Example #1
0
        private void BuildPuzzle()
        {
            const int size = 5;

            tileGrid = RectGrid <SpriteCell> .Rectangle(size, size);

            blocksGrid = (RectGrid <Block>)tileGrid.CloneStructure <Block>();

            map = new RectMap(new Vector2(200, 200))
                  .AnchorCellMiddleCenter()
                  .WithWindow(ExampleUtils.ScreenRect)
                  .AlignMiddleCenter(tileGrid)
                  .To3DXY();

            foreach (RectPoint point in tileGrid)
            {
                var cell = MakeCell(point);

                tileGrid[point]   = cell;
                blocksGrid[point] = null;
            }

            blocks = new List <Block>();

            AddFirstBlock();
            AddOtherBlocks();

            winPosition = new RectPoint(4, 2);
        }
Example #2
0
        private void BuildGrid()
        {
            // Creates a grid in a rectangular shape.
            grid = RectGrid <SpriteCell> .Rectangle(51, 111);

            // Creates a map...
            map = new RectMap(cellPrefab.Dimensions)             // The cell dimensions usually correspond to the visual
                  // part of the sprite in pixels. Here we use the actual
                  // sprite size, which causes a border between cells.
                  //

                  .WithWindow(ExampleUtils.ScreenRect) // ...that is centered in the rectangle provided
                  .AlignMiddleCenter(grid)             // by this and the previous line.
                  .To3DXY();                           // This makes the 2D map returned by the last function into a 3D map
            // This map assumes the grid is in the XY plane.
            // To3DXZ assumes the grid is in the XZ plane (you have to make sure
            //your tiles are similarly aligned / rotated).


            foreach (RectPoint point in grid)              //Iterates over all points (coordinates) contained in the grid
            {
                SpriteCell cell = Instantiate(cellPrefab); // Instantiate a cell from the given prefab.
                //This generic version of Instantiate is defined in GLMonoBehaviour
                //If you don't want to use GLMonoBehvaiour, you have to cast the result of
                //Instantiate

                Vector3 worldPoint = map[point];                 //Calculate the world point of the current grid point

                cell.transform.parent        = root.transform;   //Parent the cell to the root
                cell.transform.localScale    = Vector3.one;      //Readjust the scale - the re-parenting above may have changed it.
                cell.transform.localPosition = worldPoint;       //Set the localPosition of the cell.


                cell.Color = (point.Magnitude() % 2 == 0)? Color2 : Color2;
                if ((point.X == 3 || point.X == 47) && (point.Y > 2 && point.Y < 108))
                {
                    cell.Color = new Color(0.8f, 0.8f, 0.8f);
                }
                if ((point.Y == 3 || point.Y == 107 || point.Y == 55) && (point.X > 2 && point.X < 48))
                {
                    cell.Color = new Color(0.8f, 0.8f, 0.8f);
                }

                if ((point.X == 21 || point.X == 29) && (point.Y <= 2 || point.Y >= 108))
                {
                    cell.Color = new Color(0.8f, 0.8f, 0.8f);
                }
                if ((point.Y == 0 || point.Y == 110) && (point.X > 21 && point.X < 29))
                {
                    cell.Color = new Color(0.8f, 0.8f, 0.8f);
                }
                cell.name   = point.ToString();     // Makes it easier to identify cells in the editor.
                grid[point] = cell;                 // Finally, put the cell in the grid.

                //if (point.X >= 3 && point.X <= 47 && point.Y >= 3 && point.Y <= 107)
                //{
                rectPointArr[point.X, point.Y] = point;
                //}
            }
        }
Example #3
0
        public IEnumerator BuildGrid()
        {
            totalCellCount = 0;
            grid           = RectGrid <TileCell> .Rectangle(width, height);

            map = new RectMap(new Vector2(80, 80) * 3)
                  .To3DXY();

            int cellCount = 0;

            foreach (var point in grid)
            {
                var cell       = Instantiate(cellPrefab);
                var worldPoint = map[point];

                cell.transform.localPosition = worldPoint;

                cellCount++;
                totalCellCount++;

                grid[point] = cell;

                if (cellCount >= cellsPerIteration)
                {
                    cellCount = 0;
                    yield return(null);
                }
            }
        }
Example #4
0
    private void BuildGrid()
    {
        // Creates a grid in a rectangular shape.
        grid = RectGrid <SpriteCell> .Rectangle(7, 7);

        // Creates a map...
        map = new RectMap(cellPrefab.Dimensions)                // The cell dimensions usually correspond to the visual
              // part of the sprite in pixels. Here we use the actual
              // sprite size, which causes a border between cells.
              //

              .WithWindow(ExampleUtils.ScreenRect) // ...that is centered in the rectangle provided
              .AlignMiddleCenter(grid)             // by this and the previous line.
              .To3DXY();                           // This makes the 2D map returned by the last function into a 3D map
        // This map assumes the grid is in the XY plane.
        // To3DXZ assumes the grid is in the XZ plane (you have to make sure
        //your tiles are similarly aligned / rotated).


        foreach (RectPoint point in grid)              //Iterates over all points (coordinates) contained in the grid
        {
            SpriteCell cell = Instantiate(cellPrefab); // Instantiate a cell from the given prefab.
            //This generic version of Instantiate is defined in GLMonoBehaviour
            //If you don't want to use GLMonoBehvaiour, you have to cast the result of
            //Instantiate

            Vector3 worldPoint = map[point];                             //Calculate the world point of the current grid point

            cell.transform.parent        = root.transform;               //Parent the cell to the root
            cell.transform.localScale    = Vector3.one;                  //Readjust the scale - the re-parenting above may have changed it.
            cell.transform.localPosition = worldPoint;                   //Set the localPosition of the cell.

            cell.Color = ExampleUtils.Colors[point.GetColor4() % 4 * 4]; //Sets the color of the cell
            //See http://gamelogic.co.za/2013/12/18/what-are-grid-colorings/ for more information on colorings.

            cell.name   = point.ToString(); // Makes it easier to identify cells in the editor.
            grid[point] = cell;             // Finally, put the cell in the grid.
        }
    }
Example #5
0
        private void BuildGrid()
        {
            //ShipCell defaultCell = CreateDefaultShipCell();

            // Creates a grid in a rectangular shape.
            grid = RectGrid <ShipCell> .Rectangle((int)gridSize.x, (int)gridSize.y);

            // Creates a map...
            map = new RectMap(cellSize).To3DXY();

            foreach (RectPoint point in grid) //Iterates over all points (coordinates) contained in the grid
            {
                ShipCell cell = Instantiate(prefab);

                Vector3 worldPoint = map[point];            //Calculate the world point of the current grid point

                cell.transform.parent        = transform;   //Parent the cell to the root
                cell.transform.localScale    = Vector3.one; //Readjust the scale - the re-parenting above may have changed it.
                cell.transform.localPosition = worldPoint;  //Set the localPosition of the cell.

                cell.name   = point.ToString();             // Makes it easier to identify cells in the editor.
                grid[point] = cell;                         // Finally, put the cell in the grid.
            }
        }