Example #1
0
        // ------------------------------------------------------------------------------------------------------------------

        private void GenerateAssets()
        {
            // generate all needed assets so that I do not need anything else but this script in the project folder
            textures = new Texture2D[2];

            Color32 cBlack = new Color32(0, 0, 0, 255);
            Color32 cWhite = new Color32(255, 255, 255, 255);
            Color32 cGrey  = new Color32(128, 128, 128, 255);

            // create the background
            textures[0] = new Texture2D(4, 4, TextureFormat.RGBA32, false);
            EdGameUtil.TextureFill(textures[0], cBlack);
            EdGameUtil.TextureRect(textures[0], cWhite, 0, 0, 3, 3);

            // create the cell/block texture
            textures[1] = new Texture2D(CellSize, CellSize, TextureFormat.RGBA32, false);
            EdGameUtil.TextureFill(textures[1], cWhite);
            EdGameUtil.TextureFillRect(textures[1], cGrey, CellSize / 2 - 2, CellSize / 2 - 2, 4, 4);
            EdGameUtil.TextureRect(textures[1], cGrey, 0, 0, CellSize - 1, CellSize - 1);

            // apply common texture settings
            foreach (Texture2D t in textures)
            {
                t.wrapMode   = TextureWrapMode.Clamp;
                t.filterMode = FilterMode.Point;
                t.hideFlags  = HideFlags.HideAndDontSave;
            }

            // create the styles
            backStyle = new GUIStyle()
            {
                border = new RectOffset(1, 1, 1, 1), normal = { background = textures[0] }
            };
        }
Example #2
0
        private bool IsOverFilledCells(bool below)
        {
            int ox, oy;

            EdGameUtil.CalcCellPos(boardRect, blockPos, CellSize, below, out ox, out oy);
            if (below)
            {
                oy++;
            }
            for (int x = 0; x < blockWH; x++)
            {
                for (int y = 0; y < blockWH; y++)
                {
                    if (block[y, x] == 1)
                    {
                        // idx can be smaller than 0 for new blocks, which starts above board and idx could
                        // be bigger than grid.Length because of empty cells reaching below board
                        int idx = (x + ox) + ((y + oy) * GridWidth);
                        if (idx >= 0 && idx < grid.Length && grid[idx] >= 0)
                        {
                            return(true);
                        }
                    }
                }
            }

            return(false);
        }
Example #3
0
        private void RotateBlock()
        {
            if (blockType == 0)
            {
                return;                             // no need to rotate this one
            }
            Vector2 oldPos = blockPos;

            int[,] oldShape = block;

            block = EdGameUtil.RotateMatrix(block, blockWH);

            // check if rotated while next to a wall and if block is now outside of board
            int res = 0;

            if ((res = IsOutsideEdge()) != 0)
            {
                blockPos.x += (res * CellSize);
                if (blockType == 1)
                {                   // this one might have two cells outside of border and need another kick
                    if (blockPos.x < boardRect.x || blockPos.x + blockWH * CellSize > boardRect.xMax)
                    {
                        blockPos.x += (res * CellSize);
                    }
                }
            }

            // check if over any filled cells now and revert if so
            if (IsOverFilledCells(false))
            {
                blockPos = oldPos;
                block    = oldShape;
            }
        }
Example #4
0
 private void DrawIndicator(Event ev)
 {
     if (clickAreaRect.Contains(ev.mousePosition))
     {
         lastMousePos = Event.current.mousePosition;
     }
     EdGameUtil.DrawTexture(textures[2], pivotPoint, lastMousePos, -360, +360);
 }
Example #5
0
        private void MoveBubble(float dt)
        {
            bubblePos += moveDir * dt * bubbleMoveSpeed;

            // check if should stick to other bubbles
            int x, y;

            // this is buggy. sometimes a bubble will stop in the air cause not checking for the offset.
            Vector2 p = bubblePos;

            p = p + (moveDir.normalized * CellSizeHalf);

            EdGameUtil.CalcCellPos(boardRect, p, CellSize, true, out x, out y);
            if (y >= 0 && y < GridHeight && grid[y * GridWidth + x] >= 0)
            {
                EdGameUtil.CalcCellPos(boardRect, bubblePos, CellSize, true, out x, out y);
                if (y >= GridHeight || y < 0)
                {
                    gameActive = false;
                    return;
                }

                if (grid[y * GridWidth + x] < 0)
                {
                    grid[y * GridWidth + x] = bubbleType;
                    CheckAndBreakCells(x, y, bubbleType);
                    SelectBubble();
                    return;
                }
            }

            // bounce bubble off left/right edge
            if (bubblePos.x - CellSizeHalf < boardRect.x)
            {
                bubblePos.x = boardRect.x + CellSizeHalf + 1;
                moveDir.x  *= -1;
            }
            else if (bubblePos.x + CellSizeHalf > boardRect.xMax)
            {
                bubblePos.x = boardRect.xMax - (CellSizeHalf + 1);
                moveDir.x  *= -1;
            }

            // stick to top edge
            if (bubblePos.y - CellSizeHalf < boardRect.y)
            {
                bubblePos.y = boardRect.y + CellSizeHalf + 1;
                EdGameUtil.CalcCellPos(boardRect, bubblePos, CellSize, true, out x, out y);
                if (grid[y * GridWidth + x] < 0)
                {
                    grid[y * GridWidth + x] = bubbleType;
                    CheckAndBreakCells(x, y, bubbleType);
                }
                SelectBubble();
            }
        }
Example #6
0
        private void CheckAndBreakCells(int sx, int sy, int bubbleType)
        {
            // check if 3 or more of same colour are touching the newly placed cell
            int        ox, oy;
            List <int> collected = new List <int>();

            AddCellToList(collected, sx, sy, bubbleType);

            if (collected.Count >= 3)
            {
                foreach (int i in collected)
                {
                    grid[i] = -1;
                    EdGameUtil.IndexToXY(GridWidth, i, out ox, out oy);
                    IncScore(1, new Vector2(ox, oy));
                }

                // collect all cells attached to walls and ceiling or cells which are
                int idx;
                for (int x = 0; x < GridWidth; x++)
                {
                    idx = GridWidth + x;
                    if (grid[idx] >= 0)
                    {
                        AddCellToList(collected, x, 0);
                    }
                }

                for (int y = 0; y < GridHeight; y++)
                {
                    idx = y * GridWidth;
                    if (grid[idx] >= 0)
                    {
                        AddCellToList(collected, 0, y);
                    }

                    idx = y * GridWidth + (GridWidth - 1);
                    if (grid[idx] >= 0)
                    {
                        AddCellToList(collected, GridWidth - 1, y);
                    }
                }

                // now run through grid and check what was not collected and remove it
                for (int i = 0; i < grid.Length; i++)
                {
                    if (grid[i] >= 0 && !collected.Contains(i))
                    {
                        grid[i] = -1;
                        EdGameUtil.IndexToXY(GridWidth, i, out ox, out oy);
                        IncScore(2, new Vector2(ox, oy));
                    }
                }
            }
        }
Example #7
0
        // ------------------------------------------------------------------------------------------------------------------

        private void GenerateAssets()
        {
            // generate all needed assets so that I do not need any texture resources in the project
            textures = new Texture2D[3];

            Color32 cBlack = new Color32(0, 0, 0, 255);
            Color32 cWhite = new Color32(255, 255, 255, 255);
            Color32 cGrey  = new Color32(128, 128, 128, 255);
            Color32 cTrans = new Color32(0, 0, 0, 0);

            // create the background
            textures[0] = new Texture2D(4, 4, TextureFormat.RGBA32, false);
            EdGameUtil.TextureFill(textures[0], cBlack);
            EdGameUtil.TextureRect(textures[0], cWhite, 0, 0, 3, 3);

            // create the cell/bubble texture
            textures[1] = new Texture2D(CellSize, CellSize, TextureFormat.RGBA32, false);
            EdGameUtil.TextureFill(textures[1], cTrans);
            EdGameUtil.TextureDrawCircleFilled(textures[1], cWhite, CellSizeHalf, CellSizeHalf, CellSizeHalf);
            EdGameUtil.TextureDrawCircle(textures[1], cGrey, CellSizeHalf, CellSizeHalf, CellSizeHalf);
            EdGameUtil.TextureDrawCircleFilled(textures[1], cGrey, CellSizeHalf, CellSizeHalf, CellSizeHalf / 3);

            // create indicator texture
            textures[2] = new Texture2D(CellSizeHalf, CellSize * 3, TextureFormat.RGBA32, false);
            EdGameUtil.TextureFill(textures[2], cTrans);
            EdGameUtil.TextureDrawVLine(textures[2], cGrey, textures[2].width / 2, 0, textures[2].height - 1);
            EdGameUtil.TextureDrawLine(textures[2], cGrey, textures[2].width / 2, 0, 0, textures[2].height / 4);
            EdGameUtil.TextureDrawLine(textures[2], cGrey, textures[2].width / 2, 0, textures[2].width - 1, textures[2].height / 4);

            // apply common texture settings
            foreach (Texture2D t in textures)
            {
                t.wrapMode   = TextureWrapMode.Clamp;
                t.filterMode = FilterMode.Point;
                t.hideFlags  = HideFlags.HideAndDontSave;
            }

            // create the styles
            backStyle = new GUIStyle()
            {
                border = new RectOffset(1, 1, 1, 1), normal = { background = textures[0] }
            };
            scoreStyle = new GUIStyle()
            {
                normal = { textColor = Color.green }
            };
        }
Example #8
0
        private bool SnapBlock()
        {
            int ox, oy;

            EdGameUtil.CalcCellPos(boardRect, blockPos, CellSize, true, out ox, out oy);
            for (int x = 0; x < blockWH; x++)
            {
                for (int y = 0; y < blockWH; y++)
                {
                    if (block[y, x] == 1)
                    {
                        int idx = (x + ox) + ((y + oy) * GridWidth);
                        if (idx < 0)
                        {
                            return(true);                                 // if idx invalid then reached top and game over
                        }
                        grid[idx] = blockType;
                    }
                }
            }
            return(false);
        }