Esempio n. 1
0
 void CheckShootingControls()
 {
     if (Input.GetMouseButtonDown(0) || InputWrapper.Pressed(Control.Shoot))
     {
         var color = shootQueue.GetNextPiece();
         if (color != PieceColor.Undefined)
         {
             PieceFactory.CreateShootingPiece(
                 color, shootQueuePiece.trans.position);
             Globals.cursor.PlayShootAnim();
             snd.PlaySound(SjSounds.playerShoot01);
             UpdateNextPiece();
             shootQueueHUD.UpdateHUD(ref shootQueue);
         }
     }
 }
Esempio n. 2
0
        public bool ScanForMatches()
        {
            // don't let any matches be counted if the game is over
            if (!Globals.player.IsActive)
            {
                return(false);
            }

            PieceColor prevColor1 = PieceColor.Undefined;
            PieceColor prevColor2 = PieceColor.Undefined;

            // the number of pieces (if any) that need to be cleared
            int clearCount = 0;
            // the starting index of pieces (if any) that needs to be cleared
            int  clearFrom         = 0;
            bool piecesAreShifting = false;

            for (int i = 0; i < CurrentSize; i++)
            {
                // skip any shifting pieces
                if (pieces[i].state == PieceState.Shifting)
                {
                    piecesAreShifting = true;
                    continue;
                }
                // skip any pieces that are not locked in position
                if (pieces[i].state != PieceState.InGrid)
                {
                    continue;
                }

                PieceColor color = pieces[i].color;
                if (prevColor1 != PieceColor.Undefined &&
                    prevColor2 != PieceColor.Undefined)
                {
                    bool matchFound = false;
                    // if the piece we are shooting is wild
                    if (color == PieceColor.Wild)
                    {
                        if (prevColor1 == prevColor2 ||
                            prevColor1 == PieceColor.Wild ||
                            prevColor2 == PieceColor.Wild)
                        {
                            matchFound = true;
                        }
                    }
                    else
                    {
                        if ((prevColor1 == PieceColor.Wild ||
                             prevColor1 == color) &&
                            (prevColor2 == PieceColor.Wild ||
                             prevColor2 == color))
                        {
                            matchFound = true;
                        }
                    }

                    // check if we have a match
                    if (matchFound)
                    {
                        int extra = 0;
                        // check for a 4th match
                        if (i < CurrentSize - 1 && pieces[i + 1].color == color)
                        {
                            extra++;
                            // now check for a 5th match
                            if (i < CurrentSize - 2 && pieces[i + 2].color == color)
                            {
                                extra++;
                            }
                        }

                        clearCount = 3 + extra;
                        clearFrom  = i - 2;
                        break;
                    }
                }
                prevColor2 = prevColor1;
                prevColor1 = color;
            }
            if (clearCount > 0)
            {
                currentChain++;
                consecPiecesCleared += clearCount;
                ClearMatches(clearCount, clearFrom);
                // create wild pieces when enough pieces are cleared
                if (consecPiecesCleared >= pieceVars.wildStringCount)
                {
                    PieceFactory.CreateWildPiece();
                }
                // add time for consecutive chains
                Globals.gameTimer.AddSeconds((currentChain - 1) * bonusSecPerChain);
            }
            else if (!piecesAreShifting)
            {
                currentChain        = 0;
                consecPiecesCleared = 0;
            }
            return(clearCount > 0);
        }
Esempio n. 3
0
 public override void Deactivate() 
 { 
     base.Deactivate(); 
     PieceFactory.SetPieceColor(ref shootQueuePiece, PieceColor.Undefined);
 }