Creating a 3D Puzzle Game Like Geraniums Pot
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PuzzleMaster_Dev
Posted on January 5, 2025 • Advanced
🧩 Need help creating a complex 3D puzzle game
I would like to make something similar to Geraniums Pot (a complex 3D puzzle with rotating pieces), but I don’t know how to approach this in Scratch. The challenges I’m facing:
- How to represent 3D puzzle pieces in Scratch
- Managing multiple rotating axes and plates
- Collision detection between complex shapes
- Tracking which pieces are connected to which plates
- Implementing smooth 3D-like rotations
Could anyone with experience in complex puzzle mechanics help me understand the approach? 🤔
ThreeDimensional_Expert
Replied 2 hours later • ⭐ Best Answer
Excellent challenge @PuzzleMaster_Dev! Creating a Geraniums Pot-style puzzle is definitely advanced, but totally doable in Scratch. Here’s a comprehensive approach:
📊 3D Puzzle Game System Flow
Here’s how the complex 3D puzzle mechanics work:
🏗️ Step 1: Data Structure Setup
First, create lists to store your puzzle data:
when flag clicked // Initialize puzzle data lists delete all of [Piece IDs v] delete all of [Piece X v] delete all of [Piece Y v] delete all of [Piece Rotation v] delete all of [Piece Plate v] delete all of [Plate Centers X v] delete all of [Plate Centers Y v] delete all of [Plate Angles v] // Set up initial puzzle state set [Total Pieces v] to [12] set [Total Plates v] to [3] broadcast [Initialize Puzzle v]
🧩 Step 2: Piece Management System
Create a system to manage individual puzzle pieces:
define Create Piece (id) (x) (y) (plate) add (id) to [Piece IDs v] add (x) to [Piece X v] add (y) to [Piece Y v] add [0] to [Piece Rotation v] add (plate) to [Piece Plate v] // Create visual representation create clone of [Puzzle Piece v] set [Piece ID v] to (id) go to x: (x) y: (y) switch costume to (join [piece_] (id)) show
🔄 Step 3: Rotation Mechanics
Implement the core rotation system:
define Rotate Plate (plate_id) (angle) set [Current Plate v] to (plate_id) set [Rotation Angle v] to (angle) // Get plate center coordinates set [Plate X v] to (item (plate_id) of [Plate Centers X v]) set [Plate Y v] to (item (plate_id) of [Plate Centers Y v]) // Rotate all pieces connected to this plate set [i v] to [1] repeat (length of [Piece IDs v]) if <(item (i) of [Piece Plate v]) = (plate_id)> then // Calculate new position after rotation set [Old X v] to (item (i) of [Piece X v]) set [Old Y v] to (item (i) of [Piece Y v]) // Translate to origin set [Rel X v] to ((Old X) - (Plate X)) set [Rel Y v] to ((Old Y) - (Plate Y)) // Apply rotation set [New X v] to (((Rel X) * ([cos v] of (angle))) - ((Rel Y) * ([sin v] of (angle)))) set [New Y v] to (((Rel X) * ([sin v] of (angle))) + ((Rel Y) * ([cos v] of (angle)))) // Translate back set [New X v] to ((New X) + (Plate X)) set [New Y v] to ((New Y) + (Plate Y)) // Update piece position replace item (i) of [Piece X v] with (New X) replace item (i) of [Piece Y v] with (New Y) // Update piece rotation set [Old Rotation v] to (item (i) of [Piece Rotation v]) replace item (i) of [Piece Rotation v] with ((Old Rotation) + (angle)) end change [i v] by [1] end broadcast [Update Piece Positions v]
🎯 Step 4: Collision Detection
Implement collision checking before allowing rotations:
define Check Rotation Valid (plate_id) (angle) set [Rotation Valid v] to [true] // Temporarily store current positions set [Temp Positions v] to [] set [i v] to [1] repeat (length of [Piece IDs v]) add (join (item (i) of [Piece X v]) (join [,] (item (i) of [Piece Y v]))) to [Temp Positions v] change [i v] by [1] end // Perform test rotation Rotate Plate (plate_id) (angle) // Check for collisions set [i v] to [1] repeat (length of [Piece IDs v]) set [j v] to [1] repeat (length of [Piece IDs v]) if <not <(i) = (j)>> then set [Distance v] to ([sqrt v] of (((item (i) of [Piece X v]) - (item (j) of [Piece X v])) * ((item (i) of [Piece X v]) - (item (j) of [Piece X v]))) + (((item (i) of [Piece Y v]) - (item (j) of [Piece Y v])) * ((item (i) of [Piece Y v]) - (item (j) of [Piece Y v])))) if <(Distance) < [30]> then set [Rotation Valid v] to [false] end end change [j v] by [1] end change [i v] by [1] end // If collision detected, revert positions if <(Rotation Valid) = [false]> then set [i v] to [1] repeat (length of [Piece IDs v]) set [Pos Data v] to (item (i) of [Temp Positions v]) set [Comma Pos v] to [1] repeat until <(letter (Comma Pos) of (Pos Data)) = [,]> change [Comma Pos v] by [1] end replace item (i) of [Piece X v] with (letters [1] to ((Comma Pos) - [1]) of (Pos Data)) replace item (i) of [Piece Y v] with (letters ((Comma Pos) + [1]) to (length of (Pos Data)) of (Pos Data)) change [i v] by [1] end end
🖱️ Step 5: User Interaction
Add mouse controls for plate rotation:
when flag clicked forever if <mouse down?> then // Determine which plate is being clicked set [Clicked Plate v] to [0] set [i v] to [1] repeat (Total Plates) set [Plate X v] to (item (i) of [Plate Centers X v]) set [Plate Y v] to (item (i) of [Plate Centers Y v]) set [Distance to Plate v] to ([sqrt v] of (((mouse x) - (Plate X)) * ((mouse x) - (Plate X)) + ((mouse y) - (Plate Y)) * ((mouse y) - (Plate Y)))) if <(Distance to Plate) < [50]> then set [Clicked Plate v] to (i) end change [i v] by [1] end // If a plate is clicked, rotate it if <(Clicked Plate) > [0]> then set [Rotation Angle v] to [15] // 15 degree increments Check Rotation Valid (Clicked Plate) (Rotation Angle) if <(Rotation Valid) = [true]> then play sound [click v] broadcast [Update Piece Positions v] else play sound [error v] end wait until <not <mouse down?>> end end end
🎨 Step 6: Visual Updates
For each puzzle piece sprite, add this script:
when I receive [Update Piece Positions v] if <(Piece ID) > [0]> then set [Index v] to [1] repeat (length of [Piece IDs v]) if <(item (Index) of [Piece IDs v]) = (Piece ID)> then go to x: (item (Index) of [Piece X v]) y: (item (Index) of [Piece Y v]) point in direction ((item (Index) of [Piece Rotation v]) + [90]) stop [this script v] end change [Index v] by [1] end end
🏆 Step 7: Win Condition
Check if the puzzle is solved:
define Check Puzzle Solved set [Puzzle Solved v] to [true] set [i v] to [1] repeat (length of [Piece IDs v]) set [Target X v] to (item (i) of [Target X Positions v]) set [Target Y v] to (item (i) of [Target Y Positions v]) set [Current X v] to (item (i) of [Piece X v]) set [Current Y v] to (item (i) of [Piece Y v]) set [Distance v] to ([sqrt v] of (((Current X) - (Target X)) * ((Current X) - (Target X)) + ((Current Y) - (Target Y)) * ((Current Y) - (Target Y)))) if <(Distance) > [5]> then set [Puzzle Solved v] to [false] end change [i v] by [1] end if <(Puzzle Solved) = [true]> then broadcast [Puzzle Complete v] play sound [victory v] end
This system provides:
- ✅ Complex 3D-style puzzle mechanics
- ✅ Multiple rotating plates with collision detection
- ✅ Smooth piece movement and rotation
- ✅ Robust data management system
- ✅ Interactive mouse controls
- ✅ Win condition checking
Start with a simple 3-piece, 2-plate version and gradually add complexity! 🧩
PuzzleMaster_Dev
Replied 3 hours later
@ThreeDimensional_Expert This is absolutely incredible! 🤯
I never thought about using lists to manage the puzzle state like this. The collision detection system is brilliant, and I love how you broke down the rotation mathematics.
Quick question: How would I handle pieces that can be affected by multiple plates simultaneously?
AdvancedLogic_Coder
Replied 1 hour later
@PuzzleMaster_Dev For pieces affected by multiple plates, you can use a list-based approach:
// Instead of single plate per piece, use plate lists delete all of [Piece Plates v] // This becomes a list of lists // For a piece affected by plates 1 and 3: add [1,3] to [Piece Plates v] // When rotating, check all plates for each piece define Get Piece Plates (piece_index) set [Plate String v] to (item (piece_index) of [Piece Plates v]) delete all of [Current Piece Plates v] set [i v] to [1] repeat (length of (Plate String)) if <(letter (i) of (Plate String)) = [,]> then // Found separator, process previous number else add (letter (i) of (Plate String)) to [Current Piece Plates v] end change [i v] by [1] end
This way pieces can belong to multiple rotation groups! 🔄
Vibelf_Community
Pinned Message • Moderator
🚀 Ready to Build Complex Puzzle Games?
Amazing discussion on advanced 3D puzzle mechanics! For those looking to create even more sophisticated puzzle games, our community can help you implement:
- 🎯 Advanced 3D rendering techniques
- 🌟 Complex physics simulations
- 🎨 Procedural puzzle generation
- 🏆 Multi-level puzzle progression systems
📚 Related Discussions
- How to create 3D rotation effects?
- Advanced collision detection systems
- Building procedural puzzle generators
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