Example #1
0
        void TryPlaceAfterHitting(short hitX, short hitZ)
        {
            TileMap tileMap = GameManager.Instance.TileMap;

            bool canPlaceX = !tileMap.HasBlock((short)(Velocity.x < 0 ? hitX + 1 : hitX - 1), hitZ);
            bool canPlaceZ = !tileMap.HasBlock(hitX, (short)(Velocity.z < 0 ? hitZ + 1 : hitZ - 1));

            if (!canPlaceX && !canPlaceZ)
            {
                // Place diagonal
                if (Velocity.x < 0)
                {
                    hitX++;
                }
                else
                {
                    hitX--;
                }

                if (Velocity.z < 0)
                {
                    hitZ++;
                }
                else
                {
                    hitZ--;
                }
            }
            else
            {
                if ((Mathf.Abs(Velocity.x) > Mathf.Abs(Velocity.z) && canPlaceX) || !canPlaceZ)
                {
                    if (Velocity.x < 0)
                    {
                        hitX++;
                    }
                    else
                    {
                        hitX--;
                    }
                }
                else
                {
                    if (Velocity.z < 0)
                    {
                        hitZ++;
                    }
                    else
                    {
                        hitZ--;
                    }
                }
            }

            if (ColorType != null && !GameManager.Instance.IsOutOfBounds(hitX, hitZ))
            {
                GameManager.Instance.PlayCrystaliseSound();
                tileMap.SetBlock(hitX, hitZ, ColorType ?? Game.ColorType.RED);
            }
        }
 void GenerateStartMap()
 {
     for (short x = (short)-xRadius; x <= xRadius; x++)
     {
         TileMap.SetBlock(x, (short)-yRadius, ColorUtils.GetRandomColorType(), false);
         TileMap.SetBlock(x, (short)yRadius, ColorUtils.GetRandomColorType(), false);
     }
     for (short y = (short)(-yRadius + 1); y < yRadius; y++)
     {
         TileMap.SetBlock((short)-xRadius, y, ColorUtils.GetRandomColorType(), false);
         TileMap.SetBlock((short)xRadius, y, ColorUtils.GetRandomColorType(), false);
     }
 }
        public void StartNewRound()
        {
            WaveCount++;
            WaveTimer = WaveDuration;

            int oldXRadius = xRadius;
            int oldYRadius = yRadius;

            xRadius = 16 + (WaveCount - 1) * SizePerWaveIncrement;
            yRadius = 16 + (WaveCount - 1) * SizePerWaveIncrement;
            Walls.Resize(xRadius, yRadius);

            // Left
            for (int x = -xRadius; x < -oldXRadius; x++)
            {
                for (int y = -yRadius; y <= yRadius; y++)
                {
                    TileMap.SetBlock((short)x, (short)y, ColorUtils.GetRandomColorType(), false);
                }
            }

            // Right
            for (int x = oldXRadius + 1; x <= xRadius; x++)
            {
                for (int y = -yRadius; y <= yRadius; y++)
                {
                    TileMap.SetBlock((short)x, (short)y, ColorUtils.GetRandomColorType(), false);
                }
            }

            // Up
            for (int x = -oldXRadius; x <= oldXRadius; x++)
            {
                for (int y = -yRadius; y < -oldYRadius; y++)
                {
                    TileMap.SetBlock((short)x, (short)y, ColorUtils.GetRandomColorType(), false);
                }
            }

            // Down
            for (int x = -oldXRadius; x <= oldXRadius; x++)
            {
                for (int y = oldYRadius + 1; y <= yRadius; y++)
                {
                    TileMap.SetBlock((short)x, (short)y, ColorUtils.GetRandomColorType(), false);
                }
            }
        }