3D-Blox: Technical stuff

Each level has one (though not necessarily unique) graphics file which specifies the looks of the background. That input data needs to contain five types of "tiles" arranged like in the example file below.

  1. Horizontal ground, illuminated
  2. Horizontal ground, in shadow
  3. South west wall, partly illuminated
  4. South west wall, in shadow
  5. South east wall, completely in shadow

From this 40x59 pixel image, the applet generates 21 building blocks:

These are all it takes to draw the backgrounds. (Well, there are also doors, keyholes, coins and keys, but those look the same for all levels and are prepared in advance.)

Creating the 3D effect

This will be old news to Java hackers, but the rest of you may want to keep reading.

A useful property of image objects created internally in a Java applet is that their looks can be quickly and easily updated as long as their size remains the same. This is done by altering the contents of the byte or integer array the image was constructed from, and then calling the Image.flush() method.

It is, however, a computationally intensive process and for a general type of game it would be much more efficient to simply use a larger set of pre-constructed images. But for 3D-Blox it would just be too much of an effort to predict every possible look of an image -- with all combinations of hidden parts. Even if all the resulting images could somehow fit into the memory of your computer at the same time, I doubt you would have the patience to download them over the net or wait for them to be automatically generated by the applet.

Most of the raw object image data 3D-Blox uses is stored as a long array of pixel values, from which parts are copied and manipulated as the need arises. To draw Pete with his arms up, the applet transfers the corresponding set of numbers to the 30x30 array of Pete's image object, "flushes" it and then draws the updated image.

So how are the images manipulated to fit in with the background? Glad you asked. You may have noticed that the playing field can be thought of as consisting of 11x11 squares (OK, so they are rhombs, but only because we get to view them at such an awkward angle). These are the key to understanding the 3D effect.

As an example, take the partly hidden square below. Like all other squares in the playing field it has eight "mask height points" associated with it (marked in the lower right image). These are used by the applet, internally, to keep track of what parts of an object will be visible at any given position. The points get computed while the field is being drawn -- and possibly updated later when a crystal block appears.

Suppose Pete is to be standing in the middle of that square, facing south east. Before preparing the object image, the applet interpolates the height mask points with a curve. When the image data is copied from the main storage to the image array, every pixel above the curve is duplicated but every pixel below it gets replaced by a transparent color (symbolized by blue in the following diagram). My actual algorithms for doing it are rather messy, in order to run fast, so you will have to settle for this rough description.

The finished image, placed in its proper screen position, will then be "masked" to fit in with the background as if it were truly 3-dimensional.






When an object crosses over the boundary between two squares, the applet has to combine the height mask points of both, but apart from that the technique is the same. As for the "bullets" fired by the Evil Eye, they are just short line segments that get drawn or not, depending on their end points being higher or lower than the corresponding mask height points. (They only get fired at integer block heights and that simplifies things.)