// forked from runouw's forked from: 3d Racing Game Test // forked from runouw's 3d Racing Game Test // Added turning, you can now freely move around the track // Arrow Keys to move around // test using boxes to render a 3d pathway // inspired by ABA's UpDownRoad package { import flash.display.* import flash.events.*; import flash.text.*; [SWF(width="465",height="465",backgroundColor="0xFFFFFF",frameRate="45")] public class AS3Code extends Sprite{ public function AS3Code() { main=this; Width = stage.stageWidth; Height = stage.stageHeight; stage.addChild(main); debugText = new TextField(); debugText.width = 400; debugText.height = 300; debugText.multiline = true; debugText.wordWrap = true; debugText.textColor = 0x0000FF; debugText.selectable = false; _rotate = new MovieClip(); stage.addChild(_rotate); _rotate.x = 400; _rotate.y = 400; clip = new MovieClip(); _rotate.addChild(clip); clip2 = new MovieClip(); stage.addChild(clip2); clip3 = new MovieClip(); stage.addChild(clip3); clip.x = -400; clip.y = -400; //clip2.x = -200; //clip2.y = -150; //clip3.x = -200; //clip3.y = -150; stage.addChild(debugText); initialize(); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased); addEventListener(Event.ENTER_FRAME, EveryFrame); } } } import flash.display.*; import flash.events.*; import flash.ui.*; import flash.utils.*; import flash.filters.* import flash.text.*; import flash.geom.* import flash.media.* import flash.net.* // import sandy.core.*; import sandy.core.data.*; import sandy.core.scenegraph.*; import sandy.events.* import sandy.materials.*; import sandy.materials.attributes.*; import sandy.primitive.*; import sandy.core.scenegraph.mode7.*; // var main:Sprite; var clip:MovieClip; var clip2:MovieClip; var clip3:MovieClip; var _rotate:MovieClip; var Width:int; var Height:int; var debugText:TextField = new TextField(); // var camera:Camera3D; var root:Group; var scene:Scene3D; // var camera2:Camera3D; var root2:Group; var scene2:Scene3D; // var box:Box; var boxArray:Vector.<boxParticle> = new Vector.<boxParticle>; var visibleBoxArray:Vector.<boxParticle> = new Vector.<boxParticle> var particles:uint = 100; var widthparticles:uint = 4; var lookForward:Number = 2.5; var Track:Array; var TrackLength:int; function initialize():void { camera = new Camera3D( 465, 465); camera.x = 0; camera.y = 0; camera.z = 0; root = new Group(); Track = new Array(); TrackLength = -1; function AddToTrack(X:Number,Y:Number,Z:Number, Rot:Number = 0, Wide:Number = 100):void{ var _peice:Object = new Object(); _peice.x = X; _peice.y = Y; _peice.z = Z; _peice.rot = Rot; _peice.wide = Wide; Track.push(_peice); TrackLength++; } AddToTrack( 0, 0, 100, 0); AddToTrack( 0, 0, 500, 0); AddToTrack( 0, 50,1000, 0); AddToTrack( 0, 150,1500, 2); AddToTrack( 0, 50,2000, 4); AddToTrack( 300, 50,2500, Math.PI*2); AddToTrack( 2000, -50,2500, Math.PI); AddToTrack( 2000, -50,1500, Math.PI/2); AddToTrack( 1500, 250,1000, Math.PI/4); AddToTrack( 1500, 300, 200, -Math.PI/4); AddToTrack( 1300, 0,-900, Math.PI/3); AddToTrack( 100, 0, -400, Math.PI/3); AddToTrack( 0, 0, 100, 0); courseposition = 1; box = new Box("box", 10, 5, 20); box.y = 10; box.x = 200; box.z = 400; var mat:ColorMaterial = new ColorMaterial ( 0x7FDDFF ); mat.attributes = new MaterialAttributes ( new LightAttributes ()); mat.lightingEnable = true; box.appearance = new Appearance (mat); root.addChild(box); scene = new Scene3D( "scene", clip3, camera, root ); for(var i:int=0;i<particles;i++){ for(var h:int=-widthparticles;h<=widthparticles;h++){ var p:boxParticle = new boxParticle(); boxArray.push(p); clip2.addChild(p); } } camera2 = new CameraMode7( 800, 800); camera2.x = 0; camera2.y = 500; camera2.z = 0; root2 = new Group(); var box2:Box = new Box("box2",100,1000,100, "tri",2) box2.y = 500; box2.x = 200; box2.z = 800; box2.appearance = new Appearance (mat); box2.useSingleContainer = true; root2.addChild(box2); var box3:Box = new Box("box3",100,1000,100, "tri",2) box3.y = 500; box3.x = -200; box3.z = 800; box3.appearance = new Appearance (mat); box3.useSingleContainer = true; root2.addChild(box3); var bmd:BitmapData = new BitmapData(400, 400, false, 0xCCCCCCCC); var channels:uint = BitmapDataChannel.RED | BitmapDataChannel.BLUE | BitmapDataChannel.GREEN; bmd.perlinNoise(400, 400, 5, int(Math.random() * 10), true, true, channels, false, null); //bmd.colorTransform(new Rectangle(0, 0, 400, 400), new ColorTransform(1,1,0.3,1, 40,20,-10, 0)); bmd.applyFilter(bmd, bmd.rect, new Point(), new ColorMatrixFilter([ .5, .2, .1, 0, 0, // red .5, .5, .1, 0, 0, // green 0, .1, .3, 0, 0, // blue 0, 0, 0, 1, 0] // alpha ) ); var ground:Mode7 = new Mode7(); ground.setBitmap(bmd, 2, true, false); ground.setHorizon(false); //ground.setNearFar (true) root2.addChild(ground); scene2 = new Scene3D( "scene2", clip, camera2, root2 ); } var courseposition:Number = 0; var coursepositionspeed:Number = 0; // var carHorizontal:Number = 0; var carRot:Number = 0; var carRotSpeed:Number = 0; var CourseDirection:Number = 0; function EveryFrame(event:Event):void{ debugText.text = ""; // Car model positioning var carposition:Object = TrackMath(courseposition); var carposition2:Object = TrackMath(courseposition-0.01); box.x = carposition.x; box.y = carposition.y; box.z = carposition.z; box.lookAt(carposition2.x,carposition2.y,carposition2.z); var rot:Number = Math.atan2(box.x-carposition2.x,box.z-carposition2.z); var carRotZ:Number = Math.atan2(carposition2.z-carposition.z,carposition2.x-carposition.x) box.roll += carposition.rot*180/Math.PI; box.pan += (carRot-rot)*180/Math.PI; box.moveForward(100); var carRotY:Number = Math.atan2(box.y-carposition.y, Math.sqrt( Math.pow(box.x-carposition.x,2)+Math.pow(box.z-carposition.z,2) ) ); box.moveForward(-100); box.x += Math.sin(carRotZ)*carHorizontal*Math.cos(carposition.rot)*2; box.y += Math.sin(carposition.rot)*carHorizontal*2; box.z += Math.sin(carRotZ-Math.PI/2)*carHorizontal*Math.cos(carposition.rot)*2; box.tilt -= 90; box.moveForward(10); // floats off of the ground box.tilt += 90; // Camera box.moveForward(250); // box.tilt -= 90; box.moveForward(100); // camera.x += ((box.x)-camera.x)/4; camera.y += ((box.y)-camera.y)/4; camera.z += ((box.z)-camera.z)/4; box.moveForward(-100); box.tilt += 90; box.moveForward(-250); camera.lookAt(box.x,box.y,box.z); camera.roll += -carposition.rot*180/Math.PI; // keys if(isDown(Keyboard.UP)){ coursepositionspeed+=0.005; } if(isDown(Keyboard.DOWN)){ coursepositionspeed-=0.005; } if(isDown(Keyboard.RIGHT)){ carRotSpeed += (0.25-carRotSpeed)/6; } if(isDown(Keyboard.LEFT)){ carRotSpeed += (-0.25-carRotSpeed)/6; } carRotSpeed *= 0.6; carRot += carRotSpeed; coursepositionspeed *= 0.8; // car movement var currentposition:Object = TrackMath(courseposition); var forwardposition:Object = TrackMath(courseposition+0.02); var forwardposition2:Object = TrackMath(courseposition+0.04); var RotZ:Number = Math.atan2(forwardposition.z-currentposition.z,forwardposition.x-currentposition.x); var RotZ2:Number = Math.atan2(forwardposition2.z-forwardposition.z,forwardposition2.x-forwardposition.x); currentposition.x += Math.sin(RotZ)*carHorizontal*Math.cos(currentposition.rot)*2; currentposition.y += Math.sin(currentposition.rot)*carHorizontal*2; currentposition.z += Math.sin(RotZ-Math.PI/2)*carHorizontal*Math.cos(currentposition.rot)*2; forwardposition.x += Math.sin(RotZ2)*carHorizontal*Math.cos(forwardposition.rot)*2; forwardposition.y += Math.sin(forwardposition.rot)*carHorizontal*2; forwardposition.z += Math.sin(RotZ2-Math.PI/2)*carHorizontal*Math.cos(forwardposition.rot)*2; var dx:Number = forwardposition.x-currentposition.x; var dy:Number = forwardposition.y-currentposition.y; var dz:Number = forwardposition.z-currentposition.z; var d:Number = Math.sqrt(dx*dx+dy*dy+dz*dz); var rotXZ:Number = Math.atan2(-dx,-dz); // may want to change how this is calculated.... courseposition -= Math.cos(carRot-rotXZ)*coursepositionspeed*25*(1/d); carHorizontal += Math.sin(carRot-rotXZ)*coursepositionspeed*500; //courseposition += (coursepositionspeed/d)*100; //carRot = Math.atan2(dx,dz); // walls on left and right side carHorizontal = Math.min(carHorizontal,currentposition.wide/2-10); carHorizontal = Math.max(carHorizontal,-currentposition.wide/2+10); // add (possible) falling off of track maybe? CourseDirection = -Math.cos(carRot-rotXZ); // -1 for the car going backwards on the track //debugText.text = String(CourseDirection); if(courseposition <= 0){ courseposition += TrackLength; } if(courseposition >= TrackLength){ courseposition -= TrackLength; } // construct the track var p:boxParticle var rotX:Number = 0; var rotY:Number = 0; var rotZ:Number = 0; var newpx:Number = 0; var newpy:Number = 0; var newpz:Number = 0; var oldpx:Number = 0; var oldpy:Number = 0; var oldpz:Number = 0; var h:int = -widthparticles; var i:int = 0; var positions:Object; var thing:Number = (particles/lookForward)/3; var _d:Number = 0; // var _position:Number = 0; if(CourseDirection > 0){ // Camera looking ahead _position = Math.floor(courseposition)-0.5; }else{ // Camera looking back _position = Math.floor(courseposition)+0.5; } var _increase:Number = .15; for each(p in boxArray){ h++; if(h>widthparticles){ if(_d > 0 && !isNaN(_d)){ if(CourseDirection > 0){ _position += _increase/_d; if(_position > TrackLength){ //_position -= TrackLength; } }else{ // Camera looking back _position -= _increase/_d; if(_position < 0){ //_position += TrackLength; } } _increase += 0.01; } positions = TrackMath(_position); oldpx = newpx; oldpy = newpy; oldpz = newpz; newpx = positions.x; newpy = positions.y; newpz = positions.z; if(i==0){ var positions2:Object = TrackMath(_position-.01); oldpx = positions2.x; oldpy = positions2.y; oldpz = positions2.z; } var _dx:Number = (oldpx-positions.x); var _dy:Number = (oldpy-positions.y); var _dz:Number = (oldpz-positions.z); _d = Math.sqrt(_dx*_dx+_dy*_dy+_dz*_dz); rotY = Math.atan2(newpx-oldpx,newpy-oldpy); rotZ = Math.atan2(oldpz-newpz,oldpx-newpx); rotX = positions.rot; var roadwidth:Number = positions.wide; i++; h = -widthparticles; } // var hposition:Number = h; if(h == -widthparticles || h == widthparticles){ hposition = subtract(hposition,0.8); p.size = 8; p.red = 144+(i%3)*14; p.green = 144+(i%3)*8; p.blue = 144; }else{ p.size = 15; p.red = 118; p.green = 124+((h+i)%3)*5; p.blue = 184; } p.px = newpx+Math.sin(rotZ)*hposition*roadwidth*Math.cos(rotX)/widthparticles; p.py = newpy+Math.sin(rotX)*hposition*roadwidth/widthparticles; p.pz = newpz+Math.sin(rotZ-Math.PI/2)*hposition*roadwidth*Math.cos(rotX)/widthparticles; if(h == -widthparticles || h == widthparticles){ p.px += Math.sin(rotZ)*12*Math.cos(rotX+Math.PI/2); p.py += Math.sin(rotX+Math.PI/2)*12; p.pz += Math.sin(rotZ-Math.PI/2)*12*Math.cos(rotX+Math.PI/2); } } // render everything camera2.y = camera.y; camera2.x = camera.x; camera2.z = camera.z; camera.moveForward(100); camera2.lookAt(camera.x,camera.y,camera.z); camera.moveForward(-100); camera2.y += 500; scene2.render(); _rotate.rotation = -carposition.rot*180/Math.PI; scene.render(); clip2.graphics.clear(); for each(p in boxArray){ SortBox(p, camera); } boxArray.sort(Zsort); function Zsort(p1:boxParticle, p2:boxParticle):Number{ if (p1.depth < p2.depth) return 1; else if (p1.depth > p2.depth) return -1; else return 0; } for each(p in boxArray){ DrawBox(p, clip2); } } function SortBox(_box:boxParticle, camera:Camera3D):void{ var _v:Vertex = new Vertex(_box.px,_box.py,_box.pz); var m:Matrix4 = camera.invModelMatrix; _v.wx = _v.x * m.n11 + _v.y * m.n12 + _v.z * m.n13 + m.n14; _v.wy = _v.x * m.n21 + _v.y * m.n22 + _v.z * m.n23 + m.n24; _v.wz = _v.x * m.n31 + _v.y * m.n32 + _v.z * m.n33 + m.n34; camera.projectVertex(_v); _box.depth = _v.wz+_v.sx/1000; _box.sx = _v.sx; _box.sy = _v.sy; _box.wz = _v.wz; } function DrawBox(_box:boxParticle, _clip:MovieClip):void{ if(_box.wz >= camera.near && _box.wz <= camera.far){ var fadeout:Number = 1/(_box.wz/400); fadeout = Math.max(fadeout,0); fadeout = Math.min(fadeout,1); var _color:uint = _box.red*fadeout+200*(1-fadeout) << 16 | _box.green*fadeout+200*(1-fadeout) << 8 | _box.blue*fadeout+205*(1-fadeout); _clip.graphics.beginFill(_color); var _size:Number = _box.size*1000/_box.wz; _clip.graphics.drawRect( _box.sx-_size/2, _box.sy-_size/2, _size, _size); _clip.graphics.endFill(); } } function TrackMath(_pos:Number):Object{ var _i:int = int(_pos)%(TrackLength); //_i = Math.max(_i,0); while(_i < 0){ _i += TrackLength; } var a:Number = _pos%1; var b:Number = 1-a; // var _t:Object = new Object(); var tx:Number; var ty:Number; var tz:Number; var trot:Number; var twide:Number; // var px:Number; var py:Number; var pz:Number; var prot:Number; var pwide:Number; // if(_i+1<TrackLength){ tx = (Track[_i+1].x+Track[_i+2].x)/2; ty = (Track[_i+1].y+Track[_i+2].y)/2; tz = (Track[_i+1].z+Track[_i+2].z)/2; trot = (Track[_i+1].rot+Track[_i+2].rot)/2; twide = (Track[_i+1].wide+Track[_i+2].wide)/2; }else{ // tx = Track[_i+1].x; ty = Track[_i+1].y; tz = Track[_i+1].z; trot = Track[_i+1].rot; twide = Track[_i+1].wide; } if(_i>0){ px = (Track[_i].x+Track[_i+1].x)/2; py = (Track[_i].y+Track[_i+1].y)/2; pz = (Track[_i].z+Track[_i+1].z)/2; prot = (Track[_i].rot+Track[_i+1].rot)/2; pwide = (Track[_i].wide+Track[_i+1].wide)/2; }else{ px = Track[_i].x; py = Track[_i].y; pz = Track[_i].z; prot = Track[_i].rot; pwide = Track[_i].wide; } _t.x = b*b*px+2*a*b*Track[_i+1].x+a*a*tx; _t.y = b*b*py+2*a*b*Track[_i+1].y+a*a*ty; _t.z = b*b*pz+2*a*b*Track[_i+1].z+a*a*tz; _t.rot = b*b*prot+2*a*b*Track[_i+1].rot+a*a*trot; _t.wide = b*b*pwide+2*a*b*Track[_i+1].wide+a*a*twide; return _t; } function subtract(num:Number, num2:Number):Number{ if(num > 0){ num = Math.max(0, num-num2); }else{ num = Math.min(0, num+num2); } return num; } var initialized:Boolean = false;// marks whether or not the class has been initialized var keysDown:Object = new Object();// stores key codes of all keys pressed function isDown(keyCode:uint):Boolean { return Boolean(keyCode in keysDown); } function keyPressed(event:KeyboardEvent):void { keysDown[event.keyCode] = true; } function keyReleased(event:KeyboardEvent):void { if (event.keyCode in keysDown) { delete keysDown[event.keyCode]; } } class boxParticle extends Sprite{ public var px:Number; public var py:Number; public var pz:Number; public var depth:Number; public var size:Number; public var red:Number; public var green:Number; public var blue:Number; public var sx:Number; public var sy:Number; public var wz:Number; } forked from: forked from: 3d Racing Game Test