Exemple #1
0
        public void ResetMouseUI(BoardLogic board)
        {
            if (board.currentHotIndex >= 0)
            {
                board.letGo = true;
                Vector2    pos = this.blocks[board.currentHotIndex].pos;
                BoardValue val = board.GetBoardValue(pos);
                val.color = Color.white;
            }

            board.currentHotIndex = -1; //reset hot ui
        }
Exemple #2
0
 public void solidfyShape(BoardLogic board)
 {
     for (int i = 0; i < this.count; ++i)
     {
         Vector2    pos = this.blocks[i].pos;
         BoardValue val = board.GetBoardValue(pos);
         if (val.state == BoardState.BOARD_SHAPE)
         {
             board.SetBoardState(pos, BoardState.BOARD_STATIC, BoardValType.BOARD_VAL_OLD);
         }
         val.color = Color.white;
     }
     board.PlaySolidfySound();
 }
Exemple #3
0
        public void UpdateAndRenderShape(BoardLogic board)
        {
            Assert.IsTrue(!this.wasHitByExplosive);
            Assert.IsTrue(!board.createShape);


            bool isHoldingShape = board.currentHotIndex >= 0;

            bool turnSolid = false;

            TimerReturnInfo timerInfo = this.moveTimer.updateTimer(this.moveTime);

            if (timerInfo.finished)
            {
                this.moveTimer.turnTimerOn();
                this.moveTimer.value = timerInfo.residue;
                if (!this.MoveShape(board, MoveType.MOVE_DOWN))
                {
                    turnSolid = true;
                }
            }
            this.wasHitByExplosive = false;
            if (turnSolid)
            {
                solidfyShape(board);
                board.createShape      = true;
                this.wasHitByExplosive = false;
                ResetMouseUI(board);
            }
            else
            {
                int hotBlockIndex = -1;
                for (int i = 0; i < this.count; ++i)
                {
                    //NOTE: Render the hover indications & check for hot player block
                    Vector2   pos         = this.blocks[i].pos;
                    TwoColors alienColors = GetAlienHoverColor(i);

                    Vector4 color       = Color.white;
                    Bounds  blockBounds = new Bounds(new Vector3(pos.x, pos.y, keyStates.mouseInWorldSpace.z), new Vector3(1, 1, 1));

                    if (blockBounds.Contains(keyStates.mouseInWorldSpace))
                    {
                        hotBlockIndex = i;
                        if (board.currentHotIndex < 0)
                        {
                            color = alienColors.color1;
                        }
                    }

                    if (hotBlockIndex >= 0 && board.currentHotIndex < 0)
                    {
                        if (IsMirrorPartnerIndex(board, hotBlockIndex, i, false))
                        {
                            color = alienColors.color1;
                        }
                    }

                    if (board.currentHotIndex == i)
                    {
                        Assert.IsTrue(keyStates.isDown(ButtonType.BUTTON_LEFT_MOUSE));
                        color = alienColors.color2;
                    }

                    if (IsMirrorPartnerIndex(board, board.currentHotIndex, i, true))
                    {
                        color = alienColors.color2;
                    }

                    BoardValue val = board.GetBoardValue(pos);
                    Assert.IsTrue(val.valid);
                    val.color = color;
                }

                //NOTE: Have to do this afterwards since we the block can be before for the mirrorHotIndex
                if (board.currentHotIndex < 0 && hotBlockIndex >= 0 && board.isMirrorLevel)
                {
                    int mirrorOffsetCount = board.shapeSizes[0];
                    int mirrorIndexAt     = hotBlockIndex < mirrorOffsetCount ? (hotBlockIndex + mirrorOffsetCount) : (hotBlockIndex - mirrorOffsetCount);

                    if (HasMirrorPartner(board, hotBlockIndex, mirrorIndexAt)) //same size
                    {
                        Assert.IsTrue(mirrorIndexAt >= 0 && mirrorIndexAt < GetTotalNumberOfShapeBlocks(board));

                        Vector2    pos = this.blocks[mirrorIndexAt].pos;
                        BoardValue val = board.GetBoardValue(pos);
                        Assert.IsTrue(val.valid);
                        val.color = GetAlienHoverColor(hotBlockIndex).color1;
                    }
                    else
                    {
                        // printf("%s\n", "no mirror partner");
                        Assert.IsTrue(board.shapeSizes[0] != board.shapeSizes[1]);
                    }
                }

                if (keyStates.wasPressed(ButtonType.BUTTON_LEFT_MOUSE) && hotBlockIndex >= 0)
                {
                    board.currentHotIndex = hotBlockIndex;
                }

                if (board.currentHotIndex >= 0)
                {
                    //We are holding onto a block
                    Vector2 boardPosAt = keyStates.mouseInWorldSpace;
                    boardPosAt.x = (int)(Mathf.Clamp(boardPosAt.x, 0, board.boardWidth - 1) + 0.5f);
                    boardPosAt.y = (int)(Mathf.Clamp(boardPosAt.y, 0, board.boardHeight - 1) + 0.5f);

                    int  hotIndex = board.currentHotIndex;
                    bool okToMove = shapeStillConnected(hotIndex, boardPosAt, board);

                    Vector2 boardPosAtMirror = new Vector2(0, 0); //not used unless is a mirror level
                    int     mirrorIndex      = -1;
                    bool    isEvenSize       = true;
                    if (board.isMirrorLevel)
                    {
                        int mirrorOffsetCount = board.shapeSizes[0];
                        mirrorIndex = hotIndex < mirrorOffsetCount? (hotIndex + mirrorOffsetCount) : (hotIndex - mirrorOffsetCount);
                        if (HasMirrorPartner(board, board.currentHotIndex, mirrorIndex)) //
                        {
                            Vector2 mirrorOffset = boardPosAt - this.blocks[hotIndex].pos;
                            boardPosAtMirror = this.blocks[mirrorIndex].pos + mirrorOffset;

                            okToMove &= shapeStillConnected(mirrorIndex, boardPosAtMirror, board);
                        }
                        else
                        {
                            Assert.IsTrue(board.shapeSizes[0] != board.shapeSizes[1]);
                            isEvenSize = false;
                        }
                    }

                    int       mirCount   = (board.isMirrorLevel && isEvenSize) ? 2 : 1;
                    int[]     hotIndexes = new int[] { hotIndex, mirrorIndex };
                    Vector2[] newPoses   = new Vector2[] { boardPosAt, boardPosAtMirror };

                    if (okToMove)
                    {
                        //play the sound once
                        board.playArrangeSound();
                        for (int m = 0; m < mirCount; ++m)
                        {
                            int thisHotIndex = hotIndexes[m];

                            Vector2 oldPos = this.blocks[thisHotIndex].pos;
                            Vector2 newPos = newPoses[m];

                            Assert.IsTrue(board.GetBoardState(oldPos) == BoardState.BOARD_SHAPE);
                            Assert.IsTrue(board.GetBoardState(newPos) == BoardState.BOARD_NULL);
                            board.SetBoardState(oldPos, BoardState.BOARD_NULL, BoardValType.BOARD_VAL_NULL);
                            board.SetBoardState(newPos, BoardState.BOARD_SHAPE, this.blocks[thisHotIndex].type);
                            this.blocks[thisHotIndex].pos = newPos;
                            Assert.IsTrue(board.GetBoardState(newPos) == BoardState.BOARD_SHAPE);
                        }
                    }
                }
            }
        }
Exemple #4
0
        public bool shapeStillConnected(int currentHotIndex, Vector2 boardPosAt, BoardLogic board)
        {
            bool result = true;

            for (int i = 0; i < this.count; ++i)
            {
                Vector2 pos = this.blocks[i].pos;
                if ((int)boardPosAt.x == (int)pos.x && (int)boardPosAt.y == (int)pos.y)
                {
                    result = false;
                    break;
                }

                BoardState state = board.GetBoardState(boardPosAt);
                if (state != BoardState.BOARD_NULL)
                {
                    result = false;
                    break;
                }
            }
            if (result)
            {
                Vector2 oldPos = this.blocks[currentHotIndex].pos;

                BoardValue oldVal = board.GetBoardValue(oldPos);
                Assert.IsTrue(oldVal.state == BoardState.BOARD_SHAPE);

                IslandInfo mainIslandInfo = this.GetShapeIslandCount(oldPos, board);
                Assert.IsTrue(mainIslandInfo.count >= 1);

                if (mainIslandInfo.count <= 1)
                {
                    //There is an isolated block
                    result = false;
                }
                else
                {
                    Vector2 idPos = mainIslandInfo.poses[1]; //won't be that starting pos since the first position will dissapear if it is correct.
                    //temporaialy set the board state to where the shape was to be null, so this can't act as a bridge in the flood fill
                    oldVal.state = BoardState.BOARD_NULL;

                    //set where the board will be to a valid position
                    BoardValue newVal = board.GetBoardValue(boardPosAt);
                    Assert.IsTrue(newVal.state == BoardState.BOARD_NULL);
                    newVal.state = BoardState.BOARD_SHAPE;
                    ////   This code isn't needed anymore. Just used for the assert below.
                    IslandInfo islandInfo = this.GetShapeIslandCount(boardPosAt, board);

                    //See if the new pos is part of the same island
                    bool found = false;
                    for (int index = 0; index < islandInfo.count; ++index)
                    {
                        Vector2 srchPos = islandInfo.poses[index];
                        if ((int)srchPos.x == (int)idPos.x && (int)srchPos.y == (int)idPos.y)
                        {
                            found = true;
                            break;
                        }
                    }
                    ////

                    IslandInfo mainIslandInfo_after = this.GetShapeIslandCount(idPos, board);
                    if (mainIslandInfo_after.count < mainIslandInfo.count)
                    {
                        result = false;
                    }
                    else
                    {
                        Assert.IsTrue(found);
                    }
                    //set the state back to being a shape.
                    newVal.state = BoardState.BOARD_NULL;
                    oldVal.state = BoardState.BOARD_SHAPE;
                }
            }

            return(result);
        }
Exemple #5
0
        bool MoveShape(BoardLogic board, MoveType moveType)
        {
            bool result = canShapeMove(board, moveType);

            if (result)
            {
                Vector2 moveVec = GetMoveVec(moveType);

                Assert.IsTrue(!this.wasHitByExplosive);
                // CHECK FOR EXPLOSIVES HIT
                int   idsHitCount = 0;
                int[] idsHit      = new int[BoardLogic.MAX_SHAPE_COUNT];

                for (int i = 0; i < this.count; ++i)
                {
                    Vector2 oldPos = this.blocks[i].pos;
                    Vector2 newPos = oldPos + moveVec;

                    BoardValue val = board.GetBoardValue(oldPos);
                    val.color = Color.white;

                    BoardValue newVal = board.GetBoardValue(newPos);
                    newVal.color = Color.white;

                    BoardState state = board.GetBoardState(newPos);
                    if (state == BoardState.BOARD_EXPLOSIVE)
                    {
                        Assert.IsTrue(board.lifePointsMax > 0);
                        board.lifePoints      -= 1;
                        this.wasHitByExplosive = true;
                        board.PlayExplosiveSound();
                        //remove from shape
                        Assert.IsTrue(idsHitCount < idsHit.Length);
                        idsHit[idsHitCount++] = this.blocks[i].id;
                        board.SetBoardState(oldPos, BoardState.BOARD_NULL, BoardValType.BOARD_VAL_NULL);      //this is the shape
                        board.SetBoardState(newPos, BoardState.BOARD_NULL, BoardValType.BOARD_VAL_TRANSIENT); //this is the bomb position
                    }
                }

                //NOTE: we have this since our findBlockById wants to search the original shape with the
                //full count so we can't change it in the loop
                int newShapeCount = this.count;
                for (int hitIndex = 0; hitIndex < idsHitCount; ++hitIndex)
                {
                    int id         = idsHit[hitIndex];
                    int blockIndex = this.FindBlockById(id);

                    this.blocks[--newShapeCount].Copy(this.blocks[blockIndex]);
                }
                this.count = newShapeCount;

                for (int i = 0; i < this.count; ++i)
                {
                    Vector2 oldPos = this.blocks[i].pos;
                    Vector2 newPos = oldPos + moveVec;

                    // printf("boardState: %d, index: %d\n", getBoardState(params, oldPos), i);
                    Assert.IsTrue(board.GetBoardState(oldPos) == BoardState.BOARD_SHAPE);

                    BoardState newPosState = board.GetBoardState(newPos);
                    Assert.IsTrue(newPosState == BoardState.BOARD_SHAPE || newPosState == BoardState.BOARD_NULL);

                    QueryShapeInfo info = this.IsRepeatedInShape(oldPos, i);
                    if (!info.result)
                    { //dind't just get set by the block in shape before.
                        board.SetBoardState(oldPos, BoardState.BOARD_NULL, BoardValType.BOARD_VAL_NULL);
                    }
                    board.SetBoardState(newPos, BoardState.BOARD_SHAPE, this.blocks[i].type);
                    this.blocks[i].pos = newPos;
                }
                board.playMoveSound();
            }
            return(result);
        }