public void ShuffleBoard(int [,] board, Tile[,] tilesBoard, BoardManager boardManager, TileManager tileManager)
    {
        System.Random rand = new System.Random();

        int width  = board.GetLength(0);
        int height = board.GetLength(1);

        for (int i = 0; i < width; i++)
        {
            for (int j = 0; j < height; j++)
            {
                int x = i + rand.Next(width - i);
                int y = j + rand.Next(height - j);

                tileManager.AnimateTile(tilesBoard[x, y], new Vector2(i, j), 1f);
                boardManager.SwapTilesOnBoard(new Vector2(x, y), new Vector2(i, j));
            }
        }
    }
    public void ShuffleBoard(int[,] board, Tile[,] tilesBoard, BoardManager boardManager, TileManager tileManager)
    {
        System.Random rand = new System.Random();

        int height = board.GetUpperBound(1) + 1;

        for (int n = board.Length; n > 0;)
        {
            int k = rand.Next(n);
            --n;

            int dr = n / height;
            int dc = n % height;
            int sr = k / height;
            int sc = k % height;

            tileManager.AnimateTile(tilesBoard[sr, sc], new Vector2(dr, dc), 1f);
            boardManager.SwapTilesOnBoard(new Vector2(sr, sc), new Vector2(dr, dc));
        }
    }
示例#3
0
    /// <summary>
    /// Initialize the game board with chosen fill method
    /// </summary>
    public IEnumerator InitializeBoard()
    {
        InitBGTiles();

        //Init the board arrays
        m_logicalBoard   = new int[width, height];
        m_tilesOnBoard   = new Tile[width, height];
        m_matchedTiles   = new List <Tile>();
        m_bombPosition   = new List <Tile>();
        possibleMoves    = new List <Vector2>();
        highlightedMoves = new List <Tile>();


        Random.InitState((int)System.DateTime.Now.Ticks);

        m_boardFillStrategy = new RandomBoardFillStrategy();



        //Fill the graphical board using logical board data
        for (int i = 0; i < width; i++)
        {
            for (int j = 0; j < height; j++)
            {
                //Get the logical filled board data based on chosen fill method
                int tileCode = m_boardFillStrategy.FillBoard(width, height, i, j, Constants.MAX_TILE_CODES, 0, false);


                //Get the appropriate tile based on tile code
                Tile tile_to_place = m_tileManager.GetTileFromFactory(tileCode);

                //Place the tile on board
                PlaceTilesOnBoard(tile_to_place, tile_to_place.tileData.TILE_CODE, i, j);

                int x = 1;


                //while there are matches on fill
                //Get new tile
                while (CheckMatchOnFill(i, j))
                {
                    //If there is a match / remove previous place tile and get a new tile
                    m_tilesOnBoard[i, j].OnDeSpawnTile();

                    //Get new tile
                    tileCode = m_boardFillStrategy.FillBoard(width, height, i, j, Constants.MAX_TILE_CODES, 0, true);

                    //Get the appropriate tile based on new tile code
                    tile_to_place = m_tileManager.GetTileFromFactory(tileCode);


                    //Place the new tile on board
                    PlaceTilesOnBoard(tile_to_place, tile_to_place.tileData.TILE_CODE, i, j);



                    x++;

                    //If max iterations passed
                    //TODO: RESTART LOADING NEW PIECES FROM 0
                    if (x >= 100)
                    {
                        break;
                    }
                }


                //Activate so we can animate tile
                tile_to_place.gameObject.SetActive(true);

                //Animate tile on start
                m_tileManager.AnimateTile(tile_to_place, new Vector2(i, j), 1f);
            }
        }

        //Cache the board for reloading purposes
        m_storedLogicalBoard = m_logicalBoard;

        yield return(new WaitForSeconds(1));

        //Check if we have atleast 1 possible move
        if (IsThereAPossibleMatch())
        {
            m_tileManager.canAcceptInputs = true;
        }

        //If not create a new level
        else
        {
            NewLevel();
        }
    }