Extensive additions to the TileDrawer and Gameboard logic to fix any lurking issues with placing and iterating tile setups for air dropping

This commit is contained in:
Texel 2023-01-28 07:29:21 -05:00
parent a1748289af
commit 03d9d1d083
20 changed files with 394 additions and 131 deletions

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@ -17,7 +17,7 @@ using TileStack = System.Collections.Generic.List<TileInfo>;
using Cluster = System.Collections.Generic.List<(int x, int y)>;
#region Board Logic
#region Gameboard Class
public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
public BoardState board = new BoardState();
@ -49,17 +49,12 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
// Short form for random tiles
TileInfo Random => TileInfo.Random(Options);
// Unit testing!
[ContextMenu("Test board")]
public void TestBoard() {
board = new BoardState();
/*board[0] = new TileStack(new[] {
new TileInfo(1),
new TileInfo(10),
new TileInfo(100),
new TileInfo(1000),
});*/
for(int i = 0; i < BoardState.BoardWidth; ++i) {
board[i] = new TileStack(new[] { Random, Random, Random });
board[i] = new TileStack(new[] { Random, Random, Random, Random, Random, Random });
}
}
@ -71,6 +66,16 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
[ContextMenu("Recursive Sim")]
void RecursiveSim() => board = board.SimulateRecursive(this, out _);
[ContextMenu("Activate")]
public void Activate() => board = board.Activate(out _);
[ContextMenu("Break Pending")]
public void BreakPending() => board = board.BreakPending(this, Application.isPlaying);
[ContextMenu("Collapse")]
public void Collapse() => board = board.Collapse();
}
#endregion
@ -81,7 +86,7 @@ public enum TileColor : byte {
Empty = 0, // Used for ID'ing air by color alone
Red = 1,
Blue = 2,
Yellow = 2,
Green = 3,
Pink = 4,
Purple = 5,
@ -206,7 +211,15 @@ public class TileInfo {
// Make and return a new air tile
public static TileInfo Air => new TileInfo(0); // Just air
public bool isAir => data == 0;
public bool isAir {
get {
if (color == TileColor.Empty) return true;
return SameAs(this, Air);
//var irrelevant = TileDetail.Dropped | TileDetail.Poofed | TileDetail.Pending | TileDetail.Exploded;
//var maskedDetail = (byte)detail & ~irrelevant;
}
}
public static implicit operator int(TileInfo ti) => ti.data;
public static explicit operator TileInfo(int i) => new TileInfo(i);
@ -373,7 +386,11 @@ public static class BoardLogic {
public static Cluster ClusterizeVertical(this BoardState bs, int x, int y) {
var stack = bs[x];
if (stack == null) return null;
if (y >= stack.Count) return null;
var self = stack[y];
if (self == null) return null;
if (self.isAir) return null;
@ -406,12 +423,19 @@ public static class BoardLogic {
for (int x = 0; x < bs.state.Count; ++x) {
var col = bs[x];
bool foundAir = false;
for (int i = 0; i < col.Count; ++i) {
col[i] = col[i].SetFalling(foundAir);
if (col[i].isAir) foundAir = true;
}
// First, pad to length with air
while (col.Count < BoardState.BoardHeight)
col.Add(TileInfo.Air);
// Create an unlinked copy
var oldCol = col.Copy();
// Remove all air tiles
col.RemoveAll(t => t.isAir);
// Repad with air
@ -419,10 +443,11 @@ public static class BoardLogic {
col.Add(TileInfo.Air);
// TODO: Better falling logic
/*
// Set the falling flag for drawing
for(int i = 0; i < col.Count; ++i) {
col[i].SetFalling(TileInfo.SameAs(col[i], oldCol[i]));
/*for(int i = 0; i < col.Count; ++i) {
// Set the falling flag if we match
col[i] = col[i].SetFalling(i > lowestAir);
}*/
}
return bs;
@ -433,6 +458,8 @@ public static class BoardLogic {
var (first, second, third) = m.triplet;
// FIXME SetAtPoint is shite and doesn't work good??
state.SetAtPoint(m.location, first);
state.SetAtPoint(m.locationB, second);
state.SetAtPoint(m.locationC, third);
@ -490,7 +517,8 @@ public static class BoardLogic {
public static BoardState BreakPending(this BoardState bs, GameBoard gb, bool sendCallbacks = false) {
var broken = new Cluster();
for(int x = 0; x < bs.state.Count; ++x) {
for (int y = 0; y < bs.state.Count; ++y) {
var col = bs[x];
for (int y = 0; y < col.Count; ++y) {
var at = bs.tile(x, y);
if (at.isAir) continue; // Skip air
@ -500,10 +528,19 @@ public static class BoardLogic {
if (sendCallbacks)
gb.BreakFX(x, y);
at = at.BreakTile(gb.Options);
var brokenForm = at.BreakTile(gb.Options);
col[y] = brokenForm;
}
}
}
// Break FX callbacks
if (Application.isPlaying && sendCallbacks)
foreach (var broke in broken)
gb.BreakFX(broke.x, broke.y);
return bs;
}
@ -518,6 +555,7 @@ public static class BoardLogic {
bs = bs.Collapse().Activate(out stepActivations).BreakPending(gb);
activations += stepActivations;
// Repeat until no new tiles activate
Debug.LogFormat("Processed {0} activations", stepActivations);
} while (stepActivations > 0);
return bs;

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@ -75,11 +75,25 @@ public class GameBoardDrawer : MonoBehaviour {
for (int x = 0; x < TileDrawers.Count; ++x) {
var col = TileDrawers[x];
for (int y = 0; y < col.Count; ++y) {
var tile = col[y];
tile.board = gameBoard;
tile.xCoord = x;
tile.yCoord = y;
if (tile.board) {
var amt = tile.board.board.ClusterizeVertical(x, y);
if (amt != null) {
tile.amountInStack = amt.Count;
tile.stackedBelow = amt.Count(point => y > point.y);
}
}
var tileT = tile.transform;
tileT.localPosition = new Vector3(x, y) * TileSize;
tileT.localPosition = new Vector3(x, y, -y) * TileSize;
if (boardState.TryTileAt(x, y,out TileInfo ti)) {
tile.toDraw = ti;
} else {
@ -104,6 +118,8 @@ public class GameBoardDrawer : MonoBehaviour {
foreach(var td in children) {
DestroyImmediate(td.gameObject);
}
TileDrawers = null;
}
void Update() {

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m_EditorClassIdentifier:
color: 2
Generic: {fileID: 3099831667949783345, guid: ba7046a7d637abc4ba486e3e9e4fcfd3, type: 3}
TopOfStack: {fileID: -1032256510885150944, guid: ba7046a7d637abc4ba486e3e9e4fcfd3,
type: 3}
SecondFromTop: {fileID: -8030095101517931983, guid: ba7046a7d637abc4ba486e3e9e4fcfd3,
type: 3}
ThirdOrLower: {fileID: 7642638768051401269, guid: ba7046a7d637abc4ba486e3e9e4fcfd3,
type: 3}
Generic: {fileID: 21300000, guid: d583fe4b25f546e4d95c78f04db4199f, type: 3}
TopOfStack: {fileID: 21300000, guid: a738f6c420ba63347b26f1c9de9c6e25, type: 3}
SecondFromTop: {fileID: 21300000, guid: 6a16bb885cf35b241a6335e8dd39530a, type: 3}
ThirdOrLower: {fileID: 21300000, guid: 27a7c767ef7e75247acff9391d1fe434, type: 3}
Puff: {fileID: 6779516872222990126, guid: ba7046a7d637abc4ba486e3e9e4fcfd3, type: 3}

View File

@ -18,18 +18,15 @@ MonoBehaviour:
- {fileID: 11400000, guid: 196941731704d204f885aa54cbb5b8bf, type: 2}
- {fileID: 11400000, guid: 23186780cfc3a1347acd561444139cc7, type: 2}
- {fileID: 11400000, guid: 0922e1e6b1ed5124ca13b943384610ee, type: 2}
IceOverlay: {fileID: -5160244557152387853, guid: ba7046a7d637abc4ba486e3e9e4fcfd3,
type: 3}
FairyUnderlay: {fileID: -5868263060078136879, guid: ba7046a7d637abc4ba486e3e9e4fcfd3,
type: 3}
Tanuki: {fileID: 3630433040384085778, guid: ba7046a7d637abc4ba486e3e9e4fcfd3, type: 3}
Rock: {fileID: -7609849284663780198, guid: ba7046a7d637abc4ba486e3e9e4fcfd3, type: 3}
Seal: {fileID: -2297644416909811431, guid: ba7046a7d637abc4ba486e3e9e4fcfd3, type: 3}
Bomb: {fileID: -6920159131614611936, guid: ba7046a7d637abc4ba486e3e9e4fcfd3, type: 3}
Dynamite: {fileID: 5530267107363011928, guid: ba7046a7d637abc4ba486e3e9e4fcfd3,
type: 3}
IceOverlay: {fileID: 21300000, guid: 0c2a57034be842040bacf04045786b0d, type: 3}
FairyUnderlay: {fileID: 21300000, guid: acf1dd9a34148b3468417c36b62aac52, type: 3}
Tanuki: {fileID: 21300000, guid: 442974598bf95ca4596b9db79b82ca71, type: 3}
Rock: {fileID: 21300000, guid: 67c5c125cfa5558468d3b69f8d7c175c, type: 3}
Seal: {fileID: 21300000, guid: a347288d47d726c4a93402f569dc9b41, type: 3}
Bomb: {fileID: 21300000, guid: 6e09953987bbbfc458d5c643f17c2737, type: 3}
Dynamite: {fileID: 21300000, guid: c5ee0016dc8866e408bb21bb418601cd, type: 3}
Mystery: {fileID: -4610881938015499699, guid: ba7046a7d637abc4ba486e3e9e4fcfd3,
type: 3}
Spark: {fileID: -4610881938015499699, guid: ba7046a7d637abc4ba486e3e9e4fcfd3, type: 3}
Spark: {fileID: 21300000, guid: cb007da673cac344fa5b62e18ad37492, type: 3}
Explosion: {fileID: -4610881938015499699, guid: ba7046a7d637abc4ba486e3e9e4fcfd3,
type: 3}

View File

@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[ExecuteAlways]
@ -8,6 +9,10 @@ public class TileDrawer : MonoBehaviour {
public TileSetInfo tsi;
public TileInfo toDraw;
[Header("Internally Managed")]
public GameBoard board; // Gameboard associated with us
public int xCoord, yCoord;
[Header("Tile Info Testing")]
//[EnumFlag] No idea why this isn't working anymore whatever
public TileDetail detail = TileDetail.Normal;
@ -16,7 +21,22 @@ public class TileDrawer : MonoBehaviour {
// TODO Use this FX hook
// This is called BEFORE the tile detail is updated
public void OnBreakFX() {
// Texel - Little test diagonal debug line :)
Debug.DrawLine(
transform.TransformPoint(new Vector3(1, 1)),
transform.TransformPoint(new Vector3(-1, -1)),
Color.red,
1f);
}
// Updated while the tile state is pending, that is, ready to be removed
public void UpdatePending() {
// Stacks warble at similar frequency, columns independently
float phaseOffset = 0.8f * xCoord + 0.03f * yCoord;
float warbleSpeed = 8f;
// Warble 5% of scale
float warble = Mathf.Sin((Time.time + phaseOffset) * warbleSpeed) * 0.05f;
transform.localScale = new Vector3(1 + warble, 1 - warble, 1);
}
void OnValidate() {
@ -93,7 +113,7 @@ public class TileDrawer : MonoBehaviour {
// Shift smeared sub-sprite to position
layer.transform.localPosition =
new Vector3(0, delta * SmearDistance, 0);
new Vector3(0, delta * SmearDistance, i * 0.001f * SmearSteps);
// Set the smear opacity
var layerOpacity = opacity * opacityShift * (1 - delta);
@ -146,13 +166,23 @@ public class TileDrawer : MonoBehaviour {
if (toDraw == null) return;
// Higher tiles draw in front
var t = transform;
t.LeanSetPosZ(t.position.y);
//var t = transform;
//t.LeanSetPosZ(-t.position.y);
// Copy the data from the TileInfo reference to local enums
color = toDraw.color;
detail = toDraw.detail;
// Set the drop smear visibility
// Fade out over time when playing
if (detail.HasFlag(TileDetail.Dropped)){
smearOpacity = 1f;
} else {
smearOpacity = !Application.isPlaying ?
0f :
Mathf.MoveTowards(smearOpacity,0f,Time.deltaTime);
}
var sr = GetComponent<SpriteRenderer>();
if (!sr) sr = gameObject.AddComponent<SpriteRenderer>();
@ -164,7 +194,7 @@ public class TileDrawer : MonoBehaviour {
if (deets != null) {
sprite = deets.Generic;
// Base of stack
if (amountInStack != 0) {
if (amountInStack > 2) {
sprite = deets.ThirdOrLower;
if (stackedBelow == 1)
sprite = deets.SecondFromTop;
@ -176,10 +206,13 @@ public class TileDrawer : MonoBehaviour {
if (detail.HasFlag(TileDetail.Poofed))
sprite = deets.Puff;
// FIXME This is wrong
if (detail.HasFlag(TileDetail.Pending))
sprite = deets.Puff;
if (Application.isPlaying)
if (detail.HasFlag(TileDetail.Pending)) {
UpdatePending();
} else {
transform.localScale = Vector3.one;
}
} else {
// no matching TileObject data
switch (color) {