From d479a27770b688d88aeabf0c1db4f764796ae869 Mon Sep 17 00:00:00 2001 From: EthanPisani Date: Sun, 16 Mar 2025 12:08:54 -0400 Subject: [PATCH] add mines puzzle game to unlock doors --- Assets/Puzzles.meta | 8 + Assets/Puzzles/Mines.meta | 8 + Assets/Puzzles/Mines/Prefabs.meta | 8 + .../Puzzles/Mines/Prefabs/BombNumber.prefab | 162 + .../Mines/Prefabs/BombNumber.prefab.meta | 8 + .../Puzzles/Mines/Prefabs/OptionsForm.prefab | 1945 ++++++++ .../Mines/Prefabs/OptionsForm.prefab.meta | 8 + .../Mines/Prefabs/PersistentInfo.prefab | 50 + .../Mines/Prefabs/PersistentInfo.prefab.meta | 8 + .../Puzzles/Mines/Prefabs/Scroll Box.prefab | Bin 0 -> 5396 bytes .../Mines/Prefabs/Scroll Box.prefab.meta | 8 + .../Mines/Prefabs/ScrollingCamera.prefab | Bin 0 -> 11876 bytes .../Mines/Prefabs/ScrollingCamera.prefab.meta | 8 + Assets/Puzzles/Mines/Prefabs/Tile.prefab | 167 + Assets/Puzzles/Mines/Prefabs/Tile.prefab.meta | 8 + .../Puzzles/Mines/Prefabs/TimeNumber.prefab | 114 + 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EDigit { + First, + Second, + Third + } + #endregion + + #region Fields + /// + /// Which digit this script is attached to + /// + public EDigit Digit; + + /// + /// The collection of all the number sprites (must be ordered) + /// + public Sprite[] NumberSprites; + + private int _number; + private ControlScript _parent; + private bool _leftDown, _rightDown; + #endregion + + #region Properties + /// + /// The control script of the game + /// + public ControlScript Parent { + set { _parent = value; } + } + #endregion + + #region Unity events + /// + /// LateUpdate is called at the end of every frame. + /// + void LateUpdate() { + if (Input.GetMouseButtonUp(0)) + _leftDown = false; + if (Input.GetMouseButtonUp(1)) + _rightDown = false; + } + + /// + /// OnMouseOver is called every frame as long as the mouse is hovering over this objects bounding box + /// + void OnMouseOver() { + if (_parent.GameState != ControlScript.EGameState.Uninitialized) + return; + if (Input.GetMouseButtonDown(0)) + _leftDown = true; + if (Input.GetMouseButtonUp(0) && _leftDown) + _parent.OnBombNumberClick(Digit); + if (Input.GetMouseButtonDown(1)) + _rightDown = true; + if (Input.GetMouseButtonUp(1) && _rightDown) + _parent.OnBombNumberRightClick(Digit); + } + #endregion + + #region Methods + /// + /// Sets the number for this digit based on the total amount of bombs + /// + /// + public void SetNumber(int number) { + _number = number; + ChangeSprite(); + } + #endregion + + #region Helper methods + /// + /// Updates the sprite so that it matches the number. + /// + /// + /// This works for whatever number was given. Negative numbers are set to 9 so that it easily loops: + /// + /// 1 -> 2 -> ... -> 9 -> 0 -> 1 -> ... + /// 2 -> 1 -> 0 -> 9 -> 8 -> ... + /// + /// + private void ChangeSprite() { + int index; + switch (Digit) { + case EDigit.First: + index = Math.Abs(_number) % 10; + break; + case EDigit.Second: + if (-10 < _number && _number < 0) + index = 10; + else + index = (Math.Abs(_number) / 10) % 10; + break; + case EDigit.Third: + if (-100 < _number && _number < -9) + index = 10; + else + index = Math.Abs(_number) / 100; + break; + default: + throw new ArgumentOutOfRangeException(); + } + GetComponent().sprite = NumberSprites[index]; + // set layer to 5 + GetComponent().sortingOrder = 5; + + } + #endregion +} diff --git a/Assets/Puzzles/Mines/Scripts/BombNumberScript.cs.meta b/Assets/Puzzles/Mines/Scripts/BombNumberScript.cs.meta new file mode 100644 index 00000000..25091668 --- /dev/null +++ b/Assets/Puzzles/Mines/Scripts/BombNumberScript.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 024f5d849c53d8d4dbf14256c10aeaa4 +timeCreated: 1454430473 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Puzzles/Mines/Scripts/CameraScript.cs b/Assets/Puzzles/Mines/Scripts/CameraScript.cs new file mode 100644 index 00000000..c61d0e21 --- /dev/null +++ b/Assets/Puzzles/Mines/Scripts/CameraScript.cs @@ -0,0 +1,223 @@ +using System; +using UnityEngine; +using System.Collections; + +/// +/// Behaviour for the camera +/// +public class CameraScript : MonoBehaviour { + + #region Fields + /// + /// The speed at which the camera scrolls through the field + /// + public float ScrollSpeed; + /// + /// How wide the area at the side of the screen should be before the camera moves + /// + public int ScrollAreaSize; + + private bool _allowScrollUp, _allowScrollDown, _allowScrollLeft, _allowScrollRight; + private float _maxUp, _maxDown, _maxLeft, _maxRight; + private Vector3 _initialPosition; + #endregion + + #region Properties + /// + /// Is scrolling up allowed? + /// + public bool AllowScrollUp { + get { return _allowScrollUp; } + set { + _allowScrollUp = value; + //UpperScrollBox.GetComponent().enabled = value; + } + } + + /// + /// Is scrolling down allowed? + /// + public bool AllowScrollDown { + get { return _allowScrollDown; } + set { + _allowScrollDown = value; + //LowerScrollBox.GetComponent().enabled = value; + } + } + + /// + /// Is scrolling left allowed? + /// + public bool AllowScrollLeft { + get { return _allowScrollLeft; } + set { + _allowScrollLeft = value; + //LeftScrollBox.GetComponent().enabled = value; + } + } + + /// + /// Is scrolling right allowed? + /// + public bool AllowScrollRight { + get { return _allowScrollRight; } + set { + _allowScrollRight = value; + //RightScrollBox.GetComponentInParent().enabled = value; + } + } + + /// + /// Highest possible value to scroll up to + /// + public float MaxUpperView { + get { return _maxUp; } + set { + _maxUp = value; + AllowAllScrollingDirections(); + FitViewToBoundaries(); + } + } + + /// + /// Lowest possible value to scroll down to + /// + public float MaxLowerView { + get { return _maxDown; } + set { + _maxDown = value; + AllowAllScrollingDirections(); + FitViewToBoundaries(); + } + } + + /// + /// Lowest possible value to scroll left to + /// + public float MaxLeftView { + get { return _maxLeft; } + set { + _maxLeft = value; + AllowAllScrollingDirections(); + FitViewToBoundaries(); + } + } + + /// + /// Highest possible value to scroll right to + /// + public float MaxRightView { + get { return _maxRight; } + set { + _maxRight = value; + AllowAllScrollingDirections(); + FitViewToBoundaries(); + } + } + #endregion + + #region Methods + /// + /// Sets default values needed before handling the object before anything else + /// + void Awake() { + var cam = this.GetComponentInParent(); + _initialPosition = cam.transform.position; + MaxLeftView = cam.ViewportToWorldPoint(new Vector3(0, 0, cam.nearClipPlane)).x; + MaxLowerView = cam.ViewportToWorldPoint(new Vector3(0, 0, cam.nearClipPlane)).y; + MaxRightView = cam.ViewportToWorldPoint(new Vector3(1, 1, cam.nearClipPlane)).x; + MaxUpperView = cam.ViewportToWorldPoint(new Vector3(1, 1, cam.nearClipPlane)).y; + } + + /// + /// Use this for initialization + /// + void Start() { + AllowScrollUp = true; + AllowScrollDown = true; + AllowScrollLeft = true; + AllowScrollRight = true; + } + + /// + /// Update is called once per frame. Primarily handles input. + /// + void Update() { + // Get some values + var mPos = Input.mousePosition; + var cam = GetComponent(); + var bottomLeft = cam.ViewportToScreenPoint(new Vector3(0, 0, cam.nearClipPlane)); //get bounds + var topRight = cam.ViewportToScreenPoint(new Vector3(1, 1, cam.nearClipPlane)); //^ + var speed = ScrollSpeed * Time.deltaTime; + + // // Check input + // if (bottomLeft.x < mPos.x && mPos.x < bottomLeft.x + ScrollAreaSize && _allowScrollLeft) { + // this.transform.Translate(-speed, 0f, 0f); + // AllowScrollRight = true; + // } + // if (bottomLeft.y < mPos.y && mPos.y < bottomLeft.y + ScrollAreaSize && _allowScrollDown) { + // this.transform.Translate(0f, -speed, 0); + // AllowScrollUp = true; + // } + // if (topRight.x - ScrollAreaSize < mPos.x && mPos.x < topRight.x && _allowScrollRight) { + // this.transform.Translate(speed, 0f, 0f); + // AllowScrollLeft = true; + // } + // if (topRight.y - ScrollAreaSize < mPos.y && mPos.y < topRight.y && _allowScrollUp) { + // this.transform.Translate(0f, speed, 0f); + // AllowScrollDown = true; + // } + FitViewToBoundaries(); + } + + /// + /// Moves the camera to its initial position + /// + public void Reset() { + // this.GetComponent().transform.position = _initialPosition; + //UnityEditor.PrefabUtility.ResetToPrefabState(this.gameObject); + } + + #endregion + + #region Helper Methods + /// + /// Less copy-pastas + /// + private void AllowAllScrollingDirections() { + _allowScrollDown = true; + _allowScrollLeft = true; + _allowScrollRight = true; + _allowScrollUp = true; + } + + /// + /// Makes sure the view does not go out of bounds + /// + private void FitViewToBoundaries() { + // Get some needed values + var camera = GetComponent(); + var bottomLeft = camera.ViewportToWorldPoint(new Vector3(0, 0, camera.nearClipPlane)); + var topRight = camera.ViewportToWorldPoint(new Vector3(1, 1, camera.nearClipPlane)); + + // if (bottomLeft.x < _maxLeft) { + // camera.transform.Translate(new Vector3(_maxLeft - bottomLeft.x, 0f, 0f)); + // AllowScrollLeft = false; + // } + // if (bottomLeft.y < _maxDown) { + // camera.transform.Translate(new Vector3(0f, _maxDown - bottomLeft.y, 0f)); + // AllowScrollDown = false; + // } + // if (topRight.x > _maxRight) { + // camera.transform.Translate(new Vector3(_maxRight - topRight.x, 0f, 0f)); + // AllowScrollRight = false; + // } + // if (topRight.y > _maxUp) { + // camera.transform.Translate(new Vector3(0f, _maxUp - topRight.y, 0f)); + // AllowScrollUp = false; + // } + } + + #endregion + +} diff --git a/Assets/Puzzles/Mines/Scripts/CameraScript.cs.meta b/Assets/Puzzles/Mines/Scripts/CameraScript.cs.meta new file mode 100644 index 00000000..a00075b7 --- /dev/null +++ b/Assets/Puzzles/Mines/Scripts/CameraScript.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a4b15968604fd3a48bdb850d069950f7 +timeCreated: 1454975528 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Puzzles/Mines/Scripts/ControlMainMenuScript.cs b/Assets/Puzzles/Mines/Scripts/ControlMainMenuScript.cs new file mode 100644 index 00000000..304e243e --- /dev/null +++ b/Assets/Puzzles/Mines/Scripts/ControlMainMenuScript.cs @@ -0,0 +1,39 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.SceneManagement; + +/// +/// Controll class for the main menu view. It's pretty barebones +/// +public class ControlMainMenuScript : MonoBehaviour { + + ///// + ///// Executes before all Start methods are called. This makes sure it doesn't get destroyed. + ///// + //void Awake() { + // DontDestroyOnLoad(this); + //} + + #region Events + /// + /// Action is executed when the user presses the Start button + /// + public void OnStartButtonClick() { + SceneManager.LoadScene("PlayScene"); + } + + /// + /// Action is executed when the user presses the Options button + /// + public void OnOptionsButtonClick() { + //TODO: add options + } + + /// + /// Action is executed when te user presses the Quit button + /// + public void OnQuitButtonClick() { + Application.Quit(); + } + #endregion +} diff --git a/Assets/Puzzles/Mines/Scripts/ControlMainMenuScript.cs.meta b/Assets/Puzzles/Mines/Scripts/ControlMainMenuScript.cs.meta new file mode 100644 index 00000000..18aa1523 --- /dev/null +++ b/Assets/Puzzles/Mines/Scripts/ControlMainMenuScript.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c67d5fca7728e854fb3be2b42a9a54c2 +timeCreated: 1455229044 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Puzzles/Mines/Scripts/ControlScript.cs b/Assets/Puzzles/Mines/Scripts/ControlScript.cs new file mode 100644 index 00000000..0f6cd8c1 --- /dev/null +++ b/Assets/Puzzles/Mines/Scripts/ControlScript.cs @@ -0,0 +1,655 @@ +using System; +using UnityEngine; +using Random = UnityEngine.Random; +using System.Collections.Generic; +using System.Linq; +using UnityEngine.UI; + +/// +/// The control script of the game, defines the logic. Should have been a singleton. +/// +public class ControlScript : MonoBehaviour { + #region Structs/Enums + /// + /// States of the game + /// + public enum EGameState { + Uninitialized, + Playing, + Win, + Lose + } + #endregion + + #region Fields + /// + /// Width of the next generated grid + /// + [Header("Field properties")] + public int GridSizeX; + + /// + /// Height of the next generated grid + /// + public int GridSizeY; + + /// + /// Number of mines for the next game + /// + [Range(0, 999)] + public int TotalMines; + + /// + /// Bounds so the field does not get too small or too big + /// + public float MinScale, + MaxScale; + + /// + /// Reference to the scrolling (game view) camera + /// + [Header("Object references")] + public GameObject ScrollingCamera; + + /// + /// Reference to the screen overlay canvas (doesn't do anything) + /// + public GameObject OverlayCanvas; + + /// + /// Reference to the button that shows the current state of the game (playing or dead) + /// + public Image StateButton; + + /// + /// Reference to all bomb number objects + /// + public BombNumberScript[] BombNumbers; + + /// + /// Reference to all time number objects + /// + public TimeScript[] TimeNumbers; + + /// + /// Prefab of a single tile + /// + public GameObject TilePrefab; + + /// + /// Prefab of some information + /// + public GameObject PersistentInfoPrefab; + + /// + /// Prefab for the options form when the user clicks on the cog + /// + public GameObject OptionsFormPrefab; + + // Private vars + private PersistentInfoScript _persistentInfo; + + private GameObject OptionsForm; + + private GameObject[,] _tiles; + private int _numRevealedTiles; + private int _numBombsLeft; + private EGameState _gameState = EGameState.Uninitialized; + + private float _startTime; + private TimeSpan _showTime; + private bool _updateTime; + + public GameObject ParentCanvas; + + public AudioClip loseSound; + public AudioClip winSound; + + public float timeLimitSeconds = 10f; + + #endregion + + #region Properties + /// + /// Current state of the game. When set, also changes the actual state + /// + public EGameState GameState { + set { + _gameState = value; + OnGameStateChange(); + } + get { return _gameState; } + } + + /// + /// Number of bombs that are left on the field + /// + public int NumBombsLeft { + get { return _numBombsLeft; } + set { _numBombsLeft = value; } + } + + /// + /// Rectangle that gives the current visible part of the field + /// + public Rect VisibleField { + get { + var cam = ScrollingCamera.GetComponent(); + var bottomLeft = cam.ViewportToWorldPoint(new Vector3(0, 0, cam.nearClipPlane)); + var topRight = cam.ViewportToWorldPoint(new Vector3(1, 1, cam.nearClipPlane)); + return new Rect(bottomLeft, topRight - bottomLeft); + } + } + + /// + /// The controls + /// + public ActionMap Controls { + get { return _persistentInfo.Controls; } + } + #endregion + + #region Unity methods + /// + /// Use this for initialization + /// + void Start() { + // Check if PersistentInfo exists + var info = GameObject.FindGameObjectsWithTag("PersistentInfo"); + switch (info.Length) { + case 0: + _persistentInfo = Instantiate(PersistentInfoPrefab).GetComponent(); + break; + case 1: + _persistentInfo = info[0].GetComponent(); + CopyPersistentInfo(); + break; + default: + //TODO: fix it + throw new MissingComponentException("Multiple copies of PersistentInfo were found"); + } + + // Assign some variables + BombNumbers[0].Parent = this; + BombNumbers[1].Parent = this; + BombNumbers[2].Parent = this; + // set layer + BombNumbers[0].GetComponent().sortingOrder = 5; + BombNumbers[1].GetComponent().sortingOrder = 5; + BombNumbers[2].GetComponent().sortingOrder = 5; + + // Set camera bounds + // ScrollingCamera.GetComponent().Reset(); + CreateTiles(); + } + + /// + /// Update is called once per frame + /// + void Update() { + // Update timer + if (_updateTime) { + _showTime = TimeSpan.FromSeconds(Time.time - _startTime); + Array.ForEach(TimeNumbers, tnum => tnum.SetTimeSprite(_showTime)); + // if above the time limit, lose + if (_showTime.TotalSeconds > timeLimitSeconds) { + GameState = EGameState.Lose; + CheckWin(); + } + } + } + #endregion + + #region Methods + /// + /// Places mines randomly on the field + /// + public void PlaceMines() { + PlaceMines(-1, -1); + } + + /// + /// Places mines on the field and make sure that the given position is an empty tile + /// + /// + /// + public void PlaceMines(int posX, int posY) { + // Create list of all possible mine locations + HashSet tileList = new HashSet(new Vector2iComparer()); + for (int i = 0; i < GridSizeX; i++) { + for (int j = 0; j < GridSizeY; j++) { + tileList.Add(new Vector2i(i, j)); + } + } + + // Create safe zone if specified + if (posX >= 0 && posY >= 0) { + for (int i = posX - 1; i <= posX + 1; i++) { + for (int j = posY - 1; j <= posY + 1; j++) { + tileList.Remove(new Vector2i(i, j)); + } + } + } + + // Place rest of mines in field + int minesPlaced = 0; + while (minesPlaced < TotalMines && tileList.Count > 0) { + var r = tileList.ElementAt(Random.Range(0, tileList.Count)); + var tile = _tiles[r.X, r.Y].GetComponent(); + tile.Type = TileScript.EType.Mine; + + // Set numbers around it accordingly + foreach (var neighbour in tile.Neighbours) { + neighbour.Number++; + } + + // Remove placed mine from list + tileList.Remove(r); + minesPlaced++; + } + + // Update number of mines and gamestate + TotalMines = minesPlaced; + _numBombsLeft = minesPlaced; + UpdateBombNumber(); + GameState = EGameState.Playing; + StartTimer(); + _updateTime = true; + } + + /// + /// Check if field is initialized, place mines if not + /// + /// + /// + public void CheckInitialization(int posX, int posY) { + if (_gameState == EGameState.Uninitialized) + PlaceMines(posX, posY); + } + + /// + /// Check for win conditions + /// + /// + public EGameState CheckWin() { + if (_numRevealedTiles >= GridSizeX * GridSizeY - TotalMines && _gameState != EGameState.Lose) { + SoundFXManager.instance.PlaySound(winSound, transform, 1.0f); + return EGameState.Win; + } + if (_gameState == EGameState.Lose) { + SoundFXManager.instance.PlaySound(loseSound, transform, 1.0f); + + // restart with dealy of 1 second + Invoke("Restart", 1.0f); + } + return _gameState; + } + + /// + /// Set state as losing (reveals all mines) + /// + public void SetLoseState() { + _gameState = EGameState.Lose; + RevealAllMines(); + } + + /// + /// Restart the game + /// + public void Restart() { + foreach (var tile in _tiles) { + Destroy(tile); + } + _gameState = EGameState.Uninitialized; + _numRevealedTiles = 0; + CreateTiles(); + ResetTimer(); + StateButton.sprite = StateButton.GetComponent().DefaultSprite; + } + #endregion + + #region Helper Methods + /// + /// Copy all info from PersistentInfo + /// + private void CopyPersistentInfo() { + GridSizeX = _persistentInfo.DefaultFieldSizeX; + GridSizeY = _persistentInfo.DefaultFieldSizeY; + TotalMines = _persistentInfo.DefaultMines; + } + + /// + /// Removes any interaction with all tiles + /// + private void DisablePlayField() { + StopTimer(); + foreach (var tile in _tiles) { + tile.GetComponent().enabled = false; + tile.GetComponent().Enabled = false; + } + } + + /// + /// Re-enables all interaction with tiles + /// + private void EnablePlayField() { + foreach (var tile in _tiles) { + tile.GetComponent().Enabled = true; + } + if (_gameState == EGameState.Playing) + Debug.Log("Resuming timer"); + ResumeTimer(); + } + +/// +/// Initializes and places them centralized around (0,0), +/// ensuring they are parented to the UI canvas and have correct rendering layers. +/// +private void CreateTiles() { + // Reset scrolling camera + var camScript = ScrollingCamera.GetComponent(); + camScript.Reset(); + + // Find scale to draw tiles with + var tileRenderSize = TilePrefab.GetComponent().bounds.size; + // Debug.Log("Tile render size: " + tileRenderSize); + + var fieldRenderSize = new Vector3(GridSizeX * tileRenderSize.x, GridSizeY * tileRenderSize.y); + var cameraWorldViewSize = VisibleField; + // get scale to draw tiles with + var scale = Mathf.Clamp(Math.Min(cameraWorldViewSize.width / fieldRenderSize.x, + cameraWorldViewSize.height / fieldRenderSize.y), + MinScale, + MaxScale); + + // Debug.Log("Calculation: " + cameraWorldViewSize.width + " / " + fieldRenderSize.x + " = " + cameraWorldViewSize.width / fieldRenderSize.x); + // Debug.Log("Calculation: " + cameraWorldViewSize.height + " / " + fieldRenderSize.y + " = " + cameraWorldViewSize.height / fieldRenderSize.y); + // Debug.Log("Scale: " + scale); + scale = 300; + tileRenderSize *= scale; + fieldRenderSize *= scale; + // Debug.Log("Tile render size: " + tileRenderSize); + // Debug.Log("Field render size: " + fieldRenderSize); + + // Update scrolling camera + camScript.MaxUpperView = 0f; + camScript.MaxLeftView = Math.Min(-fieldRenderSize.x / 2f, cameraWorldViewSize.xMin); + camScript.MaxRightView = Math.Max(fieldRenderSize.x / 2f, cameraWorldViewSize.xMax); + camScript.MaxLowerView = Math.Min(-fieldRenderSize.y, cameraWorldViewSize.yMin); + + // Create new container + _tiles = new GameObject[GridSizeX, GridSizeY]; + for (int i = 0; i < GridSizeX; i++) { + for (int j = 0; j < GridSizeY; j++) { + // Instantiate tiles under the Canvas + _tiles[i, j] = Instantiate(TilePrefab, ParentCanvas.transform); + + // Set position + _tiles[i, j].transform.localPosition = new Vector3((i + .5f) * tileRenderSize.x - fieldRenderSize.x / 2f, + -j * tileRenderSize.y); + _tiles[i, j].transform.localScale = Vector3.one; // Ensure consistent scaling + + // Debug.Log("Creating tile at: " + _tiles[i, j].transform.localPosition); + + // Assign layers + _tiles[i, j].layer = 5; // UI layer + var tileRenderer = _tiles[i, j].GetComponent(); + if (tileRenderer != null) + { + tileRenderer.renderingLayerMask = 1 << 2; // Light Layer 2 + } + + // Initialize tile script + var tile = _tiles[i, j].GetComponent(); + tile.Parent = this; + tile.Container = _tiles; + tile.GridPos = new Vector2i(i, j); + tile.LocalScale = scale; + // Debug.Log("Edit tile at: " + _tiles[i, j].transform.localPosition); + } + } + + // Assign neighbours + for (int i = 0; i < GridSizeX; i++) { + for (int j = 0; j < GridSizeY; j++) { + for (int ii = i - 1; ii <= i + 1; ii++) { + for (int jj = j - 1; jj <= j + 1; jj++) { + if (i == ii && j == jj) + continue; + try { + _tiles[i, j].GetComponent().NewNeighbour = + _tiles[ii, jj].GetComponent(); + } + catch (IndexOutOfRangeException) { } //ignore + } + } + } + } + + // Set number of mines back to original value + _numBombsLeft = TotalMines; + UpdateBombNumber(); +} + + /// + /// Starts the timer + /// + private void StartTimer() { + _startTime = Time.time; + Debug.Log("Start time: " + _startTime); + ResetTimer(); + } + + /// + /// Resumes the timer from a pauzed state + /// + private void ResumeTimer() { + _startTime += (float)(Time.time - (_startTime + _showTime.TotalSeconds)); + _updateTime = true; + } + + /// + /// Stops the timer + /// + private void StopTimer() { + _showTime = TimeSpan.FromSeconds(Time.time - _startTime); + _updateTime = false; + } + + /// + /// Sets the timer to 0 without starting it + /// + private void ResetTimer() { + _showTime = new TimeSpan(); + _updateTime = false; + } + + /// + /// Reveals all the mines + /// + private void RevealAllMines() { + foreach (var tile in _tiles) { + tile.GetComponent().RevealAsLoseState(); + } + } + + /// + /// Updates the bomb number + /// + private void UpdateBombNumber() { + Array.ForEach(BombNumbers, bnum => bnum.SetNumber(_numBombsLeft)); + Debug.Log("Number of bombs left: " + _numBombsLeft); + } + #endregion + + #region Events + /// + /// Is called whenever GameState is altered + /// + private void OnGameStateChange() { + switch (_gameState) { + case EGameState.Lose: // Actions to do when lost + //StateButton.LoseState(); + StateButton.sprite = StateButton.GetComponent().LoseSprite; + RevealAllMines(); + DisablePlayField(); + break; + case EGameState.Win: // Actions to do when won + //StateButton.WinState(); + StateButton.sprite = StateButton.GetComponent().WinSprite; + DisablePlayField(); + break; + } + } + + /// + /// What to do when a tile has been clicked + /// + /// + public void OnTileClick(GameObject sender) { + var tile = sender.GetComponent(); + + // Place mines if field is uninitialized + if (_gameState == EGameState.Uninitialized) + PlaceMines(tile.GridPos.X, tile.GridPos.Y); + + // Don't do anything unless the game is playing + if (_gameState != EGameState.Playing) + return; + + tile.Revealed = true; + if (tile.Revealed && tile.Type == TileScript.EType.Mine) { + Debug.Log("You clicked on a mine!"); + GameState = EGameState.Lose; + sender.GetComponent().SetAsDeadMine(); + } + GameState = CheckWin(); + } + + /// + /// What to do when a tile was revealed + /// + /// + public void OnTileReveal(GameObject sender) { + _numRevealedTiles++; + } + + /// + /// What to do when a tile has been right clicked + /// + /// + public void OnTileRightClick(GameObject sender) { + var tile = sender.GetComponent(); + + _numBombsLeft += tile.Flagged.ToIntSign(); + tile.Flagged = !tile.Flagged; + UpdateBombNumber(); + } + + /// + /// What to do when a tile has been middle clicked + /// + /// + public void OnTileMiddleClick(GameObject sender) { + var tile = sender.GetComponent(); + + if ((int)tile.Number == tile.Neighbours.Count(neighbour => neighbour.Flagged)) + tile.Neighbours.ForEach(neighbour => neighbour.Revealed = true); + + GameState = CheckWin(); + } + + /// + /// What to do if a bomb number was clicked + /// + /// + public void OnBombNumberClick(BombNumberScript.EDigit digit) { + switch (digit) { + case BombNumberScript.EDigit.First: + TotalMines += (TotalMines % 10 != 9 ? 1 : -9); + break; + case BombNumberScript.EDigit.Second: + TotalMines += ((TotalMines / 10) % 10 != 9 ? 10 : -90); + break; + case BombNumberScript.EDigit.Third: + TotalMines += (TotalMines / 100 != 9 ? 100 : -900); + break; + default: + throw new ArgumentOutOfRangeException("digit"); + } + _numBombsLeft = TotalMines; + UpdateBombNumber(); + } + + /// + /// What to do if a bomb number was right clicked + /// + /// + public void OnBombNumberRightClick(BombNumberScript.EDigit digit) { + switch (digit) { + case BombNumberScript.EDigit.First: + TotalMines -= (TotalMines % 10 != 0 ? 1 : -9); + break; + case BombNumberScript.EDigit.Second: + TotalMines -= ((TotalMines / 10) % 10 != 0 ? 10 : -90); + break; + case BombNumberScript.EDigit.Third: + TotalMines -= (TotalMines / 100 != 0 ? 100 : -900); + break; + default: + throw new ArgumentOutOfRangeException("digit"); + } + _numBombsLeft = TotalMines; + UpdateBombNumber(); + } + + /// + /// What to do when the options button is clicked + /// + public void OnOptionsButtonClick() { + // Check if an options form is already present + if (OptionsForm != null) { + OnOptionsButtonCancelClick(); + return; + } + // Disable playing field + DisablePlayField(); + OptionsForm = Instantiate(OptionsFormPrefab); + OptionsForm.transform.SetParent(OverlayCanvas.transform, false); + var buttons = OptionsForm.GetComponentsInChildren