Пример #1
0
    IEnumerator fillBoard()
    {
        // Move the board off screen so dropGel works properly
        GameObject[] gels = GameObject.FindGameObjectsWithTag("Gel");
        foreach (GameObject go in gels)
        {
            go.transform.Translate(0, -offY, 0);
        }

        // Fill the board like normal
        for (int y = 0; y < GelRows; y++)
        {
            for (int x = 0; x < GelColumns; x++)
            {
                gel g = getGel(x, y, -offY);
                if (g == null)
                {
                    dropGel(x, y);  //TODO: Pick evaluates -offY, so it doesn't work right. Find alternative.
                }
            }
        }

        // Move the original board back
        foreach (GameObject go in gels)
        {
            go.transform.Translate(0, offY, 0);
        }
        yield return(new WaitForSeconds(TweenFallDuration));
    }
Пример #2
0
    bool hasMatchOnPath(gel g, Vector2 pos, Vector2 dir, int limit)
    {
        float dist = limit * gelStep;

        RaycastHit2D[] hits = Physics2D.RaycastAll(pos, dir, dist);

        // Shortcut - impossible to have match 3 with fewer hits (probably went off the board)
        if (hits.Length < 3)
        {
            return(false);
        }

        int count = 0;

        for (int i = 0; i < hits.Length; i++)
        {
            if (hits[i].collider.gameObject.name == g.gameObject.name)
            {
                count++;
            }
            else
            {
                count = 0;
            }

            if (count == 3)
            {
                return(true);
            }
        }
        return(false);
    }
Пример #3
0
    gel[,] getKernel(int x, int y)
    {
        gel[,] kernel = new gel[5, 5];
        gel center = getGel(x, y);

        if (center == null)
        {
            return(null);
        }
        int j = 0, k = 0;

        for (int v = y - 2; v <= y + 2; v++)
        {
            k = 0;
            for (int u = x - 2; u <= x + 2; u++)
            {
                // Calling getGel is a bit inefficient, but gets the job done
                gel g = getGel(u, v);
                if (g != null)
                {
                    kernel[j, k] = g;
                }
                k++;
            }
            j++;
        }
        return(kernel);
    }
Пример #4
0
    void doSwipe()
    {
        // Raycast will hit self, so temporarily turn off gel's collider
        Collider2D c = touchGel.GetComponent <Collider2D>();

        c.enabled = false;
        RaycastHit2D hit = Physics2D.Raycast(touchGel.transform.position, swipeDir);

        c.enabled = true;

        if (hit)
        {
            touchPartner = hit.collider.transform.GetComponent <gel>();
            Vector2 touchGelOld     = new Vector2(touchGel.transform.position.x, touchGel.transform.position.y);
            Vector2 touchPartnerOld = new Vector2(touchPartner.transform.position.x, touchPartner.transform.position.y);
            touchGel.transform.DOMove(hit.collider.transform.position, TweenSwapDuration);
            touchPartner.transform.DOMove(touchGel.transform.position, TweenSwapDuration)
            .OnComplete(() =>
            {
                if (isGoodSwap(touchGel, touchPartner) == false)
                {
                    touchGel.transform.DOMove(touchGelOld, TweenSwapDuration);
                    touchPartner.transform.DOMove(touchPartnerOld, TweenSwapDuration);
                }
                else
                {
                    StartCoroutine(doBoard());
                }
            });
        }
    }
Пример #5
0
 void drawBoard()
 {
     calculateExtents();
     for (int y = 0; y < GelRows; y++)
     {
         for (int x = 0; x < GelColumns; x++)
         {
             gel g = dropGel(x, y);
         }
     }
 }
Пример #6
0
 bool gelCompare(gel a, gel b)
 {
     if (a == null || b == null)
     {
         return(false);
     }
     if (a.name != b.name)
     {
         return(false);
     }
     return(true);
 }
Пример #7
0
    /**
     * Swaps center element with element at targetX/Y.
     * Returns false if target is null
     **/
    bool tryKernelSwap(gel[,] kernel, int targetX, int targetY)
    {
        gel target = kernel[targetY, targetX];

        if (target == null)
        {
            return(false);
        }
        kernel[targetY, targetX] = kernel[1, 1];
        kernel[1, 1]             = target;
        return(true);
    }
Пример #8
0
    void doTouchBegin(Vector2 pos)
    {
        Vector3    wp       = Camera.main.ScreenToWorldPoint(pos);
        Vector2    touchPos = new Vector2(wp.x, wp.y);
        Collider2D hit      = Physics2D.OverlapPoint(touchPos);

        if (hit)
        {
            touchGel      = hit.transform.GetComponent <gel>();
            touchStart    = touchPos;
            touchTracking = true;
        }
    }
Пример #9
0
 void processMatches()
 {
     for (int y = 0; y < GelRows; y++)
     {
         for (int x = 0; x < GelColumns; x++)
         {
             gel g = getGel(x, y);
             if (g != null && g.IsMatched)
             {
                 g.Pop();
             }
         }
     }
 }
Пример #10
0
    gel dropGel(int x, int y)
    {
        float u, v;

        u = gelZeroX + (x * (Padding + GelScale));
        v = gelZeroY + (y * (Padding + GelScale)) - offY;
        gel g = Instantiate(pick(u, v), new Vector3(u, v, 0), Quaternion.identity).GetComponent <gel>();

        g.transform.DOMoveY(v + offY, TweenFallDuration)
        .SetEase(Ease.InOutQuad)
        .SetDelay(Random.Range(0, TweenRndColumn) + (y * TweenRndRow))
        .OnComplete(() => { g.IsTouchable = true; });
        return(g);
    }
Пример #11
0
    bool stillHasSwaps()
    {
        gel candidate1 = null, candidate2 = null;

        for (int y = 0; y < GelRows; y++)
        {
            for (int x = 0; x < GelColumns; x++)
            {
                gel[,] kernel = getKernel(x, y);
                if (kernel != null)
                {
                    // Try to swap East
                    if (tryKernelSwap(kernel, 2, 1))
                    {
                        if (kernalHasMatch(kernel))
                        {
                            candidate1 = kernel[1, 1];
                            candidate2 = kernel[1, 2];
                        }
                        // Swap back
                        tryKernelSwap(kernel, 2, 1);
                    }
                    // Try to swap North
                    if (tryKernelSwap(kernel, 1, 2))
                    {
                        if (kernalHasMatch(kernel))
                        {
                            candidate1 = kernel[1, 1];
                            candidate2 = kernel[2, 1];
                        }
                    }
                }
            }
        }
        if (candidate1 != null)
        {
            Debug.Log("Still has swaps!");
            return(true);
        }
        else
        {
            Debug.Log("NO SWAPS LEFT!!!");
            return(false);
        }
    }
Пример #12
0
    bool markMatches()
    {
        bool hasMatches = false;

        for (int y = 0; y < GelRows; y++)
        {
            for (int x = 0; x < GelColumns; x++)
            {
                gel g = getGel(x, y);
                if (g)
                {
                    hasMatches |= markMatchesOnPath(g, DIR_EAST);
                    hasMatches |= markMatchesOnPath(g, DIR_NORTH);
                }
            }
        }
        return(hasMatches);
    }
Пример #13
0
    bool isGoodSwap(gel a, gel b)
    {
        // 2 North, checking south
        if (hasMatchOnPath(a, calcRelPos(a, DIR_NORTH, 2), DIR_SOUTH, 5))
        {
            return(true);
        }
        if (hasMatchOnPath(b, calcRelPos(b, DIR_NORTH, 2), DIR_SOUTH, 5))
        {
            return(true);
        }

        // 2 South, checking north
        if (hasMatchOnPath(a, calcRelPos(a, DIR_SOUTH, 2), DIR_NORTH, 5))
        {
            return(true);
        }
        if (hasMatchOnPath(b, calcRelPos(b, DIR_SOUTH, 2), DIR_NORTH, 5))
        {
            return(true);
        }

        // 2 West, checking east
        if (hasMatchOnPath(a, calcRelPos(a, DIR_WEST, 2), DIR_EAST, 5))
        {
            return(true);
        }
        if (hasMatchOnPath(b, calcRelPos(b, DIR_WEST, 2), DIR_EAST, 5))
        {
            return(true);
        }

        // 2 East, checking west
        if (hasMatchOnPath(a, calcRelPos(a, DIR_EAST, 2), DIR_WEST, 5))
        {
            return(true);
        }
        if (hasMatchOnPath(b, calcRelPos(b, DIR_EAST, 2), DIR_WEST, 5))
        {
            return(true);
        }

        return(false);
    }
Пример #14
0
 void markMatchNeighbors()
 {
     for (int y = 0; y < GelRows; y++)
     {
         for (int x = 0; x < GelColumns; x++)
         {
             gel g = getGel(x, y);
             if (g != null && g.IsMatched)
             {
                 List <GameObject> neighbors = getNeighbors(g.transform.position.x, g.transform.position.y);
                 foreach (GameObject n in neighbors)
                 {
                     if (n.name == g.gameObject.name)
                     {
                         n.GetComponent <gel>().SetMatched();
                     }
                 }
             }
         }
     }
 }
Пример #15
0
    bool markMatchesOnPath(gel g, Vector2 dir)
    {
        // Search two additonal gels in dir (self + 2 = 3)
        float dist = 2 * gelStep;

        RaycastHit2D[] hits = Physics2D.RaycastAll(g.transform.position, dir, dist);

        // Shortcut - impossible to have match 3 with fewer hits (probably went off the board)
        if (hits.Length < 3)
        {
            return(false);
        }

        // We know hit 0 is the parameter g, so just check hit 1 and 2
        if (hits[1].transform.gameObject.name == g.gameObject.name && hits[2].transform.gameObject.name == g.gameObject.name)
        {
            g.SetMatched();
            hits[1].transform.GetComponent <gel>().SetMatched();
            hits[2].transform.GetComponent <gel>().SetMatched();
            return(true);
        }

        return(false);
    }
Пример #16
0
    IEnumerator applyGravity()
    {
        // For each column, walk north until empty.
        // Increment for each empty until non-empty found
        // Set non-empty to fall south empty-count cells, calculate duration accordingly
        // Keep walking north until finished

        yield return(new WaitForSeconds(GravityDelay));

        float maxDuration = 0;

        for (int x = 0; x < GelColumns; x++)
        {
            int emptyCount = 0;
            for (int y = 0; y < GelRows; y++)
            {
                gel g = getGel(x, y);
                if (g == null)
                {
                    emptyCount++;
                }
                else
                {
                    float newY     = g.transform.position.y - (emptyCount * gelStep);
                    float duration = TweenSwapDuration * emptyCount;
                    if (duration > maxDuration)
                    {
                        maxDuration = duration;
                    }
                    g.transform.DOMoveY(newY, duration);
                }
            }
        }

        yield return(new WaitForSeconds(maxDuration));
    }
Пример #17
0
 Vector2 calcRelPos(gel g, Vector2 dir, int hops)
 {
     return((Vector2)g.transform.position + (dir * (hops * gelStep)));
 }