Example #1
0
    public void play()
    {
        CurrLevel CL    = CurrLevel.getInstance();
        Crusher   crush = Crusher.getInstance();

        if (CL.play == false)
        {
            crush.speed = 1;
            CL.play     = true;
            but.GetComponentInChildren <Text>().text = "Play";
            //Debug.Log (1);
        }
        else if (CL.play == true && crush.speed == 1)
        {
            crush.speed = 2;
            but.GetComponentInChildren <Text>().text = "Play x2";
            //Debug.Log (2);
        }
        else if (CL.play == true && crush.speed == 2)
        {
            crush.speed = 3;
            but.GetComponentInChildren <Text>().text = "Play x3";
            //Debug.Log (3);
        }
        else if (CL.play == true && crush.speed == 3)
        {
            crush.speed = 1;
            but.GetComponentInChildren <Text>().text = "Play";
            //Debug.Log (1);
        }
    }
Example #2
0
    void WooF()
    {
        Crusher   crush = Crusher.getInstance();
        CurrLevel CL    = CurrLevel.getInstance();

        System.Threading.Thread.Sleep(1000);
        for (int i = 0; i < crush.Length; i++)
        {
            crush.Objects [i].transform.position = new Vector3(crush.Objects [i].transform.position.x, crush.Objects [i].transform.position.y, -100);
        }
        WinFail.SetActive(true);
        CL.play = false;
        int fin = CL.Map [Mathf.RoundToInt(crush.Objects [0].transform.position.x), Mathf.RoundToInt(crush.Objects [0].transform.position.y)];

        switch (fin)
        {
        case 91:
            WF.text = "Win";
            break;

        case 90:
            WF.text = "Renegade";
            break;

        default:
            WF.text = "Fail";
            break;
        }
        //but.GetComponentInChildren<Text>().text ="Play x2";
        //				Debug.Log (xhead_r_w + " " + yhead_r_w + " " + current_vision [xhead_r_w, yhead_r_w] + " " + pivot + " " + GD.MemCardsMove [pivot]);
        //Debug.Log("return -1 ");
        string str;

        str = "";
        //Debug.Log ("dir => " + dir);
        for (int y = 4; y >= 0; y--)
        {
            for (int x = 0; x < 5; x++)
            {
                //str += current_vision [x, y];
            }
            //Debug.Log (str);
            str = "";
        }
    }
Example #3
0
    void MoveSnake(int dest, int qtt)      //dest куда движемся, qtt количество метров
    {
        if (dest == -2)
        {
            return;
        }
        Crusher crush = Crusher.getInstance();

        cam.transform.position = new Vector3(crush.Objects [0].transform.position.x, crush.Objects [0].transform.position.y, cam.transform.position.z);
        //система координат относительно положения змеи, т.к. концепция карт памяти с алгоритмами предполагает именно такую систему координат
        //dest - куда змея должна передвинуться
        //direction - абсолютное положение готовы змеи


        //0 toleft
        //1 toforward
        //2 toright

        //начинаем с головы
        if (dest == -1)
        {
            //Debug.Log ("Не знаю куда двигаться, буду двигаться прямо");
            dest = 1;
        }
        if (crush.TargetPosition [0].z == -1000)          //Если позиция нулевого элемента по зэт = -1000, значит мы дошли до целевой точки
        //и надо по новой считать целевую точку
        {
            crush.TargetPosition [0].z = 0;                                //Если мы считаем новую целевую точку, значит мы должны начинать движение
            //Debug.Log("Считаем целевую точку");
            crush.CurrPosition [0] = crush.Objects [0].transform.position; //сохраняем текущее положение для lerp
            crush.CurrAngle [0]    = crush.Objects [0].transform.eulerAngles;
            //Debug.Log("Текущая позиция головы ="+crush.CurrPosition [0]);
            switch (dest)
            {
            case 2:
                switch (crush.Direction [0])
                {
                case "toright":
                    //Debug.Log("Если нам надо двигаться направо и голова повернута направо");
                    crush.TargetPosition [0].x = crush.Objects [0].transform.position.x;
                    crush.TargetPosition [0].y = crush.Objects [0].transform.position.y - qtt;
//					Debug.Log ("dest " + dest + " crush.Direction [0] " + crush.Direction [0]);
                    crush.Direction [0] = "todown";
                    break;

                case "toleft":
                    //Debug.Log("Если нам надо двигаться направо и голова повернута налево");
                    crush.TargetPosition [0].x = crush.Objects [0].transform.position.x;
                    crush.TargetPosition [0].y = crush.Objects [0].transform.position.y + qtt;
//					Debug.Log ("dest " + dest + " crush.Direction [0] " + crush.Direction [0]);
                    crush.Direction [0] = "toup";
                    break;

                case "toup":
                    //Debug.Log("Если нам надо двигаться направо и голова повернута вверх");
                    crush.TargetPosition [0].x = crush.Objects [0].transform.position.x + qtt;
                    crush.TargetPosition [0].y = crush.Objects [0].transform.position.y;
//					Debug.Log ("dest " + dest + " crush.Direction [0] " + crush.Direction [0]);
                    crush.Direction [0] = "toright";
                    break;

                case "todown":
                    //Debug.Log("Если нам надо двигаться направо и голова повернута вниз");
                    crush.TargetPosition [0].x = crush.Objects [0].transform.position.x - qtt;
                    crush.TargetPosition [0].y = crush.Objects [0].transform.position.y;
//					Debug.Log ("dest " + dest + " crush.Direction [0] " + crush.Direction [0]);
                    crush.Direction [0] = "toleft";
                    break;
                }
                crush.TargetAngle [0].z = crush.Objects [0].transform.eulerAngles.z - 90;

                //crush.Objects [0].transform.rotation.eulerAngles.z=0;
                ///crush.TargetPosition[0].
                //Mathf.RoundToInt (this.transform.rotation.eulerAngles.z) == 0) {
                //	this.transform.Rotate (0, 0, -90);
                break;


            case 0:
                switch (crush.Direction [0])
                {
                case "toright":
                    //Debug.Log("Если нам надо двигаться налево и голова повернута направо");
                    crush.TargetPosition [0].x = crush.Objects [0].transform.position.x;
                    crush.TargetPosition [0].y = crush.Objects [0].transform.position.y + qtt;
//					Debug.Log ("dest " + dest + " crush.Direction [0] " + crush.Direction [0]);
                    crush.Direction [0] = "toup";
                    break;

                case "toleft":
                    //Debug.Log("Если нам надо двигаться налево и голова повернута налево");
                    crush.TargetPosition [0].x = crush.Objects [0].transform.position.x;
                    crush.TargetPosition [0].y = crush.Objects [0].transform.position.y - qtt;
//					Debug.Log ("dest " + dest + " crush.Direction [0] " + crush.Direction [0]);
                    crush.Direction [0] = "todown";
                    break;

                case "toup":
                    //Debug.Log("Если нам надо двигаться налево и голова повернута вверх");
                    crush.TargetPosition [0].x = crush.Objects [0].transform.position.x - qtt;
                    crush.TargetPosition [0].y = crush.Objects [0].transform.position.y;
//					Debug.Log ("dest " + dest + " crush.Direction [0] " + crush.Direction [0]);
                    crush.Direction [0] = "toleft";
                    break;

                case "todown":
                    //Debug.Log("Если нам надо двигаться налево и голова повернута вниз");
                    crush.TargetPosition [0].x = crush.Objects [0].transform.position.x + qtt;
                    crush.TargetPosition [0].y = crush.Objects [0].transform.position.y;
//					Debug.Log ("dest " + dest + " crush.Direction [0] " + crush.Direction [0]);
                    crush.Direction [0] = "toright";
                    break;
                }
                crush.TargetAngle [0].z = crush.Objects [0].transform.eulerAngles.z + 90;
                break;

            case 1:
                switch (crush.Direction [0])
                {
                case "toright":
                    //Debug.Log("Если нам надо двигаться прямо и голова повернута направо");
                    crush.TargetPosition [0].x = crush.Objects [0].transform.position.x + qtt;
                    crush.TargetPosition [0].y = crush.Objects [0].transform.position.y;
//					Debug.Log ("dest " + dest + " crush.Direction [0] " + crush.Direction [0]);
                    crush.Direction [0] = "toright";
                    break;

                case "toleft":
                    //Debug.Log("Если нам надо двигаться прямо и голова повернута налево");
                    crush.TargetPosition [0].x = crush.Objects [0].transform.position.x - qtt;
                    crush.TargetPosition [0].y = crush.Objects [0].transform.position.y;
//					Debug.Log ("dest " + dest + " crush.Direction [0] " + crush.Direction [0]);
                    crush.Direction [0] = "toleft";
                    break;

                case "toup":
                    //Debug.Log("Если нам надо двигаться прямо и голова повернута вверх");
                    crush.TargetPosition [0].x = crush.Objects [0].transform.position.x;
                    crush.TargetPosition [0].y = crush.Objects [0].transform.position.y + qtt;
//					Debug.Log ("dest " + dest + " crush.Direction [0] " + crush.Direction [0]);
                    crush.Direction [0] = "toup";
                    break;

                case "todown":
                    //Debug.Log("Если нам надо двигаться прямо и голова повернута вниз");
                    crush.TargetPosition [0].x = crush.Objects [0].transform.position.x;
                    crush.TargetPosition [0].y = crush.Objects [0].transform.position.y - qtt;
//					Debug.Log ("dest " + dest + " crush.Direction [0] " + crush.Direction [0]);
                    crush.Direction [0] = "todown";
                    break;
                }
                //Debug.Log (crush.TargetAngle [0].z +" "+ crush.Objects[0].transform.eulerAngles.z);
                crush.TargetAngle [0].z = crush.Objects [0].transform.eulerAngles.z;
                break;
            }

            //наметки на прыжки и кусание

//			if (dest == "tojumpright") {
//
//			}
//			if (dest == "tojumpleft") {
//
//			}
//			if (dest == "tojumpforward") {
//
//			}
//			if (dest == "toeat") {
//
//			}

            //за головой подтягиваем остальное тело
            for (int i = 1; i < (crush.Length); i++)
            {
                crush.CurrPosition [i] = crush.Objects [i].transform.position;
                crush.CurrAngle [i]    = crush.Objects [i].transform.eulerAngles;
                //Debug.Log (crush.CurrAngle [i]);
                //Debug.Log("Текущая позиция элемента тела "+i+" ="+crush.CurrPosition [i]);
                if (crush.CurrPosition [i].x != crush.CurrPosition [i - 1].x || crush.CurrPosition [i].y != crush.CurrPosition [i - 1].y)
                {
                    crush.TargetPosition [i] = crush.CurrPosition [i - 1];
                    crush.TargetAngle [i]    = crush.CurrAngle [i - 1];
                    //Debug.Log("Целевая точка элемента тела "+i+" ="+crush.TargetPosition [i]);
                }

                if (i == 1 && (crush.TargetAngle [0].z != crush.CurrAngle [0].z))
                {
//					Debug.Log ("!!!");
                    crush.TargetPosition [i].x = crush.CurrPosition [i].x + (crush.TargetPosition [i - 1].x - crush.CurrPosition [i].x) / 2;
                    crush.TargetPosition [i].y = crush.CurrPosition [i].y + (crush.TargetPosition [i - 1].y - crush.CurrPosition [i].y) / 2;
                    crush.TargetAngle [i].z    = crush.CurrAngle [i].z + (crush.TargetAngle [i - 1].z - crush.CurrAngle [i].z) / 2;
                }
            }
        }
        if (crush.TargetPosition [0].z != -1000)          //если зэт не равен -1000, значит считаем что движение не завершено
        //Debug.Log("crush.CurrPosition [0].x "+crush.Objects[0].transform.position.x+" crush.TargetPosition [0].x "+crush.TargetPosition [0].x);
        //Debug.Log("crush.CurrPosition [0].y "+crush.Objects[0].transform.position.y+" crush.TargetPosition [0].y "+crush.TargetPosition [0].y);

        //Debug.Log("crush.time "+crush.time+" crush.speed "+crush.speed);
        {
            for (int i = 0; i < (crush.Length); i++)              //для каждого элемента змеи делаем движение

            //Debug.Log("Движение элемента "+i+" позиция до: "+crush.CurrPosition [i]);
            {
                crush.Objects [i].transform.position    = Vector3.Lerp(new Vector3(crush.CurrPosition [i].x, crush.CurrPosition [i].y, 0), new Vector3(crush.TargetPosition [i].x, crush.TargetPosition [i].y, 0), crush.time * crush.speed);
                crush.Objects [i].transform.eulerAngles = new Vector3(0, 0, Mathf.LerpAngle(crush.CurrAngle [i].z, crush.TargetAngle [i].z, crush.time * crush.speed));
                //Debug.Log("Движение элемента "+i+" позиция после: "+crush.CurrPosition [i]);
            }
            crush.time += Time.deltaTime;
        }
        if (crush.Objects [0].transform.position.x == crush.TargetPosition [0].x && crush.Objects [0].transform.position.y == crush.TargetPosition [0].y)
        {
            //Debug.Log ("**************************************************crush.TargetPosition [0].z " + crush.TargetPosition [0].z);
            CurrLevel CL = CurrLevel.getInstance();
            //CL.play=false;
            crush.TargetPosition [0].z = -1000;
            crush.time = 0;
        }
    }
Example #4
0
    //*************************end of LoadSnake***************************



    int WhereToGo()
    {
        Crusher crush = Crusher.getInstance();

        if (crush.TargetPosition [0].z == -1000)
        {
            CurrLevel CL    = CurrLevel.getInstance();
            GameData  GD    = GameData.getInstance();
            float     xhead = crush.Objects [0].transform.position.x; //положения головы по x,y
            float     yhead = crush.Objects [0].transform.position.y;
            string    drctn = crush.Direction [0];                    // в какую сторону смотрит голова
            int       rvs   = 5;                                      ///!!!!!!!!!!!!!!!!!!!!!!!!!!
            int[,] current_vision = new int[rvs, rvs];
            float xcur      = new float();
            float ycur      = new float();
            int   dir       = new int();
            int   xhead_r_w = 0;           //относительное в пространстве rvs положение точки перед лбом змеи по х и у
            int   yhead_r_w = 0;
            //смотрим в какую сторону повернута голова и какие ее координаты и исходя из этого
            //считываем картинку слева, справа, сверху или снизу от головы
            if (drctn == "toup")              //0
            {
                dir       = 0;
                xcur      = Mathf.Round(xhead - (rvs / 2 - 1 / 2));
                ycur      = yhead - 1;
                xhead_r_w = 2;
                yhead_r_w = 2;
            }
            if (drctn == "todown")              //1
            {
                dir       = 1;
                xcur      = Mathf.Round(xhead - (rvs / 2 - 1 / 2));
                ycur      = yhead - rvs + 2;
                xhead_r_w = 2;
                yhead_r_w = 2;
            }
            if (drctn == "toleft")              //2
            {
                dir       = 2;
                xcur      = xhead - rvs + 1;
                ycur      = Mathf.Round(yhead - (rvs / 2 - 1 / 2));
                xhead_r_w = 2;
                yhead_r_w = 2;
            }
            if (drctn == "toright")              //3
            {
                dir       = 3;
                xcur      = xhead - 1;
                ycur      = Mathf.Round(yhead - (rvs / 2 - 1 / 2));
                xhead_r_w = 2;
                yhead_r_w = 2;
            }
            Debug.Log(drctn);
            int k = 0;
            int l = 0;
            for (int i = Mathf.RoundToInt(xcur); i < Mathf.RoundToInt(xcur + rvs); i++)
            {
                l = 0;
                for (int j = Mathf.RoundToInt(ycur); j < Mathf.RoundToInt(ycur + rvs); j++)
                {
                    //Debug.Log ("k=" + k + " l=" + l + " i=" + i + " j=" + j);
                    current_vision [k, l] = CL.Map [i, j];
                    if (i == Mathf.RoundToInt(xhead) && j == Mathf.RoundToInt(yhead))
                    {
                        current_vision [k, l] = 99;                        //голова
                    }
                    for (int m = 1; m < (crush.Length - 1); m++)
                    {
                        if (i == Mathf.RoundToInt(crush.Objects[m].transform.position.x) && j == Mathf.RoundToInt(crush.Objects[m].transform.position.y))
                        {
                            current_vision [k, l] = 98;                            //тушка
                        }
                    }
                    if (i == Mathf.RoundToInt(crush.Objects[crush.Length - 1].transform.position.x) && j == Mathf.RoundToInt(crush.Objects[crush.Length - 1].transform.position.y))
                    {
                        current_vision [k, l] = 97;                        //хвост
                    }
                    if (current_vision [k, l] == 1)
                    {
                        //Debug.Log (1);
                    }
                    l++;
                }
                k++;
            }



            string str = "";
            //Debug.Log ("dir => " + dir);
            for (int y = 4; y >= 0; y--)
            {
                for (int x = 0; x < 5; x++)
                {
                    str += current_vision [x, y];
                }
                //Debug.Log (str);
                str = "";
            }


            int pivot = -1;
            for (int a = 0; a < GD.QMemCards; a++)
            {
                //Debug.Log ("**********");

                for (int z = 4; z >= 0; z--)
                {
                    str = "";
                    for (int x = 0; x < 5; x++)
                    {
                        str += GD.MemCards [a, dir, x, z];
                    }
                    //	Debug.Log (str);
                    str = "";
                }
                //Debug.Log ("**********");
                if (pivot == -1)
                {
                    pivot = a;
                    for (int x = 0; x < rvs; x++)
                    {
                        for (int y = 0; y < rvs; y++)
                        {
//							if (GD.MemCards [a, dir, x, y] == 99 || (current_vision [x, y] == 99)) {
//								//Debug.Log ("x "+x+" y "+ y);
//							}
                            if (GD.MemCards [a, dir, x, y] > 0 && (current_vision [x, y] != GD.MemCards [a, dir, x, y]))                               //GD.MemCards [a, dir, x, y] > 0 &&

                            {
                                pivot = -1;
                            }
                        }
                    }
                }
//				if (pivot>=0) {
//					//Debug.Log ("pivot "+pivot );
//				}
            }


            //если перед носом не бордюр, и мы не в курсе, куда двигаться, то считаем что нужно есть
//			if (current_vision [xhead_r_w, yhead_r_w] >1 && current_vision [xhead_r_w, yhead_r_w] < 90 && (pivot == -1 || (pivot > -1 && GD.MemCardsMove [pivot] == -1))) {//
//				Debug.Log(current_vision [xhead_r_w, yhead_r_w]);
//				return -1;
//			}


            if (GD.MemCardsMove [pivot] == 0 && dir == 0 && CL.Map[Mathf.RoundToInt(xhead) - 1, Mathf.RoundToInt(yhead)] != 0)  //если едем вверх и поворачиваем налево и там не пусто
            {
                WooF();
                return(-2);
            }
            if (GD.MemCardsMove [pivot] == 2 && dir == 0 && CL.Map[Mathf.RoundToInt(xhead) + 1, Mathf.RoundToInt(yhead)] != 0)  //если едем вверх и поворачиваем направо и там не пусто
            {
                WooF();
                return(-2);
            }
            if (GD.MemCardsMove [pivot] == 0 && dir == 1 && CL.Map[Mathf.RoundToInt(xhead) + 1, Mathf.RoundToInt(yhead)] != 0)  //если едем вниз и поворачиваем налево и там не пусто
            {
                WooF();
                return(-2);
            }
            if (GD.MemCardsMove [pivot] == 2 && dir == 1 && CL.Map[Mathf.RoundToInt(xhead) - 1, Mathf.RoundToInt(yhead)] != 0)  //если едем вниз и поворачиваем направо и там не пусто
            {
                WooF();
                return(-2);
            }
            if (GD.MemCardsMove [pivot] == 0 && dir == 2 && CL.Map[Mathf.RoundToInt(xhead), Mathf.RoundToInt(yhead) - 1] != 0)  //если едем влево и поворачиваем налево и там не пусто
            {
                WooF();
                return(-2);
            }
            if (GD.MemCardsMove [pivot] == 2 && dir == 2 && CL.Map[Mathf.RoundToInt(xhead), Mathf.RoundToInt(yhead) + 1] != 0)  //если едем влево и поворачиваем направо и там не пусто
            {
                WooF();
                return(-2);
            }
            if (GD.MemCardsMove [pivot] == 0 && dir == 3 && CL.Map[Mathf.RoundToInt(xhead), Mathf.RoundToInt(yhead) + 1] != 0)  //если едем вправо и поворачиваем налево и там не пусто
            {
                WooF();
                return(-2);
            }
            if (GD.MemCardsMove [pivot] == 2 && dir == 3 && CL.Map[Mathf.RoundToInt(xhead), Mathf.RoundToInt(yhead) - 1] != 0)  //если едем вправо и поворачиваем направо и там не пусто
            {
                WooF();
                return(-2);
            }


            Debug.Log(current_vision [xhead_r_w, yhead_r_w] + " " + pivot + " " + GD.MemCardsMove [pivot]);
            if (current_vision [xhead_r_w, yhead_r_w] != 90 && current_vision [xhead_r_w, yhead_r_w] != 91 && current_vision [xhead_r_w, yhead_r_w] != 0 && (pivot == -1 || (pivot > -1 && GD.MemCardsMove [pivot] == 1)))          //если перед носом змеи нечто отличное от травы, то останавливаем игру
            {
                WooF();
                return(-2);
            }
            if (pivot >= 0)
            {
                str = "";
                //Debug.Log ("dir => " + dir);
                for (int y = 4; y >= 0; y--)
                {
                    for (int x = 0; x < 5; x++)
                    {
                        str += current_vision [x, y];
                    }
//					Debug.Log (str);
                    str = "";
                }
//				Debug.Log ("**********");
//				Debug.Log ("pivot= " + pivot + " return= " + GD.MemCardsMove [pivot]);
                return(GD.MemCardsMove [pivot]);                //предполагаем что имеется массив с номерами змей
//				//и соответствующими номерам карточек значениями поворота
            }
            return(-1);
        }
        return(-1);
    }
Example #5
0
    // Use this for initialization
    void Start()     //Разворачиваем поле и рисуем на нем препятствия
    {
        WinFail.SetActive(false);
        GameSettings GS = GameSettings.getInstance();

        canva.scaleFactor = GS.Scale;
        GameData GD    = GameData.getInstance();
        Crusher  crush = Crusher.getInstance();

        crush.speed  = 1;
        crush.Length = GD.CrusherLength;
        CurrLevel CL = CurrLevel.getInstance();

        crush.Structure = GD.CrusherStructure;
        //int actual = PlayerPrefs.GetInt ("level");
        int[] start  = new int[2];
        int[] finish = new int[2];
        for (int i = 1; i < 101; i++)
        {
            for (int j = 1; j < 101; j++)
            {
                ////Debug.Log (i+" "+j+" "+CL.Map[i,j]);

                if (CL.Map [i, j] == 0)
                {
                    level_obj [i, j] = Instantiate(grass, new Vector3(i, j, 0), Quaternion.identity);
                }
                if (CL.Map [i, j] == 1)
                {
                    level_obj [i, j] = Instantiate(brdr, new Vector3(i, j, 0), Quaternion.identity);
                }
                if (CL.Map [i, j] == 2)
                {
                    level_obj [i, j] = Instantiate(rck, new Vector3(i, j, 0), Quaternion.identity);
                }
                if (CL.Map [i, j] == 3)
                {
                    level_obj [i, j] = Instantiate(wd, new Vector3(i, j, 0), Quaternion.identity);
                }
                if (CL.Map [i, j] == 90)                   //Start Point
                {
                    level_obj [i, j] = Instantiate(grass, new Vector3(i, j, 0), Quaternion.identity);
                    start [0]        = i;
                    start [1]        = j;
                    //Debug.Log ("start ("+start[0]+","+start[1]+")");
                }
                if (CL.Map [i, j] == 91)                   //Finish Point
                {
                    level_obj [i, j] = Instantiate(grass, new Vector3(i, j, 0), Quaternion.identity);
                    finish [0]       = i;
                    finish [1]       = j;
                    //Debug.Log ("finish ("+finish[0]+","+finish[1]+")");
                }
            }
        }
        //Debug.Log ("start ("+start[0]+","+start[1]+")");
        //Debug.Log ("finish ("+finish[0]+","+finish[1]+")");
        LoadSnake(start [0], start [1], head, body_s, tail);          //Кладем змею на поле
        cam.transform.position = new Vector3(start [0], start [1], cam.transform.position.z);


//		int wtg = WhereToGo ();
        crush.TargetPosition [0].z = -1000;
//		//Debug.Log ("wtg - "+wtg);
//		MoveSnake (wtg, 1);
        GD.QMemCards = 10;

        //string str = "";
//		for (int a=0;a<10;a++){
//			Debug.Log ("a => "+a);
//			for (int dir=0;dir<4;dir++){
//				Debug.Log ("dir => "+dir);
//				for (int y = 4; y >=0; y--) {
//					for (int x = 0; x < 5; x++) {
//				str += GD.MemCards [a, dir, x, y];
//			}
//			Debug.Log (str);
//			str = "";
//
//		}
//				Debug.Log ("**********");
//		}
//		}
        for (int x = 0; x < GD.QMemCards; x++)
        {
//			Debug.Log ("a " + x + " MMM " + GD.MemCardsMove [x]);
        }
        //for (int i=0;i<10;i++){GD.MemCardsMove[i]=-1;}
    }
Example #6
0
    void LoadSnake(int x, int y, GameObject head, GameObject body_s, GameObject tail)     //кладем змею на карту на точку входа xy
    {
        //int actual = PlayerPrefs.GetInt ("level");
        CurrLevel CL    = CurrLevel.getInstance();
        Crusher   crush = Crusher.getInstance();

        if (crush.Length <= 0)
        {
            crush.Length = 10;
        }
        int max = crush.Length - 1;

        //расположение: слева хвост, справа голова (змея смотрит перед собой)
        //Debug.Log (" x="+x+" y="+y);
        //Debug.Log ("CL.Map[ x, y ]="+CL.Map[ x, y]);
        //Debug.Log ("CL.Map[ x-1, y ]="+CL.Map[ x-1, y]);
        //Debug.Log ("CL.Map[ x+1, y ]="+CL.Map[ x+1, y]);
        //Debug.Log ("CL.Map[ x, y-1 ]="+CL.Map[ x, y-1]);
        //Debug.Log ("CL.Map[ x, y+1 ]="+CL.Map[ x, y+1]);

        if (CL.Map [x, y - 1] == 1 && CL.Map [x, y + 1] == 1 && CL.Map [x + 1, y] == 0)
        {
            //Debug.Log ("toright");
            crush.Direction [0] = "toright";
            crush.Objects [0]   = Instantiate(head, new Vector3(x, y, 0), Quaternion.identity);
            crush.Objects [0].transform.Rotate(0, 0, -90);
            for (int i = 1; i < max; i++)
            {
                crush.Objects [i] = Instantiate(body_s, new Vector3(x - i, y, 0), Quaternion.identity);
                crush.Objects [i].transform.Rotate(0, 0, -90);
                crush.Direction [i] = "toright";
            }
            crush.Objects [max] = Instantiate(tail, new Vector3(x - max, y, 0), Quaternion.identity);
            crush.Objects [max].transform.Rotate(0, 0, -90);
            crush.Direction [max] = "toright";
        }
        //расположение: слева голова, справа хвост (змея смотрит перед собой)
        if (CL.Map [x, y - 1] == 1 && CL.Map [x, y + 1] == 1 && CL.Map [x - 1, y] == 0)
        {
            //Debug.Log ("toleft");
            crush.Direction [0] = "toleft";
            crush.Objects [0]   = Instantiate(head, new Vector3(x, y, 0), Quaternion.identity);
            crush.Objects [max].transform.Rotate(0, 0, 90);
            for (int i = 1; i < max; i++)
            {
                crush.Objects [i] = Instantiate(body_s, new Vector3(x + i, y, 0), Quaternion.identity);
                crush.Objects [max].transform.Rotate(0, 0, 90);
                crush.Direction [i] = "toleft";
            }
            crush.Objects [max] = Instantiate(tail, new Vector3(x + max, y, 0), Quaternion.identity);
            crush.Objects [max].transform.Rotate(0, 0, 90);
            crush.Direction [max] = "toleft";
        }
        //расположение: снизу хвост, сверху голова (змея смотрит перед собой)
        if (CL.Map [x - 1, y] == 1 && CL.Map [x + 1, y] == 1 && CL.Map [x, y + 1] == 0)
        {
            //Debug.Log ("toup");
            crush.Direction [0] = "toup";
            crush.Objects [0]   = Instantiate(head, new Vector3(x, y, 0), Quaternion.identity);
            for (int i = 1; i < max; i++)
            {
                crush.Objects [i]   = Instantiate(body_s, new Vector3(x, y - i, 0), Quaternion.identity);
                crush.Direction [i] = "toup";
            }
            crush.Objects [max]   = Instantiate(tail, new Vector3(x, y - max, 0), Quaternion.identity);
            crush.Direction [max] = "toup";
        }
        //расположение: снизу голова, сверху хвост (змея смотрит перед собой)
        if (CL.Map [x - 1, y] == 1 && CL.Map [x + 1, y] == 1 && CL.Map [x, y - 1] == 0)
        {
            //Debug.Log ("todown");
            crush.Direction [0] = "todown";
            crush.Objects [0]   = Instantiate(head, new Vector3(x, y, 0), Quaternion.identity);
            crush.Objects [max].transform.Rotate(0, 0, 180);
            for (int i = 1; i < max; i++)
            {
                crush.Objects [i] = Instantiate(body_s, new Vector3(x, y + i, 0), Quaternion.identity);
                crush.Objects [max].transform.Rotate(0, 0, 180);
                crush.Direction [i] = "todown";
            }
            crush.Objects [max] = Instantiate(tail, new Vector3(x, y + max, 0), Quaternion.identity);
            crush.Objects [max].transform.Rotate(0, 0, 180);
            crush.Direction [max] = "todown";
        }
    }