matrix3D;
import org.papervision3d.core.math.Number3D;
import org.papervision3d.render.QuadrantRenderEngine;
import org.papervision3d.view.BasicView;
[SWF(backgroundColor=0x0, width=465, height=456, frameRate=30)]
public class Main extends Sprite
{
//This is the number of random moves it makes to scramble. 22 should suffice
public const SCRAMBLE_DEPTH:int = 22;
//I'm using this to handle ENTER_FRAME events within the MiniCube class
public static var tween:Sprite = new Sprite();
public var background:Sprite;
public var bgClicked:Boolean = false;
public var dragPoint:Point = new Point();
public var mdp:Point = new Point(); // mouse down point
public var movesDisp:TextField;
public var rubik:RubiksCube;
public var scrambled:Boolean = false;
public var scrambleCount:int = 0;
public var scrambleBtn:LabelButton;
public var shift:Boolean;
public var timer:TimerDisplay = new TimerDisplay();
public var view:BasicView;
private var axes:Array = ['x','y','z'];
private var _moves:int = 0;
private var scrambling:Boolean = false;
public function Main()
{
//Add Background to catch MouseEvents. Maybe add image here later
background = new Sprite();
background.graphics.beginFill(0x0,1);
background.graphics.drawRect(0,0,465,465);
background.graphics.endFill();
addChild(background);
//Simple textfield to display move count
movesDisp = new TextField();
movesDisp.x = 360;
movesDisp.textColor = 0xFFFFFF;
movesDisp.width = 100;
addChild(movesDisp);
//Very simple button to scramble the cube and start the puzzle timer
scrambleBtn = new LabelButton("Scramble");
scrambleBtn.x = 10;
scrambleBtn.y = 350;
scrambleBtn.addEventListener(MouseEvent.CLICK, onScrambleClick);
addChild(scrambleBtn);
addChild(new Stats());
init3DEngine();
timer.x = 200;
addChild(timer);
rubik = new RubiksCube();
//The "win" event is dispatched when all the MiniCubes are in the correct orientation
rubik.addEventListener("win", onWin);
view.scene.addChild(rubik);
}
/**
* I just copied and pasted this from another project.
*/
private function init3DEngine():void
{
view = new BasicView(0, 0, true, true, "Target");
view.camera.z = -100;
view.buttonMode = true;
view.renderer = new QuadrantRenderEngine(QuadrantRenderEngine.CORRECT_Z_FILTER);
this.addChild(view);
this.addEventListener(Event.ENTER_FRAME, onEventRender3D);
stage.addEventListener(MouseEvent.MOUSE_DOWN, startRotation);
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyUp);
}
/**
* Handles the MOUSE_DOWN event anywhere on the stage
*/
private function startRotation(event:MouseEvent):void
{
//If it's still scrambling we don't want to do anything
if(scrambleCount > 0) return;
//Check if the target is the background
bgClicked = event.target == background;
stage.addEventListener(MouseEvent.MOUSE_UP, endDrag);
stage.addEventListener(Event.MOUSE_LEAVE, endDrag);
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMove);
//Store the mouse coordinates
mdp.x = mouseX;
mdp.y = mouseY;
onMove();
}
public function endDrag(event:Event = null):void
{
stage.removeEventListener(MouseEvent.MOUSE_UP, endDrag);
stage.removeEventListener(Event.MOUSE_LEAVE, endDrag);
stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMove);
}
/**
* This function is a little complicated since I'm handling several cases within
*/
public function onMove(event:Event=null):void
{
//If the click target was the background we want to rotate the whole cube
if(bgClicked)
{
var m:Matrix3D;
//If the SHIFT key is down we want to rotate on the Z-axis, otherwise we rotate on the X&Y axes
if(!shift)
{
m = Matrix3D.rotationY((mouseX - mdp.x)/150);
m = Matrix3D.multiply(m, Matrix3D.rotationX(-(mouseY - mdp.y)/150));
}
else
{
var rot:Number = (mouseX < 233)? (mouseY - mdp.y)/150 : (mdp.y - mouseY)/150;
rot += (mouseY > 233)? (mouseX - mdp.x)/150 : (mdp.x - mouseX)/150;
m = Matrix3D.rotationZ(rot);
}
//By multiplying the cube's transform by the rotation matrix we will rotate it on the global axes
//Also, by doing it in small steps we get a consistent rotation that the user will expect
rubik.transform = Matrix3D.multiply(m, rubik.transform);
mdp.x = mouseX;
mdp.y = mouseY;
}
else //If the target is anything but the background
{
dragPoint.x = mouseX;
dragPoint.y = mouseY;
//We only want to do something if the user has dragged far enough
if(Point.distance(mdp, dragPoint) > 10)
{
//This will convert the 2D line into a 3D line using the cube's rotated axes
var n:Number3D = MyUtils.transformNumber(new Number3D(mdp.x - dragPoint.x, dragPoint.y - mdp.y, 0),
Matrix3D.inverse(rubik.transform));
//The cross product of the new 3D drag line and the normal of the side selected will give us which axis to rotate on
n = Number3D.cross(n, rubik.selSide);
//What follows is that check to see which axis best fits.
var axis:String = 'x';
var largest:Number = Math.abs(n.x);
if(Math.abs(n.y) > largest)
{
largest = Math.abs(n.y);
axis = 'y';
}
if(Math.abs(n.z) > largest)
{
largest = Math.abs(n.z);
axis = 'z';
}
//We only want a positive or negative 1 (one) to tell us which direction to turn (CW or CCW)
rubik.move(axis, Math.round(n[axis]/largest));
if(scrambled) moveCount++; //Incriment number of moves if scrambled
endDrag();
}
}
}
private function onEventRender3D(e:Event):void
{
//If we haven't scrambled enough yet, make another random move.
if(scrambleCount > 0)
{
scrambleCount--;
var rand1:int = Math.random()*2.99 >> 0;
var rand2:int = (Math.round(Math.random()) == 0)? -1 : 1;
var rand3:int = Math.random()*2.99 >> 0;
rubik.moveAtOnce(axes[rand1], rand2, rand3);
scrambling = true;
}
//I'm thinking of only calling this if there has been a change made to the cube...
//But I haven't bothered yet.
view.singleRender();
//We have to update the MiniCubes after PV3D renders because the rotation properties need
//to be translated onto the matrix transforms internally first.
if(scrambling)
{
scrambling = false;
rubik.fixRotation();
if(scrambleCount == 0)
{
//Start only after scramble is complete.
scrambled = true;
timer.start();
moveCount = 0;
}
}
}
public function get moveCount():int { return _moves; }
public function set moveCount(value:int):void
{
_moves = value;
movesDisp.text = "Moves: "+_moves;
}
private function onKeyDown(event:KeyboardEvent):void
{
shift = event.shiftKey;
}
private function onKeyUp(event:KeyboardEvent):void
{
shift = event.shiftKey;
}
private function onScrambleClick(event:MouseEvent):void
{
if(scrambleCount == 0)
{
//Since we are checking this every frame we only need to set it to something greater then 1
scrambleCount = SCRAMBLE_DEPTH;
}
}
private function onWin(event:Event):void
{
//For now, I'm just going to stop the timer on WIN.
if(scrambled)
{
scrambled = false;
timer.stop();
}
}
}
}
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.utils.Timer;
import org.papervision3d.core.math.Matrix3D;
import org.papervision3d.core.math.Number3D;
import org.papervision3d.materials.ColorMaterial;
import org.papervision3d.materials.MovieMaterial;
import org.papervision3d.materials.utils.MaterialsList;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.objects.primitives.Cube;
class RubiksCube extends DisplayObject3D
{
public var selected:Number3D;
public var selSide:Number3D;
private var miniCubes:Vector.<MiniCube> = new Vector.<MiniCube>();
private var temp:Vector.<MiniCube>;
private var endParams:Object;
private var inMotion:Boolean = false;
private var opperation:String;
public function RubiksCube()
{
createCube();
}
private function createCube():void
{
var cube:MiniCube;
for(var i:int = 0; i<3; i++)
{
for(var j:int = 0; j<3; j++)
{
for(var k:int = 0; k<3; k++)
{
cube = new MiniCube(k,j,i);
cube.addEventListener(MouseEvent.MOUSE_DOWN, onCubeSelected);
miniCubes.push(cube);
addChild(cube);
}
}
}
name = "rubik";
}
private function onCubeSelected(event:MouseEvent):void
{
//Can't select anything if it's still moving
if(!inMotion)
{
selected = MiniCube(event.currentTarget).location;
selSide = event.target.selectedSide;
}
}
public function move(axis:String, dir:int):void
{
//Check and set it inMotion
if(inMotion || selected == null) return;
inMotion = true;
//Store the target rotation
endParams = {rotationX:0, rotationY:0, rotationZ:0};
endParams['rotation'+axis.toUpperCase()] = 90*dir;
//Find the MiniCubes on the same layer and axis.
temp = new Vector.<MiniCube>();
for(var i:int=0; i<27; i++)
{
if(miniCubes[i].location[axis] == selected[axis])
{
temp.push(miniCubes[i]);
}
}
//DisplayObject3D does not dispatch the ENTER_FRAME event, so I'm using this static Sprite
Main.tween.addEventListener(Event.ENTER_FRAME, tweenSection);
}
//This is basically the same thing as above, but it doesn't tween the rotation
public function moveAtOnce(axis:String, dir:int, layer:int):void
{
if(layer > 2 || layer < 0) return;
inMotion = true;
var rot:String = 'rotation'+axis.toUpperCase();
for(var i:int=0; i<27; i++)
{
if(miniCubes[i].location[axis] == layer)
{
miniCubes[i][rot] = 90*dir;
}
}
}
/**
* Tweens the rotation over 10 frames
*/
private function tweenSection(event:Event):void
{
var finished:Boolean = true;
for(var i:int=0; i<temp.length; i++)
{
for(var param:String in endParams)
{
if(temp[i][param] < endParams[param]-9)
{
temp[i][param] += 9;
finished = false;
}
else if(temp[i][param] > endParams[param]+9)
{
temp[i][param] -= 9;
finished = false;
}
else
{
temp[i][param] = endParams[param];
}
}
}
if(finished)
{
Main.tween.removeEventListener(Event.ENTER_FRAME, tweenSection);
fixRotation();
}
}
/**
* This is an important function as it straightens out all the axes for each object down to the bottom child
*/
public function fixRotation():void
{
if(!inMotion) return;
var win:Boolean = true;
var str:String = '';
var str2:String = '';
var place:int=0;
temp = new Vector.<MiniCube>(27);
for(var i:int=0; i<27; i++)
{
//The Update function returns a String that reprisents
//the minicube's rotation.
str = miniCubes[i].update();
place = miniCubes[i].location.z*9 + miniCubes[i].location.y*3 + miniCubes[i].location.x;
temp[place] = miniCubes[i];
//If the rotation on any 2 minicubes are different then
//the cube is still unsolved.
if(str2 != '' && str2 != str) win = false;
str2 = str;
}
//If all cubes have the same rotation then we WIN.
if(win)
{
this.dispatchEvent(new Event("win"));
}
miniCubes = temp;
inMotion = false;
}
}
class MiniCube extends DisplayObject3D
{
public var cube:Cube;
private var _loc:Number3D;
private var _selFace:String;
//Store the normals for each side of the MiniCubes
private var faceNums:Object = {
'back': new Number3D(0,0,1),
'front': new Number3D(0,0,-1),
'top': new Number3D(0,-1,0),
'bottom': new Number3D(0,1,0),
'right': new Number3D(-1,0,0),
'left': new Number3D(1,0,0)
}
public function MiniCube(k:int, j:int, i:int)
{
//Set the colors for each side with Black as the default
var matList:Object = {all: new ColorMaterial(0x000000, 1, true)};
if(i == 0) matList.back = createColorMC(0xD80505, 'back');
if(i == 2) matList.front = createColorMC(0xFF9900, 'front');
if(j == 2) matList.top = createColorMC(0xFFFFFF, 'top');
if(j == 0) matList.bottom = createColorMC(0xFFFF00, 'bottom');
if(k == 2) matList.right = createColorMC(0x0018EE, 'right');
if(k == 0) matList.left = createColorMC(0x1CA91B, 'left');
cube = new Cube(new MaterialsList(matList), 10, 10, 10);
addChild(cube);
//Use the location for a unique name
name = "MC"+i+j+k;
cube.x = 11*k - 11;
cube.y = 11*j - 11;
cube.z = 11*i - 11;
_loc = new Number3D(k,j,i);
}
public function update():String
{
//Transfers the rotation from this to the cube child object
cube.transform = Matrix3D.multiply(this.transform, cube.transform);
rotationX = rotationY = rotationZ = 0;
//Update the cube's location
_loc.x = Math.round((cube.x + 11)/11);
_loc.y = Math.round((cube.y + 11)/11);
_loc.z = Math.round((cube.z + 11)/11);
//Round off position
cube.x = 11*_loc.x - 11;
cube.y = 11*_loc.y - 11;
cube.z = 11*_loc.z - 11;
//Round off rotation
var m:Matrix3D = cube.transform;
for(var i:int=1; i<4; i++)
{
for(var j:int=1; j<4; j++)
{
m['n'+i+j] = Math.round(m['n'+i+j]);
}
}
cube.transform = m;
//Returns a String reprisentation of the rotation matrix
//If all the cubes have the same rotation then they MUST
//be correctly aligned, thus WIN.
return m.n11.toString()+m.n12.toString()+m.n13.toString()+
m.n21.toString()+m.n22.toString()+m.n23.toString()+
m.n31.toString()+m.n32.toString()+m.n33.toString();
}
public function get location():Number3D { return _loc; }
public function get selectedFace():String { return _selFace; }
public function get selectedSide():Number3D
{
//Get's the current selected face's normal vector and transforms it to find the actual normal
var n:Number3D = faceNums[_selFace];
n = MyUtils.transformNumber(n, cube.transform);
return n;
}
/**
* Just creates a color material that can recieve MouseEvents
*/
private function createColorMC(color:uint, name:String):MovieMaterial
{
var colorBox:Sprite = new Sprite();
colorBox.graphics.beginFill(color);
colorBox.graphics.drawRect(0, 0, 100, 100);
colorBox.graphics.endFill();
colorBox.name = name;
colorBox.mouseChildren = false;
colorBox.addEventListener(MouseEvent.MOUSE_DOWN, onMovieMatClicked);
var movieMat:MovieMaterial = new MovieMaterial(colorBox, true, true);
movieMat.interactive = true;
movieMat.smooth = true;
return movieMat;
}
private function onMovieMatClicked(event:MouseEvent):void
{
_selFace = event.target.name;
this.dispatchEvent(event);
}
}
class MyUtils
{
/**
* If there is a function native in PV3D somewhere to do this, I couldn't find it.
*/
public static function transformNumber(n:Number3D, m:Matrix3D):Number3D
{
var v:Number3D = new Number3D(0,0,0);
v.x = m.n11 * n.x + m.n12 * n.y + m.n13 * n.z;
v.y = m.n21 * n.x + m.n22 * n.y + m.n23 * n.z;
v.z = m.n31 * n.x + m.n32 * n.y + m.n33 * n.z;
return v;
}
}
/**
* This is just a simple and ugly button which I'm using for now until I get around to creating some nicer assets
*/
class LabelButton extends Sprite
{
protected var _label:String;
protected var tf:TextField;
public function LabelButton(label:String = "Label")
{
tf = new TextField();
tf.textColor = 0xFFFFFF;
tf.x = tf.y = 5;
tf.mouseEnabled = false;
addChild(tf);
this.buttonMode = true;
this.label = label;
}
public function get label():String { return _label; }
public function set label(value:String):void
{
tf.text = value;
tf.autoSize = TextFieldAutoSize.LEFT;
graphics.clear();
graphics.beginFill(0x808080, 1);
graphics.drawRect(0,0, tf.width + 10, tf.height + 10);
graphics.endFill();
}
}
/**
* Simple and ugly timer which I'm using until I create some nicer assets.
*/
class TimerDisplay extends Sprite
{
private var clock:TextField;
private var timer:Timer;
private var startBtn:LabelButton;
private var resetBtn:LabelButton;
private var pauseBtn:LabelButton;
public function TimerDisplay()
{
timer = new Timer(100);
timer.addEventListener(TimerEvent.TIMER, onTick);
clock = new TextField();
clock.textColor = 0xFFFFFF;
clock.x = 5;
clock.y = 5;
clock.width = 150;
clock.selectable = false;
clock.mouseEnabled = false;
this.mouseEnabled = false;
addChild(clock);
}
private function onTick(event:Event):void
{
var ticks:int = timer.currentCount;
var h:int = int(ticks/36000);
var m:int = (ticks%36000)/600;
var s:int = (ticks%600)/10;
clock.text = "Time "+ h.toString() +":"+ LeadingZeros(m) +":"+ LeadingZeros(s);
}
public function start():void
{
timer.reset();
timer.start();
}
public function togglePause():Boolean
{
if(timer.running)
{
timer.stop();
}
else
{
timer.start();
}
return timer.running;
}
public function stop():void
{
timer.stop();
}
public function get currentTime():String
{
var ticks:int = timer.currentCount;
var h:int = int(ticks/3600);
var m:int = (ticks%3600)/600;
var s:Number = (ticks%600)/10;
return h.toString() +":"+ LeadingZeros(m) +":"+ s.toString();
}
private function LeadingZeros(value:int, length:int=2):String
{
var str:String = new String(value);
while(str.length < length)
{
str = "0"+str;
}
return str;
}
}