Exemplo n.º 1
0
    // -----------------------------------------------------------------------------------------------------------------
    public CTile.EDirection SetPlayerDestination(CTile cur_tile, CTile.EDirection dir)
    {
        CTile.EDirection   dir_next            = CTile.DIR_EX[(int)dir].m_next;
        CTile.EDirection   dir_next_next       = CTile.DIR_EX[(int)dir_next].m_next;
        CTile.EDirection   dir_prev            = CTile.DIR_EX[(int)dir].m_prev;
        CTile.EDirection   dir_prev_prev       = CTile.DIR_EX[(int)dir_prev].m_prev;
        CTile.EDirection   dir_back            = CTile.DIR_EX[(int)dir].m_opposite;
        CTile.EDirection[] dir_selection_order = { dir, dir_next, dir_prev, dir_next_next, dir_prev_prev, dir_back };

        CTile.EDirection final_dir = dir;
        foreach (CTile.EDirection d in dir_selection_order)
        {
            m_dest_tile = cur_tile.GetNeighbor(d);
            if (m_dest_tile != null &&
                !m_level_tags.IsTagSet(m_dest_tile, (int)CTile.ETag.T_BORDER))
            {
                final_dir = d;
                break;
            }
        }

        utils.Assert(m_dest_tile != null, "Destination tile is null");

        m_direction = dir;
        m_player.SetDestination(m_dest_tile.GetPosition());

//        utils.Log("Set player destination :: cur={0}:{1} dest={2}:{3} dir={4}",
//            cur_tile.m_x, cur_tile.m_z, m_dest_tile.m_x, m_dest_tile.m_z, dir);
        return(final_dir);
    }
Exemplo n.º 2
0
    // -----------------------------------------------------------------------------------------------------------------
    public void SetPlayerPosition(int tile_x, int tile_z, CTile.EDirection dir)
    {
        // Current tile
        CTile t = m_level.GetTileByPosXZ(tile_x, tile_z);

        utils.Assert(t != null, "No source tile :: pos={0}:{1}", tile_x, tile_z);

        // Initial position and rotation
        Vector3 pos = t.GetPosition();

        m_player.transform.position    = new Vector3(pos.x, pos.y + 0.5f, pos.z);
        m_player.transform.eulerAngles = new Vector3(0.0f, CTile.DIR_EX[(int)m_direction].m_angle, 0.0f);

        // Destination
        SetPlayerDestination(t, dir);

        // Player trail
        m_path.Reset();
    }
Exemplo n.º 3
0
    // -----------------------------------------------------------------------------------------------------------------
    private void Update()
    {
        // Turn right
        if (Input.GetKeyDown("right"))
        {
            m_direction = CTile.DIR_EX[(int)m_direction].m_next;

            // Turn left
        }
        else if (Input.GetKeyDown("left"))
        {
            m_direction = CTile.DIR_EX[(int)m_direction].m_prev;
        }

        // Current player position & underlying tile
        Vector3 cur_pos  = m_player.transform.position;
        CTile   cur_tile = m_level.GetTileByCoord(cur_pos.x, cur_pos.z);

        // Update compas
        m_compas.SetPosition(cur_pos);

        // Active tile is changed
        if (cur_tile != m_prev_frame_tile && m_prev_frame_tile != null)
        {
            // Update current and previously visited tiles
            m_prev_tile = m_prev_frame_tile;
            m_level_tags.SetTag(m_prev_tile, (int)CTile.ETag.T_VISITED);
            m_level_tags.SetTag(cur_tile, (int)CTile.ETag.T_CURRENT);

            // Update destination path
            m_level_tags.ClearTag((int)CTile.ETag.T_DEST_PATH);
            CTile t_glow = cur_tile;
            while (true)
            {
                t_glow = t_glow.GetNeighbor(m_direction);
                if (t_glow == null ||
                    !m_level_tags.SetTag(t_glow, (int)CTile.ETag.T_DEST_PATH))
                {
                    break;
                }
            }

            // Update trail - finalize border vertex between tiles
            Vector3 tile_border = m_prev_frame_tile.GetPosition() + (cur_tile.GetPosition() - m_prev_frame_tile.GetPosition()) / 2;
            tile_border.y += 0.5f;
            m_path.AddVertex(tile_border, true);

            // Active tile was not changed
        }
        else
        {
            // Update trail - update head vertex
            m_path.AddVertex(cur_pos, false);
        }

        // Destination tile is reached
        CTile.ERelPosition rel_pos = cur_tile.GetRelPosition(m_dest_tile, m_direction);
        if (rel_pos == CTile.ERelPosition.RP_CURRENT ||
            rel_pos == CTile.ERelPosition.RP_BEHIND ||
            rel_pos == CTile.ERelPosition.RP_NONE)
        {
            m_direction       = SetPlayerDestination(cur_tile, m_direction);
            m_prev_frame_tile = cur_tile;
        }

        // Save tile of previous frame
        m_prev_frame_tile = cur_tile;

        // Eat apple
        if (m_level_tags.IsTagSet(cur_tile, (int)CTile.ETag.T_APPLE))
        {
            m_level_tags.UnsetTag(cur_tile, (int)CTile.ETag.T_APPLE);
            m_tail.AddSegment();
            m_config.score++;
        }

        // Create new apple
        if (m_level_tags.GetTagCnt((int)CTile.ETag.T_APPLE) == 0)
        {
            CTile t = CreateApple();
            m_compas.SetDestination(t.GetPosition());
        }

        // Apply level changeset
        Hashtable changeset = m_level_tags.GetChangeset();

        if (changeset.Count > 0)
        {
            // Update all tiles in changeset
            foreach (DictionaryEntry entry in changeset)
            {
                CTile tile = (CTile)entry.Key;
                UpdateLevelMaterial(tile);
                UpdateLevelGameplay(tile);
            }

            // Clear changeset
            changeset.Clear();
        }
    }