Example #1
0
    public void searchRow(int x, int y)
    {
        boxSettings cxcy = map[x, y].GetComponent <boxSettings>();
        point       p, p2;
        int         flag = 0, flag2 = 0;

        p.x  = x; p.y = y;
        p2.x = save.cx;
        p2.y = save.cy;
        int find = around.IndexOf(p);

        if (find == -1)
        {
            around = getAroundBlocks(p);
            save   = cxcy;
        }
        else
        {
            int id = save.index;
            save.index = cxcy.index;
            cxcy.index = id;
            flag       = testBlockMatch(p, cxcy.index);
            flag2      = testBlockMatch(p2, save.index);
            if (flag == 1 || flag2 == 1)
            {
                id         = save.index;
                save.index = cxcy.index;
                cxcy.index = id;
            }
            around.Clear();
        }
    }
Example #2
0
    // Update is called once per frame


    void Update()
    {
        boxSettings cxcy = new boxSettings();
        point       p;

        for (int x = 0; x < col; x++)
        {
            for (int y = 0; y < row; y++)
            {
                cxcy = map[x, y].GetComponent <boxSettings>();
                p.x  = x; p.y = y;
                testBlockMatch(p, cxcy.index);
            }
        }
        MoverDown();
    }
Example #3
0
    void createGameArea()
    {
        float   dx = 1.1f, dy = 1.1f;
        Vector3 myPose = new Vector3(-6, -2, -3);

        for (int yy = 0; yy < row; yy++)
        {
            for (int xx = 0; xx < col; xx++)
            {
                map[xx, yy] = Instantiate(box, myPose, Quaternion.identity) as GameObject;
                myPose.x   += dx;
                boxSettings cxcy = map[xx, yy].GetComponent <boxSettings>();
                cxcy.cx = xx;
                cxcy.cy = yy;

                cxcy.myMainGame = this.gameObject;
            }
            myPose.y += dy;
            myPose.x  = -6;
        }
    }