Angels & Demons Game Logic Complete. (Almost) (#2)

This commit is contained in:
shadow8t4 2018-05-24 02:47:51 +01:00 committed by Gitea
parent 31f39d5078
commit cbbd209011
16 changed files with 743 additions and 190 deletions

View file

@ -6,6 +6,7 @@ using UnityEngine.UI;
public class BoardManager : MonoBehaviour public class BoardManager : MonoBehaviour
{ {
// Global reference to the canvas' width and height. // Global reference to the canvas' width and height.
private float canvaswidth; private float canvaswidth;
private float canvasheight; private float canvasheight;
@ -19,7 +20,7 @@ public class BoardManager : MonoBehaviour
private float boardheight; private float boardheight;
// Might want to make this part modular in the future. // Might want to make this part modular in the future.
private float numberofspaces = 11; private int numberofspaces = 11;
// Spaces for the board need to be spawned and resized based on canvas. // Spaces for the board need to be spawned and resized based on canvas.
private float spacespacing; private float spacespacing;
@ -29,12 +30,25 @@ public class BoardManager : MonoBehaviour
public Transform whitespacetransform; public Transform whitespacetransform;
// Image assets for the board spaces. // Image assets for the board spaces.
public Sprite angelimage; public Sprite angelsprite;
public Image demonimage; public Sprite demonsprite;
public Sprite emptysprite;
// Should later be defined in a separate namespace.
public struct WhiteSpace
{
public Image img;
public int spriteindex;
};
// Keep references of all the space GameObjects. // Keep references of all the space GameObjects.
private Button[] blackspaces = new Button[61]; private Button[] blackspaces = new Button[61];
private Image[] whitespaces = new Image[60]; private WhiteSpace[] whitespaces = new WhiteSpace[60];
// Keep references for when MakeMove() is called.
private int[] spaces = new int[4]; // Indexes relative to whitespaces[] of the spaces being changed.
private int[] sprites = new int[4]; // Which sprite to change the space to.
public bool movemade = false; // Fix to keep ChangeSpaces() from being called every frame.
// Use this for initialization // Use this for initialization
void Start () void Start ()
@ -44,9 +58,98 @@ public class BoardManager : MonoBehaviour
boardheight = board.GetComponent<RectTransform>().rect.height; boardheight = board.GetComponent<RectTransform>().rect.height;
boardwidth = board.GetComponent<RectTransform>().rect.width; boardwidth = board.GetComponent<RectTransform>().rect.width;
spacespacing = ((canvaswidth - canvasspacing)/11f); spacespacing = ((canvaswidth - canvasspacing)/11f);
SpawnInitialBoard(); SpawnInitialBoard();
ResetSpaces();
ResetSprites();
} }
// Grab the current canvas dimentions, used for dynamic resizing checks.
private Vector2 GetCurrentCanvas()
{
Vector2 output;
output.x = this.GetComponentInParent<RectTransform>().rect.height;
output.y = this.GetComponentInParent<RectTransform>().rect.width;
return output;
}
// Reset the spaces array to all -1 values. This means they will be ignored if they somehow
// get passed to a function that tries to change spaces.
private void ResetSpaces()
{
for(int i = 0; i < spaces.Length; ++i)
{
spaces[i] = -1;
}
}
// See above, but for the sprites array.
private void ResetSprites()
{
for(int i = 0; i < sprites.Length; ++i)
{
sprites[i] = -1;
}
}
// Function call to return one Instantiated Button object.
// Should be changed along with SpawnWhiteSpace to instead spawn the object and attach them
// to a defined struct that can also hold the index of the spawned object. This will allow
// for easier indexing of these prefabs in the future without the need for parsing.
private Button SpawnBlackSpace(int i)
{
Button bsbutton;
bsbutton = Instantiate(blackspaceasset, blackspacetransform);
bsbutton.name += "" + i;
bsbutton.onClick.AddListener(delegate{ButtonAction(bsbutton);});
return bsbutton;
}
// Function call to return one Instantiated Image object.
private Image SpawnWhiteSpace()
{
Image wsimage;
wsimage = Instantiate(whitespaceasset, whitespacetransform);
return wsimage;
}
// Set up an empty board, sized to the current canvas.
private void SpawnInitialBoard()
{
for(int i = 0; i < blackspaces.Length; ++i)
{
Button temp;
temp = SpawnBlackSpace(i);
temp.GetComponent<RectTransform>().sizeDelta = new Vector2(spacespacing, spacespacing);
float x = (spacespacing*i*2 + (temp.GetComponent<RectTransform>().rect.width / 2f)) % (boardwidth) - ((boardwidth) / 2f);
float y = (boardheight / 2f) - ((temp.GetComponent<RectTransform>().rect.height / 2f) + spacespacing*(Mathf.Floor(i/(11f/2f))));
temp.transform.localPosition = new Vector3(x, y, 0);
blackspaces[i] = temp;
if(i < blackspaces.Length - 1)
{
WhiteSpace tempws;
Image tempimage;
tempimage = SpawnWhiteSpace();
tempimage.GetComponent<RectTransform>().sizeDelta = new Vector2(spacespacing, spacespacing);
tempimage.sprite = emptysprite;
x = (spacespacing*i*2 + (tempimage.GetComponent<RectTransform>().rect.width / 2f)*3) % (boardwidth) - ((boardwidth) / 2f);
y = (boardheight / 2f) - ((tempimage.GetComponent<RectTransform>().rect.height / 2f) + spacespacing*(Mathf.Floor((i + 1)/(11.01f/2f))));
tempimage.transform.localPosition = new Vector3(x, y, 0);
tempws.img = tempimage;
tempws.spriteindex = 2;
whitespaces[i] = tempws;
}
}
}
// Update the board's scale according to the current canvas size, call UpdatePieceScale().
private void UpdateBoardScale() private void UpdateBoardScale()
{ {
canvasheight = this.GetComponentInParent<RectTransform>().rect.height; canvasheight = this.GetComponentInParent<RectTransform>().rect.height;
@ -69,51 +172,7 @@ public class BoardManager : MonoBehaviour
UpdatePieceScale(); UpdatePieceScale();
} }
private Button SpawnBlackSpace(int i) // Update the pieces' scales according to the current canvas size.
{
Button bsbutton;
bsbutton = Instantiate(blackspaceasset, blackspacetransform);
bsbutton.name += "" + i;
bsbutton.onClick.AddListener(delegate{ButtonAction(bsbutton);});
return bsbutton;
}
private Image SpawnWhiteSpace()
{
Image wsimage;
wsimage = Instantiate(whitespaceasset, whitespacetransform);
return wsimage;
}
private void SpawnInitialBoard()
{
for(int i = 0; i < blackspaces.Length; ++i)
{
Button temp;
temp = SpawnBlackSpace(i);
temp.GetComponent<RectTransform>().sizeDelta = new Vector2(spacespacing, spacespacing);
float x = (spacespacing*i*2 + (temp.GetComponent<RectTransform>().rect.width / 2f)) % (boardwidth) - ((boardwidth) / 2f);
float y = (boardheight / 2f) - ((temp.GetComponent<RectTransform>().rect.height / 2f) + spacespacing*(Mathf.Floor(i/(11f/2f))));
temp.transform.localPosition = new Vector3(x, y, 0);
blackspaces[i] = temp;
if(i < blackspaces.Length - 1)
{
Image tempimage;
tempimage = SpawnWhiteSpace();
tempimage.GetComponent<RectTransform>().sizeDelta = new Vector2(spacespacing, spacespacing);
x = (spacespacing*i*2 + (tempimage.GetComponent<RectTransform>().rect.width / 2f)*3) % (boardwidth) - ((boardwidth) / 2f);
y = (boardheight / 2f) - ((tempimage.GetComponent<RectTransform>().rect.height / 2f) + spacespacing*(Mathf.Floor((i + 1)/(11.01f/2f))));
tempimage.transform.localPosition = new Vector3(x, y, 0);
whitespaces[i] = tempimage;
}
}
}
private void UpdatePieceScale() private void UpdatePieceScale()
{ {
for(int i = 0; i < blackspaces.Length; ++i) for(int i = 0; i < blackspaces.Length; ++i)
@ -127,24 +186,74 @@ public class BoardManager : MonoBehaviour
if(i < blackspaces.Length - 1) if(i < blackspaces.Length - 1)
{ {
Image tempimage = whitespaces[i]; Image tempimage = whitespaces[i].img;
tempimage.GetComponent<RectTransform>().sizeDelta = new Vector2(spacespacing, spacespacing); tempimage.GetComponent<RectTransform>().sizeDelta = new Vector2(spacespacing, spacespacing);
x = (spacespacing*i*2 + (tempimage.GetComponent<RectTransform>().rect.width / 2f)*3) % (boardwidth) - ((boardwidth) / 2f); x = (spacespacing*i*2 + (tempimage.GetComponent<RectTransform>().rect.width / 2f)*3) % (boardwidth) - ((boardwidth) / 2f);
y = (boardheight / 2f) - ((tempimage.GetComponent<RectTransform>().rect.height / 2f) + spacespacing*(Mathf.Floor((i + 1)/(11.01f/2f)))); y = (boardheight / 2f) - ((tempimage.GetComponent<RectTransform>().rect.height / 2f) + spacespacing*(Mathf.Floor((i + 1)/(11.01f/2f))));
tempimage.transform.localPosition = new Vector3(x, y, 0); tempimage.transform.localPosition = new Vector3(x, y, 0);
whitespaces[i] = tempimage; whitespaces[i].img = tempimage;
} }
} }
} }
// Change the passed in space indexes' sprites to the specified sprites.
private void ChangeSpaces(int[] spaces, int[] sprites)
{
for(int i = 0; i < spaces.Length; ++i)
{
if(spaces[i] >= 0 && spaces[i] < whitespaces.Length)
{
switch(sprites[i])
{
case 0:
whitespaces[spaces[i]].img.sprite = angelsprite;
whitespaces[spaces[i]].spriteindex = 0;
break;
case 1:
whitespaces[spaces[i]].img.sprite = demonsprite;
whitespaces[spaces[i]].spriteindex = 1;
break;
case 2:
whitespaces[spaces[i]].img.sprite = emptysprite;
whitespaces[spaces[i]].spriteindex = 2;
break;
default:
break;
}
}
}
// After a move has been made, since right now spaces are checked every frame,
// change all spaces[] values to -1 to avoid sprites being updated every frame.
ResetSpaces();
ResetSprites();
movemade = false;
}
// Update is called once per frame /* Update is called once per frame
* Here we check if the current canvas has changed and if so, call UpdateBoardScale(),
* then we also check if a move has been made, and call ChangeSpaces with the necessary parameters.
*/
void Update () void Update ()
{ {
UpdateBoardScale(); Vector2 currentcanvas = GetCurrentCanvas();
if(currentcanvas.x != canvaswidth || currentcanvas.y != canvasheight)
{
UpdateBoardScale();
}
if(movemade)
{
ChangeSpaces(spaces, sprites);
}
} }
// Function definition to specify what the buttons should do when pressed, which is to call
// the GameManager.MakeMove() function with the necessary parameters.
public void ButtonAction(Button b) public void ButtonAction(Button b)
{ {
int buttonindex = 0; int buttonindex = 0;
@ -153,12 +262,17 @@ public class BoardManager : MonoBehaviour
Vector2 boardcoords = ConvertButtonIndex(buttonindex); Vector2 boardcoords = ConvertButtonIndex(buttonindex);
// This is completely incorrect and will most likely need a switch case of some kind in the future. // This is completely incorrect and will most likely need a switch case of some kind in the future.
Debug.Log("Board coordinates: " + boardcoords.x + " " + boardcoords.y); //Debug.Log("Board coordinates: " + boardcoords.x + " " + boardcoords.y);
ChangeSpaces(boardcoords); // Temporarily hardcoded. Should later be changed to a GameManager function call that determines
// what to change spaces to.
GameManager.MakeMove(boardcoords, numberofspaces, whitespaces, spaces, sprites, ref movemade);
} }
private Vector2 ConvertButtonIndex(int i) // Convert a given button index in the blackspaces[] array to board coordinates.
// These need to made more modular in the future to support
// different board sizes.
public static Vector2 ConvertButtonIndex(int i)
{ {
Vector2 temp; Vector2 temp;
temp.x = (i*2)%11; temp.x = (i*2)%11;
@ -253,7 +367,8 @@ public class BoardManager : MonoBehaviour
} }
} }
private int ConvertImageIndex(Vector2 bc) // Convert a given set of board coordinates to the corresponding whitespaces[] array index.
public static int ConvertImageIndex(Vector2 bc)
{ {
int i = 0; int i = 0;
@ -308,136 +423,4 @@ public class BoardManager : MonoBehaviour
return i; return i;
} }
private void ChangeSpaces(Vector2 bc)
{
Vector2 tempbc = bc;
int wsi = 0;
if(bc.x > 0 && bc.x < (numberofspaces - 1))
{
if(bc.y > 0)
{
Debug.Log(
"changing space:" +
(bc.x) + " " + (bc.y - 1)
);
tempbc = bc;
tempbc.y -= 1;
wsi = ConvertImageIndex(tempbc);
whitespaces[wsi].sprite = angelimage;
}
if(bc.y < (numberofspaces - 1))
{
Debug.Log(
"changing space:" +
(bc.x) + " " + (bc.y + 1)
);
tempbc = bc;
tempbc.y += 1;
wsi = ConvertImageIndex(tempbc);
whitespaces[wsi].sprite = angelimage;
}
Debug.Log(
"changing spaces:" +
(bc.x - 1) + " " + (bc.y) + "\t" +
(bc.x + 1) + " " + (bc.y)
);
tempbc = bc;
tempbc.x -= 1;
wsi = ConvertImageIndex(tempbc);
whitespaces[wsi].sprite = angelimage;
tempbc.x += 2;
wsi = ConvertImageIndex(tempbc);
whitespaces[wsi].sprite = angelimage;
}
else if(bc.y > 0 && bc.y < (numberofspaces - 1))
{
if(bc.x == 0)
{
Debug.Log(
"changing space:" +
(bc.x + 1) + " " + (bc.y)
);
tempbc = bc;
tempbc.x += 1;
wsi = ConvertImageIndex(tempbc);
whitespaces[wsi].sprite = angelimage;
}
if(bc.x == (numberofspaces - 1))
{
Debug.Log(
"changing space:" +
(bc.x - 1) + " " + (bc.y)
);
tempbc = bc;
tempbc.x -= 1;
wsi = ConvertImageIndex(tempbc);
whitespaces[wsi].sprite = angelimage;
}
Debug.Log(
"changing spaces:" +
(bc.x) + " " + (bc.y - 1) + "\t" +
(bc.x) + " " + (bc.y + 1)
);
tempbc = bc;
tempbc.y -= 1;
wsi = ConvertImageIndex(tempbc);
whitespaces[wsi].sprite = angelimage;
tempbc.y += 2;
wsi = ConvertImageIndex(tempbc);
whitespaces[wsi].sprite = angelimage;
}
else
{
if(bc.x == 0)
{
Debug.Log(
"changing space:" +
(bc.x + 1) + " " + (bc.y)
);
tempbc = bc;
tempbc.x += 1;
wsi = ConvertImageIndex(tempbc);
whitespaces[wsi].sprite = angelimage;
}
if(bc.x == (numberofspaces - 1))
{
Debug.Log(
"changing space:" +
(bc.x - 1) + " " + (bc.y)
);
tempbc = bc;
tempbc.x -= 1;
wsi = ConvertImageIndex(tempbc);
whitespaces[wsi].sprite = angelimage;
}
if(bc.y > 0)
{
Debug.Log(
"changing space:" +
(bc.x) + " " + (bc.y - 1)
);
tempbc = bc;
tempbc.y -= 1;
wsi = ConvertImageIndex(tempbc);
whitespaces[wsi].sprite = angelimage;
}
if(bc.y < (numberofspaces - 1))
{
Debug.Log(
"changing space:" +
(bc.x) + " " + (bc.y + 1)
);
tempbc = bc;
tempbc.y += 1;
wsi = ConvertImageIndex(tempbc);
whitespaces[wsi].sprite = angelimage;
}
}
}
} }

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@ -0,0 +1,245 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
// Private turn counter.
private static int turn = 1;
// (currently unused) Static function that returns the current turn count.
public static int GetTurn()
{
return turn;
}
/* Used to reset the turn counter at the beginning of every game.
* Needs to be at the beginning because I want to continue displaying
* or having the turn counter saved until I can be sure there is a new
* game starting.
*/
public static void ResetTurn()
{
turn = 1;
}
/* This function is directly called by the BoardManager when a move is attempted,
* and determines what spaces will be changed to what based on the game's rules.
* This is goverened by the following:
* - Which player's turn it is (which sprite to change to)
* - What the space's sprite already is
* - Whether the move is legal based on the game's rules
*/
public static void MakeMove(Vector2 bc, int numberofspaces, BoardManager.WhiteSpace[] whitespaces, int[] spaces, int[] sprites, ref bool movemade)
{
// Function call to determine which spaces will be changed, see definition below.
DetermineSpacesChanged(bc, numberofspaces, spaces);
// Function call to determine which sprites the spaces will change to, see definition below.
DetermineSpritesChanged(whitespaces, spaces, sprites);
// Increment the turn counter.
EndTurn();
// Tell BoardManager that the move is finished.
movemade = true;
}
/* This function determines which spaces *can* be changed based on the board's
* limitations.
*/
private static void DetermineSpacesChanged(Vector2 bc, int numberofspaces, int[] spaces)
{
// Used to check adjacent spaces without changing the bc reference passed in.
Vector2 tempbc = bc;
// "White Space Index", holder variable to save the return of converting from
// board coordinates to the equivalent index in the whitespaces array.
int wsi = 0;
/* Intricate set of if/elseif statements to determine which moves are
* legate according to the board's size values.
*/
if(bc.x > 0 && bc.x < (numberofspaces - 1))
{
if(bc.y > 0)
{
/*
Debug.Log(
"changing space:" +
(bc.x) + " " + (bc.y - 1)
); */
tempbc = bc;
tempbc.y -= 1;
wsi = BoardManager.ConvertImageIndex(tempbc);
spaces[3] = wsi;
}
if(bc.y < (numberofspaces - 1))
{
/*
Debug.Log(
"changing space:" +
(bc.x) + " " + (bc.y + 1)
); */
tempbc = bc;
tempbc.y += 1;
wsi = BoardManager.ConvertImageIndex(tempbc);
spaces[1] = wsi;
}
/*
Debug.Log(
"changing spaces:" +
(bc.x - 1) + " " + (bc.y) + "\t" +
(bc.x + 1) + " " + (bc.y)
); */
tempbc = bc;
tempbc.x -= 1;
wsi = BoardManager.ConvertImageIndex(tempbc);
spaces[0] = wsi;
tempbc.x += 2;
wsi = BoardManager.ConvertImageIndex(tempbc);
spaces[2] = wsi;
}
else if(bc.y > 0 && bc.y < (numberofspaces - 1))
{
if(bc.x == 0)
{
/* Debug.Log(
"changing space:" +
(bc.x + 1) + " " + (bc.y)
); */
tempbc = bc;
tempbc.x += 1;
wsi = BoardManager.ConvertImageIndex(tempbc);
spaces[2] = wsi;
}
if(bc.x == (numberofspaces - 1))
{
/* Debug.Log(
"changing space:" +
(bc.x - 1) + " " + (bc.y)
); */
tempbc = bc;
tempbc.x -= 1;
wsi = BoardManager.ConvertImageIndex(tempbc);
spaces[0] = wsi;
}
/* Debug.Log(
"changing spaces:" +
(bc.x) + " " + (bc.y - 1) + "\t" +
(bc.x) + " " + (bc.y + 1)
); */
tempbc = bc;
tempbc.y -= 1;
wsi = BoardManager.ConvertImageIndex(tempbc);
spaces[3] = wsi;
tempbc.y += 2;
wsi = BoardManager.ConvertImageIndex(tempbc);
spaces[1] = wsi;
}
else
{
if(bc.x == 0)
{
/* Debug.Log(
"changing space:" +
(bc.x + 1) + " " + (bc.y)
); */
tempbc = bc;
tempbc.x += 1;
wsi = BoardManager.ConvertImageIndex(tempbc);
spaces[2] = wsi;
}
if(bc.x == (numberofspaces - 1))
{
/* Debug.Log(
"changing space:" +
(bc.x - 1) + " " + (bc.y)
); */
tempbc = bc;
tempbc.x -= 1;
wsi = BoardManager.ConvertImageIndex(tempbc);
spaces[0] = wsi;
}
if(bc.y > 0)
{
/* Debug.Log(
"changing space:" +
(bc.x) + " " + (bc.y - 1)
); */
tempbc = bc;
tempbc.y -= 1;
wsi = BoardManager.ConvertImageIndex(tempbc);
spaces[3] = wsi;
}
if(bc.y < (numberofspaces - 1))
{
/* Debug.Log(
"changing space:" +
(bc.x) + " " + (bc.y + 1)
); */
tempbc = bc;
tempbc.y += 1;
wsi = BoardManager.ConvertImageIndex(tempbc);
spaces[1] = wsi;
}
}
}
/* After determining which spaces are legal to change based on the board's limitations,
* this function is called to determine what sprites those spaces will change to, given
* current state of the game and the game's rule set.
*/
private static void DetermineSpritesChanged(BoardManager.WhiteSpace[] whitespaces, int[] spaces, int[] sprites)
{
int currentplayerturn = (turn -1) % 2;
for(int i = 0; i < spaces.Length; ++i)
{
// If this is a legal move. No need for an else statement, since if it's not,
// it will already be ignored by the BoardManager.
if(spaces[i] >= 0 && spaces[i] < whitespaces.Length)
{
// Check what space's sprite is currently set to, then set sprites[i]
// to the sprite to be changed to, according to the game's rules.
switch(whitespaces[spaces[i]].spriteindex)
{
case 0:
if(currentplayerturn != 0)
{
sprites[i] = 2;
}
break;
case 1:
if(currentplayerturn != 1)
{
sprites[i] = 2;
}
break;
case 2:
sprites[i] = currentplayerturn;
break;
default:
Debug.Log("Illegal sprite index!");
return;
}
}
}
}
/* This should be called to increment the turn counter at the end of every turn.
* This is at the end because if an illegal move is made or some other rule is
* broken, it will keep the turn counter from being incremented unnecessarily.
* E.g. don't increment if the turn isn't actually over.
*/
private static void EndTurn()
{
++turn;
}
}

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@ -0,0 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerManager : MonoBehaviour
{
// Private players variable, used to keep track of which player has which spaces.
// Should later be defined as a struct in a separate namespace.
private static int[] players = new int[2];
// Function call to return what the indexed player's space choice is.
public static int getPlayer(int n)
{
return players[n];
}
/* Function called at the beginning of a game to set the player spaces
* and reset the turn counter.
*
* This function should later be called by a manager script of some
* kind that handles menu navigation/logistics between games and other
* activity outside of the main game.
*/
public static void StartGame(int playerchoice)
{
players[0] = playerchoice;
switch(playerchoice)
{
case 1:
players[1] = 2;
break;
case 2:
players[1] = 1;
break;
default:
Debug.Log("Invalid Player Choice!");
return;
}
GameManager.ResetTurn();
}
}

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