├── ProjectSettings
├── ProjectVersion.txt
├── NetworkManager.asset
├── TimeManager.asset
├── EditorBuildSettings.asset
├── UnityAnalyticsManager.asset
├── UnityAdsSettings.asset
├── AudioManager.asset
├── EditorSettings.asset
├── Physics2DSettings.asset
├── DynamicsManager.asset
├── TagManager.asset
├── GraphicsSettings.asset
├── NavMeshAreas.asset
├── NavMeshLayers.asset
├── QualitySettings.asset
├── InputManager.asset
└── ProjectSettings.asset
├── Assets
├── Textures
│ ├── Tiles.png
│ └── Tiles.png.meta
├── Prefabs
│ ├── 1024.prefab.meta
│ ├── 128.prefab.meta
│ ├── 16.prefab.meta
│ ├── 2.prefab.meta
│ ├── 2048.prefab.meta
│ ├── 256.prefab.meta
│ ├── 32.prefab.meta
│ ├── 4.prefab.meta
│ ├── 512.prefab.meta
│ ├── 64.prefab.meta
│ ├── 8.prefab.meta
│ ├── Cell.prefab.meta
│ ├── NoTile.prefab.meta
│ ├── NoTile.prefab
│ ├── Cell.prefab
│ ├── 2.prefab
│ ├── 4.prefab
│ ├── 8.prefab
│ ├── 16.prefab
│ ├── 32.prefab
│ ├── 64.prefab
│ ├── 1024.prefab
│ ├── 128.prefab
│ ├── 2048.prefab
│ ├── 256.prefab
│ └── 512.prefab
├── Scenes
│ ├── GameScene.unity.meta
│ └── GameScene.unity
├── Materials.meta
├── Prefabs.meta
├── Scenes.meta
├── Scripts.meta
├── Textures.meta
├── Materials
│ ├── GridMaterial.mat.meta
│ ├── TileMaterial.mat.meta
│ ├── GridMaterial.mat
│ └── TileMaterial.mat
└── Scripts
│ ├── Tile.cs
│ ├── Tile.cs.meta
│ ├── GridManager.cs.meta
│ ├── TileAnimationHandler.cs.meta
│ ├── SimplePool.cs.meta
│ ├── TileAnimationHandler.cs
│ ├── SimplePool.cs
│ └── GridManager.cs
├── .gitignore
└── README.md
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2 | m_StandardAssetsVersion: 0
3 |
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/Assets/Textures/Tiles.png:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class Tile : MonoBehaviour {
5 |
6 | public int value;
7 | public int power;
8 | public bool upgradedThisTurn;
9 |
10 | }
11 |
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/.gitignore:
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1 | # =============== #
2 | # Unity generated #
3 | # =============== #
4 | Temp/
5 | Obj/
6 | UnityGenerated/
7 | Library/
8 | Build/
9 |
10 | # ===================================== #
11 | # Visual Studio / MonoDevelop generated #
12 | # ===================================== #
13 | ExportedObj/
14 | *.svd
15 | *.userprefs
16 | *.csproj
17 | *.pidb
18 | *.suo
19 | *.sln
20 | *.user
21 | *.unityproj
22 | *.booproj
23 |
24 | # ============ #
25 | # OS generated #
26 | # ============ #
27 | .DS_Store
28 | .DS_Store?
29 | ._*
30 | .Spotlight-V100
31 | .Trashes
32 | Icon?
33 | ehthumbs.db
34 | Thumbs.db
35 |
36 | # ======== #
37 | # My Stuff #
38 | # ======== #
39 | 2048DoomCrow*
40 |
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/Assets/Scripts/TileAnimationHandler.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class TileAnimationHandler : MonoBehaviour {
5 | public float scaleSpeed;
6 | public float growSize;
7 | private Transform _transform;
8 | private Vector3 growVector;
9 |
10 | public void AnimateEntry() {
11 | StartCoroutine("AnimationEntry");
12 | }
13 |
14 | public void AnimateUpgrade() {
15 | StartCoroutine("AnimationUpgrade");
16 | }
17 |
18 | private IEnumerator AnimationEntry() {
19 | while (_transform == null) {
20 | yield return null;
21 | }
22 |
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24 | while (_transform.localScale.x < 1f) {
25 | _transform.localScale = Vector3.MoveTowards(_transform.localScale, Vector3.one, scaleSpeed * Time.deltaTime);
26 | yield return null;
27 | }
28 | }
29 |
30 | private IEnumerator AnimationUpgrade() {
31 | while (_transform == null) {
32 | yield return null;
33 | }
34 |
35 | while (_transform.localScale.x < 1f + growSize) {
36 | _transform.localScale = Vector3.MoveTowards(_transform.localScale, Vector3.one + growVector, scaleSpeed * Time.deltaTime);
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38 | }
39 |
40 | while (_transform.localScale.x > 1f) {
41 | _transform.localScale = Vector3.MoveTowards(_transform.localScale, Vector3.one, scaleSpeed * Time.deltaTime);
42 | yield return null;
43 | }
44 | }
45 |
46 | void Start() {
47 | _transform = transform;
48 | growVector = new Vector3(growSize, growSize, 0f);
49 | }
50 | }
51 |
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/README.md:
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1 | 2048-unity
2 | ==========
3 |
4 | A [2048 clone](http://gabrielecirulli.github.io/2048/) written in [Unity](http://www.unity3d.com) as a practice to see how well it could handle a basic puzzle game.
5 |
6 |
7 | Instructions
8 | ------------
9 |
10 | Use arrow keys or WASD to move.
11 | R to reset.
12 |
13 | Join matching tiles to advance powers of 2. Try to get to 2048!
14 |
15 |
16 | TODO
17 | ----
18 |
19 | Make the game over button better.
20 | Clean up and DRY the code.
21 | Use object pooling for the tiles just to.
22 | Maybe add slide animation.
23 | Maybe add score ticking animation.
24 |
25 |
26 | LICENSE
27 | -------
28 |
29 | Copyright (c) 2014, Justin Hamilton
30 | All rights reserved.
31 |
32 | Redistribution and use in source and binary forms, with or without
33 | modification, are permitted provided that the following conditions are met:
34 |
35 | * Redistributions of source code must retain the above copyright notice,
36 | this list of conditions and the following disclaimer.
37 | * Redistributions in binary form must reproduce the above copyright
38 | notice, this list of conditions and the following disclaimer in the
39 | documentation and/or other materials provided with the distribution.
40 | * Neither the name of Doom Crow, LLC nor the names of its contributors may
41 | be used to endorse or promote products derived from this software
42 | without specific prior written permission.
43 |
44 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
45 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
46 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
47 | ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
48 | LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
49 | CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
50 | SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
51 | INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
52 | CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
53 | ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
54 | POSSIBILITY OF SUCH DAMAGE.
55 |
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/Assets/Scripts/SimplePool.cs:
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1 | ///
2 | /// Simple pooling for Unity.
3 | /// Author: Martin "quill18" Glaude (quill18@quill18.com)
4 | /// Latest Version: https://gist.github.com/quill18/5a7cfffae68892621267
5 | /// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/)
6 | /// UPDATES:
7 | /// 2015-04-16: Changed Pool to use a Stack generic.
8 | ///
9 | /// Usage:
10 | ///
11 | /// There's no need to do any special setup of any kind.
12 | ///
13 | /// Instead of call Instantiate(), use this:
14 | /// SimplePool.Spawn(somePrefab, somePosition, someRotation);
15 | ///
16 | /// Instead of destroying an object, use this:
17 | /// SimplePool.Despawn(myGameObject);
18 | ///
19 | /// If desired, you can preload the pool with a number of instances:
20 | /// SimplePool.Preload(somePrefab, 20);
21 | ///
22 | /// Remember that Awake and Start will only ever be called on the first instantiation
23 | /// and that member variables won't be reset automatically. You should reset your
24 | /// object yourself after calling Spawn(). (i.e. You'll have to do things like set
25 | /// the object's HPs to max, reset animation states, etc...)
26 | ///
27 | ///
28 | ///
29 |
30 |
31 | using UnityEngine;
32 | using System.Collections.Generic;
33 |
34 | public static class SimplePool {
35 |
36 | // You can avoid resizing of the Stack's internal array by
37 | // setting this to a number equal to or greater to what you
38 | // expect most of your pool sizes to be.
39 | // Note, you can also use Preload() to set the initial size
40 | // of a pool -- this can be handy if only some of your pools
41 | // are going to be exceptionally large (for example, your bullets.)
42 | const int DEFAULT_POOL_SIZE = 3;
43 |
44 | ///
45 | /// The Pool class represents the pool for a particular prefab.
46 | ///
47 | class Pool {
48 | // We append an id to the name of anything we instantiate.
49 | // This is purely cosmetic.
50 | int nextId=1;
51 |
52 | // The structure containing our inactive objects.
53 | // Why a Stack and not a List? Because we'll never need to
54 | // pluck an object from the start or middle of the array.
55 | // We'll always just grab the last one, which eliminates
56 | // any need to shuffle the objects around in memory.
57 | Stack inactive;
58 |
59 | // The prefab that we are pooling
60 | GameObject prefab;
61 |
62 | // Constructor
63 | public Pool(GameObject prefab, int initialQty) {
64 | this.prefab = prefab;
65 |
66 | // If Stack uses a linked list internally, then this
67 | // whole initialQty thing is a placebo that we could
68 | // strip out for more minimal code.
69 | inactive = new Stack(initialQty);
70 | }
71 |
72 | // Spawn an object from our pool
73 | public GameObject Spawn(Vector3 pos, Quaternion rot) {
74 | GameObject obj;
75 | if(inactive.Count==0) {
76 | // We don't have an object in our pool, so we
77 | // instantiate a whole new object.
78 | obj = (GameObject)GameObject.Instantiate(prefab, pos, rot);
79 | obj.name = prefab.name + " ("+(nextId++)+")";
80 |
81 | // Add a PoolMember component so we know what pool
82 | // we belong to.
83 | obj.AddComponent().myPool = this;
84 | }
85 | else {
86 | // Grab the last object in the inactive array
87 | obj = inactive.Pop();
88 |
89 | if(obj == null) {
90 | // The inactive object we expected to find no longer exists.
91 | // The most likely causes are:
92 | // - Someone calling Destroy() on our object
93 | // - A scene change (which will destroy all our objects).
94 | // NOTE: This could be prevented with a DontDestroyOnLoad
95 | // if you really don't want this.
96 | // No worries -- we'll just try the next one in our sequence.
97 |
98 | return Spawn(pos, rot);
99 | }
100 | }
101 |
102 | obj.transform.position = pos;
103 | obj.transform.rotation = rot;
104 | obj.SetActive(true);
105 | return obj;
106 |
107 | }
108 |
109 | // Return an object to the inactive pool.
110 | public void Despawn(GameObject obj) {
111 | obj.SetActive(false);
112 |
113 | // Since Stack doesn't have a Capacity member, we can't control
114 | // the growth factor if it does have to expand an internal array.
115 | // On the other hand, it might simply be using a linked list
116 | // internally. But then, why does it allow us to specificy a size
117 | // in the constructor? Stack is weird.
118 | inactive.Push(obj);
119 | }
120 |
121 | }
122 |
123 |
124 | ///
125 | /// Added to freshly instantiated objects, so we can link back
126 | /// to the correct pool on despawn.
127 | ///
128 | class PoolMember : MonoBehaviour {
129 | public Pool myPool;
130 | }
131 |
132 | // All of our pools
133 | static Dictionary< GameObject, Pool > pools;
134 |
135 | ///
136 | /// Init our dictionary.
137 | ///
138 | static void Init (GameObject prefab=null, int qty = DEFAULT_POOL_SIZE) {
139 | if(pools == null) {
140 | pools = new Dictionary();
141 | }
142 | if(prefab!=null && pools.ContainsKey(prefab) == false) {
143 | pools[prefab] = new Pool(prefab, qty);
144 | }
145 | }
146 |
147 | ///
148 | /// If you want to preload a few copies of an object at the start
149 | /// of a scene, you can use this. Really not needed unless you're
150 | /// going to go from zero instances to 10+ very quickly.
151 | /// Could technically be optimized more, but in practice the
152 | /// Spawn/Despawn sequence is going to be pretty darn quick and
153 | /// this avoids code duplication.
154 | ///
155 | static public void Preload(GameObject prefab, int qty = 1) {
156 | Init(prefab, qty);
157 |
158 | // Make an array to grab the objects we're about to pre-spawn.
159 | GameObject[] obs = new GameObject[qty];
160 | for (int i = 0; i < qty; i++) {
161 | obs[i] = Spawn (prefab, Vector3.zero, Quaternion.identity);
162 | }
163 |
164 | // Now despawn them all.
165 | for (int i = 0; i < qty; i++) {
166 | Despawn( obs[i] );
167 | }
168 | }
169 |
170 | ///
171 | /// Spawns a copy of the specified prefab (instantiating one if required).
172 | /// NOTE: Remember that Awake() or Start() will only run on the very first
173 | /// spawn and that member variables won't get reset. OnEnable will run
174 | /// after spawning -- but remember that toggling IsActive will also
175 | /// call that function.
176 | ///
177 | static public GameObject Spawn(GameObject prefab, Vector3 pos, Quaternion rot) {
178 | Init(prefab);
179 |
180 | return pools[prefab].Spawn(pos, rot);
181 | }
182 |
183 | ///
184 | /// Despawn the specified gameobject back into its pool.
185 | ///
186 | static public void Despawn(GameObject obj) {
187 | PoolMember pm = obj.GetComponent();
188 | if(pm == null) {
189 | Debug.Log ("Object '"+obj.name+"' wasn't spawned from a pool. Destroying it instead.");
190 | GameObject.Destroy(obj);
191 | }
192 | else {
193 | pm.myPool.Despawn(obj);
194 | }
195 | }
196 |
197 | }
--------------------------------------------------------------------------------
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/Assets/Scripts/GridManager.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 |
6 | public class GridManager : MonoBehaviour {
7 | private static int rows = 4;
8 | private static int cols = 4;
9 | private static int lowestNewTileValue = 2;
10 | private static int highestNewTileValue = 4;
11 | private static float borderOffset = 0.05f;
12 | private static float horizontalSpacingOffset = -1.65f;
13 | private static float verticalSpacingOffset = 1.65f;
14 | private static float borderSpacing = 0.1f;
15 | private static float halfTileWidth = 0.55f;
16 | private static float spaceBetweenTiles = 1.1f;
17 |
18 | private int points;
19 | private List tiles;
20 | private Rect resetButton;
21 | private Rect gameOverButton;
22 | private Vector2 touchStartPosition = Vector2.zero;
23 |
24 | public int maxValue = 2048;
25 | public GameObject gameOverPanel;
26 | public GameObject noTile;
27 | public Text scoreText;
28 | public GameObject[] tilePrefabs;
29 | public LayerMask backgroundLayer;
30 | public float minSwipeDistance = 10.0f;
31 |
32 | private enum State {
33 | Loaded,
34 | WaitingForInput,
35 | CheckingMatches,
36 | GameOver
37 | }
38 |
39 | private State state;
40 |
41 | #region monodevelop
42 | void Awake() {
43 | tiles = new List();
44 | state = State.Loaded;
45 | }
46 |
47 | void Update() {
48 | if (state == State.GameOver) {
49 | gameOverPanel.SetActive(true);
50 | } else if (state == State.Loaded) {
51 | state = State.WaitingForInput;
52 | GenerateRandomTile();
53 | GenerateRandomTile();
54 | } else if (state == State.WaitingForInput) {
55 | #if UNITY_STANDALONE
56 | if (Input.GetButtonDown("Left")) {
57 | if (MoveTilesLeft()) {
58 | state = State.CheckingMatches;
59 | }
60 | } else if (Input.GetButtonDown("Right")) {
61 | if (MoveTilesRight()) {
62 | state = State.CheckingMatches;
63 | }
64 | } else if (Input.GetButtonDown("Up")) {
65 | if (MoveTilesUp()) {
66 | state = State.CheckingMatches;
67 | }
68 | } else if (Input.GetButtonDown("Down")) {
69 | if (MoveTilesDown()) {
70 | state = State.CheckingMatches;
71 | }
72 | } else if (Input.GetButtonDown("Reset")) {
73 | Reset();
74 | } else if (Input.GetButtonDown("Quit")) {
75 | Application.Quit();
76 | }
77 | #endif
78 |
79 | #if UNITY_ANDROID || UNITY_IOS || UNITY_WP8 || UNITY_WP8_1
80 | if(Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) {
81 | touchStartPosition = Input.GetTouch(0).position;
82 | }
83 | if(Input.GetTouch(0).phase == TouchPhase.Ended) {
84 | Vector2 swipeDelta = (Input.GetTouch(0).position - touchStartPosition);
85 | if(swipeDelta.magnitude < minSwipeDistance) {
86 | return;
87 | }
88 | swipeDelta.Normalize();
89 | if(swipeDelta.y > 0.0f && swipeDelta.x > -0.5f && swipeDelta.x < 0.5f) {
90 | if(MoveTilesUp()) {
91 | state = State.CheckingMatches;
92 | }
93 | } else if(swipeDelta.y < 0.0f && swipeDelta.x > -0.5f && swipeDelta.x < 0.5f) {
94 | if(MoveTilesDown()) {
95 | state = State.CheckingMatches;
96 | }
97 | } else if(swipeDelta.x > 0.0f && swipeDelta.y > -0.5f && swipeDelta.y < 0.5f) {
98 | if(MoveTilesRight()) {
99 | state = State.CheckingMatches;
100 | }
101 | } else if(swipeDelta.x < 0.0f && swipeDelta.y > -0.5f && swipeDelta.y < 0.5f) {
102 | if(MoveTilesLeft()) {
103 | state = State.CheckingMatches;
104 | }
105 | }
106 | }
107 | #endif
108 | } else if (state == State.CheckingMatches) {
109 | GenerateRandomTile();
110 | if (CheckForMovesLeft()) {
111 | ReadyTilesForUpgrading();
112 | state = State.WaitingForInput;
113 | } else {
114 | state = State.GameOver;
115 | }
116 | }
117 | }
118 | #endregion
119 |
120 | #region class methods
121 | private static Vector2 GridToWorldPoint(int x, int y) {
122 | return new Vector2(x + horizontalSpacingOffset + borderSpacing * x,
123 | -y + verticalSpacingOffset - borderSpacing * y);
124 | }
125 |
126 | private static Vector2 WorldToGridPoint(float x, float y) {
127 | return new Vector2((x - horizontalSpacingOffset) / (1 + borderSpacing),
128 | (y - verticalSpacingOffset) / -(1 + borderSpacing));
129 | }
130 | #endregion
131 |
132 | #region private methods
133 | private bool CheckForMovesLeft() {
134 | if (tiles.Count < rows * cols) {
135 | return true;
136 | }
137 |
138 | for (int x = 0; x < cols; x++) {
139 | for (int y = 0; y < rows; y++) {
140 | Tile currentTile = GetObjectAtGridPosition(x, y).GetComponent();
141 | Tile rightTile = GetObjectAtGridPosition(x + 1, y).GetComponent();
142 | Tile downTile = GetObjectAtGridPosition(x, y + 1).GetComponent();
143 |
144 | if (x != cols - 1 && currentTile.value == rightTile.value) {
145 | return true;
146 | } else if (y != rows - 1 && currentTile.value == downTile.value) {
147 | return true;
148 | }
149 | }
150 | }
151 | return false;
152 | }
153 |
154 | public void GenerateRandomTile() {
155 | if (tiles.Count >= rows * cols) {
156 | throw new UnityException("Unable to create new tile - grid is already full");
157 | }
158 |
159 | int value;
160 | // find out if we are generating a tile with the lowest or highest value
161 | float highOrLowChance = Random.Range(0f, 0.99f);
162 | if (highOrLowChance >= 0.9f) {
163 | value = highestNewTileValue;
164 | } else {
165 | value = lowestNewTileValue;
166 | }
167 |
168 | // attempt to get the starting position
169 | int x = Random.Range(0, cols);
170 | int y = Random.Range(0, rows);
171 |
172 | // starting from the random starting position, loop through
173 | // each cell in the grid until we find an empty positio
174 | bool found = false;
175 | while (!found) {
176 | if (GetObjectAtGridPosition(x, y) == noTile) {
177 | found = true;
178 | Vector2 worldPosition = GridToWorldPoint(x, y);
179 | GameObject obj;
180 | if (value == lowestNewTileValue) {
181 | obj = SimplePool.Spawn(tilePrefabs[0], worldPosition, transform.rotation);
182 | } else {
183 | obj = SimplePool.Spawn(tilePrefabs[1], worldPosition, transform.rotation);
184 | }
185 |
186 | tiles.Add(obj);
187 | TileAnimationHandler tileAnimManager = obj.GetComponent();
188 | tileAnimManager.AnimateEntry();
189 | }
190 |
191 | x++;
192 | if (x >= cols) {
193 | y++;
194 | x = 0;
195 | }
196 |
197 | if (y >= rows) {
198 | y = 0;
199 | }
200 | }
201 | }
202 |
203 | private GameObject GetObjectAtGridPosition(int x, int y) {
204 | RaycastHit2D hit = Physics2D.Raycast(GridToWorldPoint(x, y), Vector2.right, borderSpacing);
205 |
206 | if (hit && hit.collider.gameObject.GetComponent() != null) {
207 | return hit.collider.gameObject;
208 | } else {
209 | return noTile;
210 | }
211 | }
212 |
213 | private bool MoveTilesDown() {
214 | bool hasMoved = false;
215 | for (int y = rows - 1; y >= 0; y--) {
216 | for (int x = 0; x < cols; x++) {
217 | GameObject obj = GetObjectAtGridPosition(x, y);
218 |
219 | if (obj == noTile) {
220 | continue;
221 | }
222 |
223 | Vector2 raycastOrigin = obj.transform.position;
224 | raycastOrigin.y -= halfTileWidth;
225 | RaycastHit2D hit = Physics2D.Raycast(raycastOrigin, -Vector2.up, Mathf.Infinity);
226 | if (hit.collider != null) {
227 | GameObject hitObject = hit.collider.gameObject;
228 | if (hitObject != obj) {
229 | if (hitObject.tag == "Tile") {
230 | Tile thatTile = hitObject.GetComponent();
231 | Tile thisTile = obj.GetComponent();
232 | if (CanUpgrade(thisTile, thatTile)) {
233 | UpgradeTile(obj, thisTile, hitObject, thatTile);
234 | hasMoved = true;
235 | } else {
236 | Vector3 newPosition = hitObject.transform.position;
237 | newPosition.y += spaceBetweenTiles;
238 | if (!Mathf.Approximately(obj.transform.position.y, newPosition.y)) {
239 | obj.transform.position = newPosition;
240 | hasMoved = true;
241 | }
242 | }
243 | } else if (hitObject.tag == "Border") {
244 | Vector3 newPosition = obj.transform.position;
245 | newPosition.y = hit.point.y + halfTileWidth + borderOffset;
246 | if (!Mathf.Approximately(obj.transform.position.y, newPosition.y)) {
247 | obj.transform.position = newPosition;
248 | hasMoved = true;
249 | }
250 | }
251 | }
252 | }
253 | }
254 | }
255 |
256 | return hasMoved;
257 | }
258 |
259 | private bool MoveTilesLeft() {
260 | bool hasMoved = false;
261 | for (int x = 1; x < cols; x++) {
262 | for (int y = 0; y < rows; y++) {
263 | GameObject obj = GetObjectAtGridPosition(x, y);
264 |
265 | if (obj == noTile) {
266 | continue;
267 | }
268 |
269 | Vector2 raycastOrigin = obj.transform.position;
270 | raycastOrigin.x -= halfTileWidth;
271 | RaycastHit2D hit = Physics2D.Raycast(raycastOrigin, -Vector2.right, Mathf.Infinity);
272 | if (hit.collider != null) {
273 | GameObject hitObject = hit.collider.gameObject;
274 | if (hitObject != obj) {
275 | if (hitObject.tag == "Tile") {
276 | Tile thatTile = hitObject.GetComponent();
277 | Tile thisTile = obj.GetComponent();
278 | if (CanUpgrade(thisTile, thatTile)) {
279 | UpgradeTile(obj, thisTile, hitObject, thatTile);
280 | hasMoved = true;
281 | } else {
282 | Vector3 newPosition = hitObject.transform.position;
283 | newPosition.x += spaceBetweenTiles;
284 | if (!Mathf.Approximately(obj.transform.position.x, newPosition.x)) {
285 | obj.transform.position = newPosition;
286 | hasMoved = true;
287 | }
288 | }
289 | } else if (hitObject.tag == "Border") {
290 | Vector3 newPosition = obj.transform.position;
291 | newPosition.x = hit.point.x + halfTileWidth + borderOffset;
292 | if (!Mathf.Approximately(obj.transform.position.x, newPosition.x)) {
293 | obj.transform.position = newPosition;
294 | hasMoved = true;
295 | }
296 | }
297 | }
298 | }
299 | }
300 | }
301 |
302 | return hasMoved;
303 | }
304 |
305 | private bool MoveTilesRight() {
306 | bool hasMoved = false;
307 | for (int x = cols - 1; x >= 0; x--) {
308 | for (int y = 0; y < rows; y++) {
309 | GameObject obj = GetObjectAtGridPosition(x, y);
310 |
311 | if (obj == noTile) {
312 | continue;
313 | }
314 |
315 | Vector2 raycastOrigin = obj.transform.position;
316 | raycastOrigin.x += halfTileWidth;
317 | RaycastHit2D hit = Physics2D.Raycast(raycastOrigin, Vector2.right, Mathf.Infinity);
318 | if (hit.collider != null) {
319 | GameObject hitObject = hit.collider.gameObject;
320 | if (hitObject != obj) {
321 | if (hitObject.tag == "Tile") {
322 | Tile thatTile = hitObject.GetComponent();
323 | Tile thisTile = obj.GetComponent();
324 | if (CanUpgrade(thisTile, thatTile)) {
325 | UpgradeTile(obj, thisTile, hitObject, thatTile);
326 | hasMoved = true;
327 | } else {
328 | Vector3 newPosition = hitObject.transform.position;
329 | newPosition.x -= spaceBetweenTiles;
330 | if (!Mathf.Approximately(obj.transform.position.x, newPosition.x)) {
331 | obj.transform.position = newPosition;
332 | hasMoved = true;
333 | }
334 | }
335 | } else if (hitObject.tag == "Border") {
336 | Vector3 newPosition = obj.transform.position;
337 | newPosition.x = hit.point.x - halfTileWidth - borderOffset;
338 | if (!Mathf.Approximately(obj.transform.position.x, newPosition.x)) {
339 | obj.transform.position = newPosition;
340 | hasMoved = true;
341 | }
342 | }
343 | }
344 | }
345 | }
346 | }
347 |
348 | return hasMoved;
349 | }
350 |
351 | private bool MoveTilesUp() {
352 | bool hasMoved = false;
353 | for (int y = 1; y < rows; y++) {
354 | for (int x = 0; x < cols; x++) {
355 | GameObject obj = GetObjectAtGridPosition(x, y);
356 |
357 | if (obj == noTile) {
358 | continue;
359 | }
360 |
361 | Vector2 raycastOrigin = obj.transform.position;
362 | raycastOrigin.y += halfTileWidth;
363 | RaycastHit2D hit = Physics2D.Raycast(raycastOrigin, Vector2.up, Mathf.Infinity);
364 | if (hit.collider != null) {
365 | GameObject hitObject = hit.collider.gameObject;
366 | if (hitObject != obj) {
367 | if (hitObject.tag == "Tile") {
368 | Tile thatTile = hitObject.GetComponent();
369 | Tile thisTile = obj.GetComponent();
370 | if (CanUpgrade(thisTile, thatTile)) {
371 | UpgradeTile(obj, thisTile, hitObject, thatTile);
372 | hasMoved = true;
373 | } else {
374 | Vector3 newPosition = hitObject.transform.position;
375 | newPosition.y -= spaceBetweenTiles;
376 | if (!Mathf.Approximately(obj.transform.position.y, newPosition.y)) {
377 | obj.transform.position = newPosition;
378 | hasMoved = true;
379 | }
380 | }
381 | } else if (hitObject.tag == "Border") {
382 | Vector3 newPosition = obj.transform.position;
383 | newPosition.y = hit.point.y - halfTileWidth - borderOffset;
384 | if (!Mathf.Approximately(obj.transform.position.y, newPosition.y)) {
385 | obj.transform.position = newPosition;
386 | hasMoved = true;
387 | }
388 | }
389 | }
390 | }
391 | }
392 | }
393 |
394 | return hasMoved;
395 | }
396 |
397 | private bool CanUpgrade(Tile thisTile, Tile thatTile) {
398 | return (thisTile.value != maxValue && thisTile.power == thatTile.power && !thisTile.upgradedThisTurn && !thatTile.upgradedThisTurn);
399 | }
400 |
401 | private void ReadyTilesForUpgrading() {
402 | foreach (var obj in tiles) {
403 | Tile tile = obj.GetComponent();
404 | tile.upgradedThisTurn = false;
405 | }
406 | }
407 |
408 | public void Reset() {
409 | gameOverPanel.SetActive(false);
410 | foreach (var tile in tiles) {
411 | SimplePool.Despawn(tile);
412 | }
413 |
414 | tiles.Clear();
415 | points = 0;
416 | scoreText.text = "0";
417 | state = State.Loaded;
418 | }
419 |
420 | private void UpgradeTile(GameObject toDestroy, Tile destroyTile, GameObject toUpgrade, Tile upgradeTile) {
421 | Vector3 toUpgradePosition = toUpgrade.transform.position;
422 |
423 | tiles.Remove(toDestroy);
424 | tiles.Remove(toUpgrade);
425 |
426 | SimplePool.Despawn(toDestroy);
427 | SimplePool.Despawn(toUpgrade);
428 |
429 | // create the upgraded tile
430 | GameObject newTile = SimplePool.Spawn(tilePrefabs[upgradeTile.power], toUpgradePosition, transform.rotation);
431 | tiles.Add(newTile);
432 | Tile tile = newTile.GetComponent();
433 | tile.upgradedThisTurn = true;
434 |
435 | points += upgradeTile.value * 2;
436 | scoreText.text = points.ToString();
437 |
438 | TileAnimationHandler tileAnim = newTile.GetComponent();
439 | tileAnim.AnimateUpgrade();
440 | }
441 | #endregion
442 | }
443 |
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