Esempio n. 1
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 private void Update()
 {
     if (gameState == GameState.None)
     {
         if (Input.GetMouseButtonDown(0))
         {
             var hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
             if (hit.collider != null)
             {
                 hitGO     = hit.collider.gameObject;
                 gameState = GameState.SelectionStarted;
             }
         }
     }
     else if (gameState == GameState.SelectionStarted)
     {
         if (Input.GetMouseButtonDown(0))
         {
             var hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
             if (hit.collider != null && hitGO != hit.collider.gameObject)
             {
                 StopCheckPotentialMatches();
                 if (!MatchChecker.AreNeighbors(hitGO.GetComponent <Candy>(), hit.collider.gameObject.GetComponent <Candy>()))
                 {
                     gameState = GameState.None;
                 }
                 else
                 {
                     FixSortingLayer(hitGO, hit.collider.gameObject);
                     StartCoroutine(FindMatchesAndCollapse(hit));
                 }
             }
         }
     }
 }
Esempio n. 2
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        internal bool Matches(object request, ITransportMatchers transportMatchers)
        {
            var context = new MatchingContext(transportMatchers.RequestMatchers.Concat(requestMatchers).ToArray(), true);
            var checker = new MatchChecker();

            checker.Matches(this.request, request, context);
            return(context.Result.Matches);
        }
Esempio n. 3
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 // Use this for initialization
 void Start()
 {
     GetAllComponents();
     SetupGemSwapHandler();
     //setup callbackd for the presentation to let us know when things have finished
     MatchChecker = PuzzleBoardController.MatchChecker;
     //for now start a coroutine and then start a game
     StartCoroutine(TestInitGame());
 }
Esempio n. 4
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	// Use this for initialization
	void Start () 
	{
		GetAllComponents();
		SetupGemSwapHandler();
		//setup callbackd for the presentation to let us know when things have finished 
		MatchChecker = PuzzleBoardController.MatchChecker;
		//for now start a coroutine and then start a game
		StartCoroutine(TestInitGame());
	}
    // Update is called once per frame
    void Update()
    {
        //
        if (state == GameState.None)
        {
            // Touch input
            if (Input.GetMouseButtonDown(0))
            {
                // Figure out what they touched
                var hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);

                if (hit.collider != null)
                {
                    hitGo = hit.collider.gameObject;

                    // update game state to be aware the player is selecting
                    state = GameState.SelectionStarted;
                }
            }
        }
        else if (state == GameState.SelectionStarted)
        {
            // player has tapped twice
            if (Input.GetMouseButtonDown(0))
            {
                // Figure out what they touched
                var hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);

                // The player touched something and it was not the same item
                if (hit.collider != null && hitGo != hit.collider.gameObject)
                {
                    StopCheckForPotentialMatches();

                    // Compare if the two objects are not neighbors
                    if (!MatchChecker.AreHorizontalOrVericalNeighbors(hitGo.GetComponent <Candy>(), hit.collider.gameObject.GetComponent <Candy>()))
                    {
                        state = GameState.None;
                    }
                    else
                    {
                        // next to each other
                        state = GameState.Animating;

                        // assign sorting layer
                        FixSortingLayer(hitGo, hit.collider.gameObject);

                        // Pass the raycast hit
                        StartCoroutine(FindMatchesAndCollapse(hit));
                    }
                }
            }
        }
    }
Esempio n. 6
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	private void GetAllComponents()
	{
		BoardConfig = GetComponentInParent<BoardConfig>() as BoardConfig;
		if (BoardConfig == null)
		{
			throw new UnityException("PuzzleBoardController must have a BoardConfig component attached or as a parent.");
		}
		MatchChecker = GetComponent<MatchChecker>() as MatchChecker;
		if (MatchChecker == null)
		{
			throw new UnityException("PuzzleBoardController must have a MatchChecker component attached.");
		}
	}
Esempio n. 7
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 private void GetAllComponents()
 {
     BoardConfig = GetComponentInParent <BoardConfig>() as BoardConfig;
     if (BoardConfig == null)
     {
         throw new UnityException("PuzzleBoardController must have a BoardConfig component attached or as a parent.");
     }
     MatchChecker = GetComponent <MatchChecker>() as MatchChecker;
     if (MatchChecker == null)
     {
         throw new UnityException("PuzzleBoardController must have a MatchChecker component attached.");
     }
 }
Esempio n. 8
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    private IEnumerator CheckPotentialMatches()
    {
        yield return(new WaitForSeconds(GameVariables.WaitBeforePotentialMatchesCheck));

        potentialMatches = MatchChecker.GetPotentialMatches(marbles);

        if (potentialMatches != null)
        {
            while (true)
            {
                AnimatePotentialMatchesCoroutine = MatchChecker.AnimatePotentialMatches(potentialMatches);
                StartCoroutine(AnimatePotentialMatchesCoroutine);
                yield return(new WaitForSeconds(GameVariables.WaitBeforePotentialMatchesCheck));
            }
        }
    }
Esempio n. 9
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        public async Task <InteractionVerificationResult> Honour()
        {
            if (!string.IsNullOrEmpty(providerState))
            {
                await ensureProviderState(providerState);
            }

            var actualResponse = await transport.Respond(request);

            var context = new MatchingContext(matchers, false);
            var checker = new MatchChecker();

            var roundTrippedResponse = transport.Format.DeserializeResponse(transport.Format.SerializeResponse(actualResponse));

            checker.Matches(response, roundTrippedResponse, context);

            return(new InteractionVerificationResult(description, context.Result.Matches, context.Result.FailureReasons));
        }
Esempio n. 10
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        public object Respond(object request, ITransportMatchers transportMatchers)
        {
            var response = responseFactory(request);

            var expectedResponse = responseFactory(this.request);

            var context = new MatchingContext(transportMatchers.ResponseMatchers.Concat(responseMatchers).ToArray(), false);
            var checker = new MatchChecker();

            checker.Matches(expectedResponse, response, context);
            if (!context.Result.Matches)
            {
                throw new Exception("Invalid interaction setup - the generated response does not match the expected format: " + context.Result.FailureReasons);
            }

            CallCount++;

            return(response);
        }
Esempio n. 11
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        public void V2Specs(string name, bool isRequest, JObject testCase)
        {
            var shouldMatch = (bool)testCase["match"];
            var actual      = testCase["actual"];
            var expected    = testCase["expected"];

            Assert.Null(actual["matchingRules"]);
            var rulesJsonProperty = expected["matchingRules"];
            var rules             = new IMatcher[0];

            if (rulesJsonProperty != null)
            {
                rules = MatcherParser.Parse(rulesJsonProperty as JObject);
                ((JObject)expected).Remove("matchingRules");
            }

            var transportMatchers = new PactV2CompliantHttpTransportMatchers();

            if (isRequest)
            {
                rules = transportMatchers.RequestMatchers.Concat(rules).ToArray();
            }
            else
            {
                rules = transportMatchers.ResponseMatchers.Concat(rules).ToArray();
            }

            var context      = new MatchingContext(rules, isRequest);
            var matchChecker = new MatchChecker();

            matchChecker.Matches(expected, actual, context);

            if (shouldMatch)
            {
                Assert.True(context.Result.Matches, name + ": " + context.Result.FailureReasons);
            }
            else
            {
                Assert.False(context.Result.Matches, name + ": did match although it shouldn't");
            }
        }
Esempio n. 12
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        /// <summary>
        /// Performs the operations and commands specified in the input arguments.
        /// </summary>
        private static async Task RunOptionsAsync(CLIOptions options)
        {
            ConfigCreator creator = new ConfigCreator(options);
            await creator.InitializeAsync();

            if (creator.Catalog == null || creator.Config == null)
            {
                options.ErrorWriter.WriteLine(Strings.NoPartsMessage);
                return;
            }

            PartInfo infoGetter = new PartInfo(creator, options);

            infoGetter.PrintRequestedInfo();
            MatchChecker checker = new MatchChecker(creator, options);

            checker.PerformMatching();
            RejectionTracer tracer = new RejectionTracer(creator, options);

            tracer.PerformRejectionTracing();
        }
Esempio n. 13
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    void Update()
    {
        if (state == GameState.None)
        {
            if (Input.GetMouseButtonDown(0))
            {
                var hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
                if (hit.collider != null)
                {
                    hitGo = hit.collider.gameObject;
                    state = GameState.SelectionStarted;
                }
            }
        }
        else if (state == GameState.SelectionStarted)
        {
            if (Input.GetMouseButtonDown(0))
            {
                var hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);

                if (hit.collider != null && hitGo != hit.collider.gameObject)
                {
                    StopCheckForPotentialMatches();

                    if (!MatchChecker.AreHorizontalOrVerticalNeigbhours(hitGo.GetComponent <Candy>(),
                                                                        hit.collider.gameObject.GetComponent <Candy>()))
                    {
                        state = GameState.None;
                    }
                    else
                    {
                        state = GameState.Animating;
                        FixSortingLayer(hitGo, hit.collider.gameObject);
                        StartCoroutine(FindMatchesAndCollapse(hit));
                    }
                }
            }
        }
    }
    private IEnumerator CheckPotentialMatches()
    {
        // Wait delay before showing potential matches
        yield return(new WaitForSeconds(GameVariables.WaitBeforePotentialMatchesCheck));

        // get any potential matches
        potentialMatches = MatchChecker.GetPotentialMatches(candies);

        // if we have matches
        if (potentialMatches != null)
        {
            // animate them until the player takes their turn
            while (true)
            {
                AnimatePotentialMatchesCoroutine = MatchChecker.AnimatePotentialMatches(potentialMatches);

                StartCoroutine(AnimatePotentialMatchesCoroutine);

                // Wait delay before showing potential matches
                yield return(new WaitForSeconds(GameVariables.WaitBeforePotentialMatchesCheck));
            }
        }
    }
Esempio n. 15
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    void Update()
    {
        //****** START TOUCH CONTROLS

        /*
         *      if (Input.touchCount == 1) {
         *
         *              Touch touch = Input.GetTouch (0);
         *
         *              Vector2 v = Camera.main.ScreenToWorldPoint(touch.position);
         *
         *              if (touch.phase == TouchPhase.Began) {
         *
         *                      var hit = Physics2D.OverlapPointAll(v);
         *
         *                      foreach(Collider2D c in hit)
         *                      {
         *                              hitGo = c.GetComponent<Collider2D>().gameObject;
         *                              state = GameState.SelectionStarted;
         *                      //Debug.Log ("hit!");
         *                              fp = touch.position;
         *                              lp = touch.position;
         *                      }
         *
         *              } else if (touch.phase == TouchPhase.Ended) {
         *                      //Debug.Log ("touch ended!");
         *                      var hit = Physics2D.OverlapPointAll(v);
         *
         *                      lp = touch.position;
         *
         *                      if (Mathf.Abs (lp.x - fp.x) > dragDistance || Mathf.Abs (lp.y - fp.y) > dragDistance) {
         *                              //Debug.Log ("it's a swipe!");
         *
         *                              foreach (Collider2D c in hit) {
         *
         *                                      if (c.GetComponent<Collider2D> () != null && hitGo != c.GetComponent<Collider2D> ().gameObject) {
         *
         *                                              StopCheckForPotentialMatches ();
         *
         *                                              if (!MatchChecker.AreHorizontalOrVerticalNeighbors (hitGo.GetComponent<Marble> (),
         *                                                      c.GetComponent<Collider2D> ().gameObject.GetComponent<Marble> ())) {
         *                                                      state = GameState.None;
         *                                              } else {
         *                                                      state = GameState.Animating;
         *                                                      FixSortingLayer (hitGo, c.GetComponent<Collider2D> ().gameObject);
         *                                                      StartCoroutine (FindMatchesAndCollapse (c));
         *                                              }
         *                                      }
         *                              }
         *                      } else {
         *                              //Debug.Log ("just a tap");
         *                              state = GameState.None;
         *                      }
         *              }
         *      }
         */
        //***** END TOUCH CONTROLS

        //***** START MOUSE CONTROLS

        var mousePos = Input.mousePosition;

        if (state == GameState.None)
        {
            if (Input.GetMouseButtonDown(0))
            {
                mousePos.z = -10;
                Vector2 v   = Camera.main.ScreenToWorldPoint(mousePos);
                var     hit = Physics2D.OverlapPointAll(v);

                if (hit.Length > 0)
                {
                    foreach (Collider2D c in hit)
                    {
                        hitGo = c.GetComponent <Collider2D> ().gameObject;

                        //if (hitGo.tag != "ElementalSphere") {
                        state = GameState.SelectionStarted;
                        //} else if (hitGo.tag == "ElementalSphere")  {
                        //	Debug.Log ("ok, so it's a sphere. Now what?");
                        //}
                    }
                }
            }
        }
        else if (state == GameState.SelectionStarted)
        {
            if (Input.GetMouseButtonDown(0))
            {
                mousePos.z = -10;
                Vector2 v   = Camera.main.ScreenToWorldPoint(mousePos);
                var     hit = Physics2D.OverlapPointAll(v);

                if (hit.Length > 0)
                {
                    foreach (Collider2D c in hit)
                    {
                        if (c.GetComponent <Collider2D> () != null && hitGo != c.GetComponent <Collider2D> ().gameObject)
                        {
                            StopCheckForPotentialMatches();

                            if (!MatchChecker.AreHorizontalOrVerticalNeighbors(hitGo.GetComponent <Marble> (),
                                                                               c.GetComponent <Collider2D> ().gameObject.GetComponent <Marble> ()))
                            {
                                state = GameState.None;
                            }
                            else
                            {
                                state = GameState.Animating;
                                FixSortingLayer(hitGo, c.GetComponent <Collider2D> ().gameObject);
                                StartCoroutine(FindMatchesAndCollapse(c));
                            }
                        }
                    }
                }
            }
        }
        // ****** END MOUSE CONTROLS
    }     //End Update Function
Esempio n. 16
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    private IEnumerator CheckPotentialMatches()
    {
        yield return(new WaitForSeconds(GameVariables.WaitBeforematchCheck));

        potentialMatches = MatchChecker.GetPotentialMatches(candyArray).ToList <GameObject>();
    }
Esempio n. 17
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 public void SetCellTicked()
 {
     _cachedMaterial.SetTexture(MainTexture, SharedData.ins.cellTickedTexture);
     _iscellTicked = true;
     MatchChecker.CheckForMatch(_x, _y);
 }