Esempio n. 1
0
        public void SetNewValueForBubble(Bubble bubble, int sortedNeighborsCount)
        {
            var bubbleValueIndex = _bubbleValues.FindIndex(a => a.Equals(bubble.BubbleValue));

            if (_bubbleValues[bubbleValueIndex] == GetMaxBubbleValue())
            {
                bubble.TriggerMaxValueEffect();

                if (MaxBubblePopped != null)
                {
                    MaxBubblePopped.Invoke(bubble.BubbleValue);
                }

                return;
            }

            try
            {
                bubble.SetValue(_bubbleValues[bubbleValueIndex + sortedNeighborsCount - 1]);
                bubble.SetColor(_bubbleColors[bubbleValueIndex + sortedNeighborsCount - 1]);
            }
            catch (Exception e)
            {
                if (MaxBubblePopped != null)
                {
                    MaxBubblePopped.Invoke(bubble.BubbleValue);
                }

                Debug.LogFormat("{0} for bubble {1}", e, bubble.BubbleValue);
                throw;
            }

            if (bubble.BubbleValue == GetMaxBubbleValue())
            {
                bubble.TriggerMaxValueEffect();

                if (MaxBubblePopped != null)
                {
                    MaxBubblePopped.Invoke(bubble.BubbleValue);
                }

                return;
            }

            CreatePointsPopup(bubble.transform.position, bubble.BubbleValue, bubble.BubbleColor);
            bubble.TriggerParticleEffect(bubble.BubbleColor);

            if (OnBubblePopped != null)
            {
                OnBubblePopped.Invoke(bubble.BubbleValue);
            }
        }
Esempio n. 2
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 public bool ThisBubbleIsAPowerup(Bubble bubble)
 {
     // This loops through all the powerup types in the game defined in the Constants class and compares it to the class name
     // of the bubble. If the class name of the bubble matches the name of one of the powerups, we return true
     for (int i = 0; i < Constants.POWERUP_TYPES.Length; i++)
     {
         if (bubble.GetType().Name == Constants.POWERUP_TYPES[i])
         {
             return(true);
         }
     }
     // If this bubble didn't match with any of the names of powerups, then we return false
     return(false);
 }
Esempio n. 3
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        private void StartNeighborChain(Bubble b)
        {
            _currentNeighborChain = new List <Bubble>();
            GetNeighborChain(b, b.BubbleValue);

            if (_currentNeighborChain.Count == 0)
            {
                return;
            }

            var sortedNeighbors = _currentNeighborChain.OrderBy(n => n.transform.position.y).ToList();
            var highestNeighbor = sortedNeighbors.Last();


            MergeBubbles(highestNeighbor, sortedNeighbors);
        }
Esempio n. 4
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        public bool BubbleHasSameColorNeighbor(Bubble bubble)
        {
            int index = bubbles.IndexOf(bubble);

            int leftBubbleIndex  = GetBubbleIndexFromPosition(bubbles[index].Position.X - Constants.WORLD_UNIT, bubbles[index].Position.Y);
            int rightBubbleIndex = GetBubbleIndexFromPosition(bubbles[index].Position.X + Constants.WORLD_UNIT, bubbles[index].Position.Y);
            int upBubbleIndex    = GetBubbleIndexFromPosition(bubbles[index].Position.X, bubbles[index].Position.Y - Constants.WORLD_UNIT);
            int downBubbleIndex  = GetBubbleIndexFromPosition(bubbles[index].Position.X, bubbles[index].Position.Y + Constants.WORLD_UNIT);

            // For all of these, we make sure that the index corresponds to a bubble that exists, because when we get the bubble index from
            //the position using the corresponding method, we designed it so that it returned Constants.NO_BUBBLE if that bubble didn't exist.

            if (leftBubbleIndex != Constants.NO_BUBBLE && OnSameRow(index, leftBubbleIndex)) //AKA, if a bubble at this index exists
            {
                if (bubbles[index].BubbleColor == bubbles[leftBubbleIndex].BubbleColor)
                {
                    return(true);
                }
            }

            if (rightBubbleIndex != Constants.NO_BUBBLE && rightBubbleIndex < bubbles.Count && OnSameRow(index, rightBubbleIndex))
            {
                if (bubbles[index].BubbleColor == bubbles[rightBubbleIndex].BubbleColor)
                {
                    return(true);
                }
            }

            if (upBubbleIndex != Constants.NO_BUBBLE)
            {
                if (bubbles[index].BubbleColor == bubbles[upBubbleIndex].BubbleColor)
                {
                    return(true);
                }
            }

            if (downBubbleIndex != Constants.NO_BUBBLE && downBubbleIndex < bubbles.Count)
            {
                if (bubbles[index].BubbleColor == bubbles[downBubbleIndex].BubbleColor)
                {
                    return(true);
                }
            }

            return(false);
        }
Esempio n. 5
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        private void GetNeighborChain(Bubble bubble, int valueToChain)
        {
            var adjacentBubbles = GetAdjacentSpots(bubble);
            var neighbors       = adjacentBubbles.neighbors;

            foreach (var n in neighbors)
            {
                if (n.BubbleValue != bubble.BubbleValue ||
                    _currentNeighborChain.Contains(n))
                {
                    continue;
                }

                _currentNeighborChain.Add(n);
                GetNeighborChain(n, valueToChain);
            }
        }
Esempio n. 6
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        // This method compares the position of one bubble to that of all the other bubbles in the grid. If this bubble tries falling through any
        // other bubbles or through the bottom of the grid, we stop it from doing so.
        private void HandleCollision(Bubble bubbleToHandle)
        {
            foreach (Bubble bubble in bubbleGrid.Bubbles)
            {
                if (bubbleToHandle.Position.Y >= Constants.BOTTOM_OF_GRID)
                {
                    bubbleToHandle.MoveTo(bubbleToHandle.Position.X, Constants.BOTTOM_OF_GRID);
                    return;
                }

                Vector2 topOfBubble = new Vector2(bubble.Position.X + Constants.BUBBLE_RADIUS, bubble.Position.Y);
                if (bubbleToHandle.Intersects(topOfBubble))
                {
                    bubbleToHandle.MoveTo(bubbleToHandle.Position.X, bubble.Position.Y - Constants.WORLD_UNIT);
                    return;
                }
            }
        }
Esempio n. 7
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        private void MergeBubbles(Bubble highestNeighbor, List <Bubble> sortedNeighbors)
        {
            foreach (var neighbor in sortedNeighbors)
            {
                if (neighbor == highestNeighbor)
                {
                    continue;
                }

                neighbor.gameObject.SetActive(false);
                neighbor.connected = false;
            }

            _bubbleHandler.SetNewValueForBubble(highestNeighbor, sortedNeighbors.Count);

            StartNeighborChain(highestNeighbor);

            RemoveDisconnectedBubbles();

            CheckIfGridNeedsToMove();
        }
Esempio n. 8
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 public void SetValuesFrom(Bubble secondNextBullet)
 {
     SetValue(secondNextBullet.BubbleValue);
     SetColor(secondNextBullet.BubbleColor);
 }
Esempio n. 9
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        // Long and clunky, consider rewriting
        public void Initialize(int difficulty)
        {
            bubbles.Clear();

            /* Set up initial grid of bubbles. Poweups will be places in random spots within the grid, though not
             * in place of any of the outermost bubbles */
            int randomCoordinateX1 = random.Next(Constants.GRID_WIDTH_IN_UNITS - 1);

            if (randomCoordinateX1 == 0)
            {
                randomCoordinateX1++;
            }
            int randomCoordinateY1 = random.Next(Constants.GRID_HEIGHT_IN_UNITS - 1);

            if (randomCoordinateY1 == 0)
            {
                randomCoordinateY1++;
            }
            int randomCoordinateX2 = random.Next(Constants.GRID_WIDTH_IN_UNITS - 1);

            if (randomCoordinateX2 == 0)
            {
                randomCoordinateX2++;
            }
            int randomCoordinateY2 = random.Next(Constants.GRID_HEIGHT_IN_UNITS - 1);

            if (randomCoordinateY1 == 0)
            {
                randomCoordinateY1++;
            }
            for (int i = 0; i < Constants.GRID_HEIGHT_IN_UNITS; i++)
            {
                for (int j = 0; j < Constants.GRID_WIDTH_IN_UNITS; j++)
                {
                    Vector2 thisBubblesPosition = Vector2.Add(Constants.BUBBLE_GRID_ORIGIN, new Vector2(j * Constants.WORLD_UNIT, i * Constants.WORLD_UNIT));
                    // We're going to start randomly adding powerups for testing. For now, we add one at the top left.
                    Bubble bubble;
                    if (difficulty > 3 && difficulty < 5)
                    {
                        if (i == randomCoordinateX1 && j == randomCoordinateY1)
                        {
                            bubble = new ClearRowAndColumnPowerup(thisBubblesPosition, GenerateRandomColor(difficulty), clearRowAndColumnPowerupSprite, content);
                        }
                        else
                        {
                            bubble = new Bubble(thisBubblesPosition, GenerateRandomColor(difficulty), bubbleSprite);
                        }
                    }
                    else if (difficulty > 4)
                    {
                        if (i == randomCoordinateX1 && j == randomCoordinateY1)
                        {
                            bubble = new ClearRowAndColumnPowerup(thisBubblesPosition, GenerateRandomColor(difficulty), clearRowAndColumnPowerupSprite, content);
                        }
                        else if (i == randomCoordinateX2 && j == randomCoordinateY2)
                        {
                            bubble = new ClearColorPowerup(thisBubblesPosition, GenerateRandomColor(difficulty), clearColorPowerupSprite, content);
                        }
                        else
                        {
                            bubble = new Bubble(thisBubblesPosition, GenerateRandomColor(difficulty), bubbleSprite);
                        }
                    }
                    else
                    {
                        bubble = new Bubble(thisBubblesPosition, GenerateRandomColor(difficulty), bubbleSprite);
                    }
                    bubbles.Add(bubble);
                }
            }
        }
Esempio n. 10
0
//        private Bubble GetClosestMatchingNeighbor(Bubble collisionBubble)
//        {
//            var adjacentBubbles = GetAdjacentSpots(collisionBubble);
//            var neighbors = adjacentBubbles.neighbors;
//
//            var neighborDis = 1000f;
//            Bubble closestNeighbor = null;
//
//            if (neighbors.Any(n => n.BubbleValue == collisionBubble.BubbleValue) == false) return null;
//
//            foreach (var neighbor in neighbors.Where(n => n.BubbleValue == collisionBubble.BubbleValue))
//            {
//                var d = Vector2.Distance(neighbor.transform.position, collisionBubble.transform.position);
//
//                if (!(d < neighborDis)) continue;
//                neighborDis = d;
//                closestNeighbor = neighbor;
//            }
//
//            return closestNeighbor;
//        }

        private (List <Bubble> emptySpots, List <Bubble> neighbors) GetAdjacentSpots(Bubble bubble)
        {
            var emptySpots = new List <Bubble>();
            var neighbors  = new List <Bubble>();

//            Debug.LogFormat("checking bubble at row: {0} and col {1} : {2}...", bubble.row, bubble.col,
//                bubble.BubbleValue);

            if (bubble.col + 1 < _colums)
            {
                var spotToCheck = _bubbleGrid[bubble.row][bubble.col + 1];
//                Debug.Log("checking right...");

                if (!spotToCheck.gameObject.activeSelf)
                {
                    emptySpots.Add(spotToCheck);
//                    Debug.Log("...empty spot.");
                }
                else
                {
//                    Debug.Log("...found neighbor: " + spotToCheck.BubbleValue);

                    neighbors.Add(spotToCheck);
                }
            }

            //left
            if (bubble.col - 1 >= 0)
            {
                var spotToCheck = _bubbleGrid[bubble.row][bubble.col - 1];
//                Debug.Log("checking left...");

                if (!spotToCheck.gameObject.activeSelf)
                {
                    emptySpots.Add(spotToCheck);
//                    Debug.Log("...empty spot.");
                }
                else
                {
//                    Debug.Log("...found neighbor: " + spotToCheck.BubbleValue);

                    neighbors.Add(spotToCheck);
                }
            }

            //top
            if (bubble.row - 1 >= 0)
            {
                var spotToCheck = _bubbleGrid[bubble.row - 1][bubble.col];
//                Debug.Log("checking top...");

                if (!spotToCheck.gameObject.activeSelf)
                {
                    emptySpots.Add(spotToCheck);
//                    Debug.Log("...empty spot.");
                }
                else
                {
                    neighbors.Add(spotToCheck);
//                    Debug.Log("...found neighbor: " + spotToCheck.BubbleValue);
                }
            }

            //bottom
            if (bubble.row + 1 < _bubbleGrid.Count)
            {
                var spotToCheck = _bubbleGrid[bubble.row + 1][bubble.col];
//                Debug.Log("checking bottom...");

                if (!spotToCheck.gameObject.activeSelf)
                {
                    emptySpots.Add(spotToCheck);
//                    Debug.Log("...empty spot.");
                }
                else
                {
                    neighbors.Add(spotToCheck);
//                    Debug.Log("...found neighbor: " + spotToCheck.BubbleValue);
                }
            }

            //top-left
            if (bubble.row - 1 >= 0 && bubble.col - 1 >= 0 && bubble.col % 2 != 0)
            {
//                Debug.Log("checking top left...");

                var spotToCheck = _bubbleGrid[bubble.row - 1][bubble.col - 1];

                if (!spotToCheck.gameObject.activeSelf)
                {
                    emptySpots.Add(spotToCheck);
//                    Debug.Log("...empty spot.");
                }
                else
                {
                    neighbors.Add(spotToCheck);
//                    Debug.Log("...found neighbor: " + spotToCheck.BubbleValue);
                }
            }

            //top-right
            if (bubble.row - 1 >= 0 && bubble.col + 1 < _colums && bubble.col % 2 != 0)
            {
                var spotToCheck = _bubbleGrid[bubble.row - 1][bubble.col + 1];
//                Debug.Log("checking top right...");

                if (!spotToCheck.gameObject.activeSelf)
                {
                    emptySpots.Add(spotToCheck);
//                    Debug.Log("...empty spot.");
                }
                else
                {
                    neighbors.Add(spotToCheck);
//                    Debug.Log("...found neighbor: " + spotToCheck.BubbleValue);
                }
            }

            //bottom-left
            if (bubble.row + 1 < _bubbleGrid.Count && bubble.col - 1 >= 0 && bubble.col % 2 == 0)
            {
                var spotToCheck = _bubbleGrid[bubble.row + 1][bubble.col - 1];
//                Debug.Log("checking bottom left...");

                if (!spotToCheck.gameObject.activeSelf)
                {
                    emptySpots.Add(spotToCheck);
//                    Debug.Log("...empty spot.");
                }
                else
                {
                    neighbors.Add(spotToCheck);
//                    Debug.Log("...found neighbor: " + spotToCheck.BubbleValue);
                }
            }

            //bottom-right
            if (bubble.row + 1 < _bubbleGrid.Count && bubble.col + 1 < _colums && bubble.col % 2 == 0)
            {
                var spotToCheck = _bubbleGrid[bubble.row + 1][bubble.col + 1];
//                Debug.Log("checking bottom right...");

                if (!spotToCheck.gameObject.activeSelf)
                {
//                    Debug.Log("...empty spot.");
                    emptySpots.Add(spotToCheck);
                }
                else
                {
                    neighbors.Add(spotToCheck);
//                    Debug.Log("...found neighbor: " + spotToCheck.BubbleValue);
                }
            }

            return(emptySpots, neighbors);
        }