morepuzzles #6

Merged
EthanPisani merged 2 commits from morepuzzles into main 2025-04-20 23:07:28 -04:00
31 changed files with 3092 additions and 1040 deletions
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using UnityEngine;
[System.Serializable]
public class Connection
{
public Point a, b;
public LineRenderer line;
public void UpdateLine()
{
line.SetPosition(0, a.transform.position);
line.SetPosition(1, b.transform.position);
}
public bool SharesPointWith(Connection other)
{
return a == other.a || a == other.b || b == other.a || b == other.b;
}
}

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using UnityEngine;
using UnityEngine.Rendering.Universal;
using System.Linq; // for FirstOrDefault()
public class Point : MonoBehaviour
{
public int id;
public UntangleGameManager manager;
// optional: assign in inspector or else we'll try to find it
[SerializeField] private Camera uiOverlayCamera;
private Vector3 offset;
void Awake()
{
if (uiOverlayCamera == null && Camera.main != null)
{
var extra = Camera.main.GetComponent<UniversalAdditionalCameraData>();
if (extra != null)
{
// look for the camera named "UIOverlayCamera"
uiOverlayCamera = extra.cameraStack
.FirstOrDefault(cam => cam.name == "UIOverlayCamera");
}
}
}
void OnMouseDown()
{
// pick UI overlay if we have it, otherwise fallback
var cam = uiOverlayCamera != null ? uiOverlayCamera : Camera.main;
Vector3 worldPoint = cam.ScreenToWorldPoint(Input.mousePosition);
worldPoint.z = 0;
offset = transform.position - worldPoint;
Debug.Log($"Point {id} clicked. Offset (from {cam.name}): {offset}");
}
void OnMouseDrag()
{
var cam = uiOverlayCamera != null ? uiOverlayCamera : Camera.main;
Vector3 raw = cam.ScreenToWorldPoint(Input.mousePosition);
raw.z = transform.position.z;
transform.position = raw + offset;
manager.CheckIfSolved();
foreach (var c in manager.connections)
c.UpdateLine();
}
}

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using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using TMPro;
public class UntangleGame : MonoBehaviour
{
public class Point
{
public float x, y;
public GameObject visual;
public int index;
}
public class Edge
{
public int a, b; // indices of connected points
public bool isCrossed;
public LineRenderer line;
}
[Header("Game Objects")]
public GameObject pointPrefab;
public LineRenderer edgePrefab;
[Header("Game Settings")]
public int pointCount = 10;
public float playAreaSize = 8f;
[Header("Colors")]
public Color normalEdgeColor = Color.black;
public Color crossedEdgeColor = Color.red;
public Color pointColor = Color.blue;
public Color dragPointColor = Color.white;
public Color cursorPointColor = Color.gray;
public Color neighborPointColor = Color.red;
[Header("Visual Settings")]
public float pointRadius = 0.2f;
public float dragThreshold = 0.5f;
[Header("Options")]
public bool snapToGrid = false;
public bool showCrossedEdges = true;
public bool showVertexNumbers = false;
private List<Point> points = new List<Point>();
private List<Edge> edges = new List<Edge>();
private int draggedPoint = -1;
private int cursorPoint = -1;
private bool isSolved = false;
private Camera mainCamera;
private Material lineMaterial;
void Start()
{
mainCamera = Camera.main;
// Create material for lines to prevent pink color
lineMaterial = new Material(Shader.Find("UI/Default"));
lineMaterial.color = normalEdgeColor;
GenerateGame();
}
void GenerateGame()
{
// Clear existing game
foreach (Point p in points)
{
if (p.visual != null) Destroy(p.visual);
}
foreach (Edge e in edges)
{
if (e.line != null) Destroy(e.line.gameObject);
}
points.Clear();
edges.Clear();
isSolved = false;
// Create points in a circle (local space)
for (int i = 0; i < pointCount; i++)
{
float angle = i * 2 * Mathf.PI / pointCount;
Point p = new Point
{
x = Mathf.Sin(angle) * playAreaSize * 0.4f,
y = Mathf.Cos(angle) * playAreaSize * 0.4f,
index = i
};
points.Add(p);
}
// Create edges (simplified planar graph)
for (int i = 0; i < pointCount; i++)
{
int connections = Mathf.Min(3, pointCount - i - 1);
for (int j = 1; j <= connections; j++)
{
int k = (i + j) % pointCount;
edges.Add(new Edge { a = i, b = k });
}
}
CreateVisuals();
CheckCrossings();
}
void CreateVisuals()
{
// Create point visuals
foreach (Point p in points)
{
p.visual = Instantiate(pointPrefab, transform);
p.visual.transform.localPosition = new Vector3(p.x, p.y, 0);
p.visual.transform.localScale = Vector3.one * pointRadius * 2;
if (showVertexNumbers)
{
Text text = p.visual.GetComponentInChildren<Text>();
if (text != null)
{
text.text = p.index.ToString();
text.enabled = showVertexNumbers;
}
}
}
// Create edge visuals
foreach (Edge e in edges)
{
e.line = Instantiate(edgePrefab, transform);
e.line.useWorldSpace = false;
e.line.material = lineMaterial;
e.line.startWidth = 0.1f;
e.line.endWidth = 0.1f;
UpdateEdgeVisual(e);
}
}
void UpdateEdgeVisual(Edge e)
{
Point a = points[e.a];
Point b = points[e.b];
e.line.startColor = e.isCrossed && showCrossedEdges ? crossedEdgeColor : normalEdgeColor;
e.line.endColor = e.line.startColor;
e.line.SetPosition(0, new Vector3(a.x, a.y, 0));
e.line.SetPosition(1, new Vector3(b.x, b.y, 0));
}
void Update()
{
HandleInput();
UpdateVisuals();
}
void HandleInput()
{
Vector2 localMousePos;
RectTransformUtility.ScreenPointToLocalPointInRectangle(
GetComponent<RectTransform>(),
Input.mousePosition,
mainCamera,
out localMousePos);
Debug.Log($"Mouse Position: {localMousePos}");
if (Input.GetMouseButtonDown(0))
{
int closest = FindClosestPoint(localMousePos);
if (closest != -1) draggedPoint = closest;
}
else if (Input.GetMouseButton(0) && draggedPoint != -1)
{
if (snapToGrid)
{
float gridSize = playAreaSize / (pointCount - 1);
points[draggedPoint].x = Mathf.Round(localMousePos.x / gridSize) * gridSize;
points[draggedPoint].y = Mathf.Round(localMousePos.y / gridSize) * gridSize;
}
else
{
points[draggedPoint].x = localMousePos.x;
points[draggedPoint].y = localMousePos.y;
}
// Keep within bounds
points[draggedPoint].x = Mathf.Clamp(points[draggedPoint].x, -playAreaSize/2, playAreaSize/2);
points[draggedPoint].y = Mathf.Clamp(points[draggedPoint].y, -playAreaSize/2, playAreaSize/2);
CheckCrossings();
}
else if (Input.GetMouseButtonUp(0))
{
draggedPoint = -1;
}
else
{
cursorPoint = FindClosestPoint(localMousePos);
}
}
int FindClosestPoint(Vector2 localPosition)
{
int closest = -1;
float minDist = float.MaxValue;
for (int i = 0; i < points.Count; i++)
{
float dist = Vector2.Distance(localPosition, new Vector2(points[i].x, points[i].y));
Debug.Log($"Point {i}: Distance {dist}");
if (dist < dragThreshold && dist < minDist)
{
minDist = dist;
closest = i;
}
}
Debug.Log($"Closest point: {closest} at distance {minDist}");
return closest;
}
void UpdateVisuals()
{
// Update point positions
for (int i = 0; i < points.Count; i++)
{
Point p = points[i];
p.visual.transform.localPosition = new Vector3(p.x, p.y, 0);
// Update point color
Image img = p.visual.GetComponent<Image>();
if (img != null)
{
if (i == draggedPoint)
img.color = dragPointColor;
else if (i == cursorPoint)
img.color = cursorPointColor;
else if (draggedPoint != -1 && IsConnected(draggedPoint, i))
img.color = neighborPointColor;
else
img.color = pointColor;
}
}
// Update edges
foreach (Edge e in edges)
{
UpdateEdgeVisual(e);
}
}
bool IsConnected(int a, int b)
{
foreach (Edge e in edges)
{
if ((e.a == a && e.b == b) || (e.a == b && e.b == a))
return true;
}
return false;
}
void CheckCrossings()
{
bool anyCrossings = false;
// Reset all edges
foreach (Edge e in edges)
{
e.isCrossed = false;
}
// Check all edge pairs for crossings
for (int i = 0; i < edges.Count; i++)
{
Edge e1 = edges[i];
Point a1 = points[e1.a];
Point a2 = points[e1.b];
for (int j = i + 1; j < edges.Count; j++)
{
Edge e2 = edges[j];
Point b1 = points[e2.a];
Point b2 = points[e2.b];
// Skip if edges share a point
if (e1.a == e2.a || e1.a == e2.b || e1.b == e2.a || e1.b == e2.b)
continue;
if (DoLinesIntersect(a1, a2, b1, b2))
{
e1.isCrossed = true;
e2.isCrossed = true;
anyCrossings = true;
}
}
}
isSolved = !anyCrossings;
}
bool DoLinesIntersect(Point a1, Point a2, Point b1, Point b2)
{
Vector2 p1 = new Vector2(a1.x, a1.y);
Vector2 p2 = new Vector2(a2.x, a2.y);
Vector2 p3 = new Vector2(b1.x, b1.y);
Vector2 p4 = new Vector2(b2.x, b2.y);
float d = (p2.x - p1.x) * (p4.y - p3.y) - (p2.y - p1.y) * (p4.x - p3.x);
if (d == 0) return false;
float u = ((p3.x - p1.x) * (p4.y - p3.y) - (p3.y - p1.y) * (p4.x - p3.x)) / d;
float v = ((p3.x - p1.x) * (p2.y - p1.y) - (p3.y - p1.y) * (p2.x - p1.x)) / d;
return (u >= 0) && (u <= 1) && (v >= 0) && (v <= 1);
}
public void OnSnapToGridToggle(bool value)
{
snapToGrid = value;
}
public void OnShowCrossedEdgesToggle(bool value)
{
showCrossedEdges = value;
foreach (Edge e in edges)
{
UpdateEdgeVisual(e);
}
}
public void OnVertexNumbersToggle(bool value)
{
showVertexNumbers = value;
foreach (Point p in points)
{
Text text = p.visual.GetComponentInChildren<Text>();
if (text != null)
{
text.enabled = value;
}
}
}
public void OnRegenerateClick()
{
GenerateGame();
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public enum UGameState
{
Uninitialized,
Playing,
Win,
Lose
}
public class UntangleGameManager : MonoBehaviour
{
[Header("Prefabs & Parents")]
public GameObject pointPrefab;
public LineRenderer linePrefab;
public Transform spawnParent;
[Header("UI Elements")]
public Text statusText;
public GameObject winUI;
public GameObject loseUI;
public Button newGameButton;
public Button solveButton;
[Header("Audio")]
public AudioClip winSound;
public AudioClip loseSound;
[Header("Game Settings")]
public int pointCount = 10;
// Runtime state
public UGameState gameState = UGameState.Uninitialized;
private List<Point> points = new List<Point>();
public List<Connection> connections = new List<Connection>();
private Vector3[] solutionPositions;
private void Awake()
{
newGameButton.onClick.AddListener(StartGame);
solveButton.onClick.AddListener(AutoSolve);
}
private void Start()
{
StartGame();
}
public void SetGameState(UGameState state)
{
gameState = state;
}
public void StartGame()
{
ResetPuzzle();
}
public void ResetPuzzle()
{
// 1) Cleanup previous run
ClearOldGame();
points.Clear();
connections.Clear();
statusText.text = "";
if (winUI != null)
winUI.SetActive(false);
if (loseUI != null)
loseUI.SetActive(false);
// Step 1: Place points randomly (solution layout)
for (int i = 0; i < pointCount; i++)
{
Vector2 pos;
int tries = 0;
do
{
pos = Random.insideUnitCircle * 4f;
tries++;
if (tries > 1000) break;
}
while (IsTooClose(pos));
// instantiate as child of spawnParent
Vector3 worldPos = new Vector3(pos.x, pos.y, 0f);
GameObject obj = Instantiate(pointPrefab, worldPos, Quaternion.identity, spawnParent);
Point p = obj.GetComponent<Point>();
p.id = i;
p.manager = this;
points.Add(p);
solutionPositions[i] = worldPos;
}
// Step 2: Create a Minimum Spanning Tree (MST)
List<(int, int, float)> edges = new List<(int, int, float)>();
for (int i = 0; i < pointCount; i++)
{
for (int j = i + 1; j < pointCount; j++)
{
float dist = Vector2.Distance(points[i].transform.position, points[j].transform.position);
edges.Add((i, j, dist));
}
}
edges.Sort((a, b) => a.Item3.CompareTo(b.Item3));
int[] parent = new int[pointCount];
for (int i = 0; i < pointCount; i++) parent[i] = i;
int Find(int x) => parent[x] == x ? x : parent[x] = Find(parent[x]);
void Union(int x, int y) => parent[Find(x)] = Find(y);
int edgeCount = 0;
foreach (var (a, b, _) in edges)
{
if (Find(a) != Find(b))
{
Union(a, b);
AddConnection(a, b);
edgeCount++;
if (edgeCount == pointCount - 1) break;
}
}
// Step 3: Ensure every point has at least degree 2
int[] degrees = new int[pointCount];
foreach (var c in connections)
{
degrees[c.a.id]++;
degrees[c.b.id]++;
}
for (int i = 0; i < pointCount; i++)
{
while (degrees[i] < 2)
{
bool added = false;
// Try to add a non-crossing edge
for (int j = 0; j < pointCount; j++)
{
if (i == j || IsConnected(i, j)) continue;
Connection temp = new Connection { a = points[i], b = points[j] };
if (DoesIntersectAny(temp)) continue;
AddConnection(i, j);
degrees[i]++;
degrees[j]++;
added = true;
break;
}
// If no valid non-crossing edge found, allow one forced connection (rare case)
if (!added)
{
for (int j = 0; j < pointCount; j++)
{
if (i == j || IsConnected(i, j)) continue;
AddConnection(i, j);
degrees[i]++;
degrees[j]++;
break;
}
}
}
// set state to playing
}
// Step 4: Shuffle point positions to create the puzzle
foreach (var p in points)
p.transform.localPosition = Random.insideUnitCircle * 400f; // localPosition keeps them under spawnParent
foreach (var c in connections)
c.UpdateLine();
SetGameState(UGameState.Playing);
}
private void AddConnection(int a, int b)
{
var c = new Connection { a = points[a], b = points[b] };
var lr = Instantiate(linePrefab, spawnParent);
c.line = lr;
c.UpdateLine();
connections.Add(c);
}
private bool IsConnected(int a, int b)
{
return connections.Exists(c =>
(c.a.id == a && c.b.id == b) ||
(c.a.id == b && c.b.id == a));
}
private bool DoesIntersectAny(Connection cand)
{
foreach (var c in connections)
{
if (cand.SharesPointWith(c)) continue;
if (LinesIntersect(cand, c)) return true;
}
return false;
}
private bool IsTooClose(Vector2 pos)
{
return points.Exists(p => Vector2.Distance(p.transform.position, pos) < 0.5f);
}
private void ClearOldGame()
{
foreach (var p in points) Destroy(p.gameObject);
foreach (var c in connections) Destroy(c.line.gameObject);
}
public void CheckIfSolved()
{
if (gameState != UGameState.Playing) return;
foreach (var c1 in connections)
foreach (var c2 in connections)
if (c1 != c2 && !c1.SharesPointWith(c2) && LinesIntersect(c1, c2))
return;
// no intersections found!
statusText.text = "Completed!";
if (loseUI != null)
loseUI.SetActive(false);
if (winUI != null)
winUI.SetActive(true);
SetGameState(UGameState.Win);
SoundFXManager.instance.PlaySound(winSound, transform, 1f);
}
private void AutoSolve()
{
if (gameState != UGameState.Playing) return;
for (int i = 0; i < points.Count; i++)
points[i].transform.position = solutionPositions[i];
connections.ForEach(c => c.UpdateLine());
CheckIfSolved();
}
#region Lineintersection helpers
private bool LinesIntersect(Connection c1, Connection c2)
{
Vector2 p1 = c1.a.transform.position;
Vector2 q1 = c1.b.transform.position;
Vector2 p2 = c2.a.transform.position;
Vector2 q2 = c2.b.transform.position;
return DoIntersect(p1, q1, p2, q2);
}
private bool DoIntersect(Vector2 a, Vector2 b, Vector2 c, Vector2 d)
{
int o1 = Orientation(a, b, c);
int o2 = Orientation(a, b, d);
int o3 = Orientation(c, d, a);
int o4 = Orientation(c, d, b);
return (o1 != o2 && o3 != o4);
}
private int Orientation(Vector2 a, Vector2 b, Vector2 c)
{
float v = (b.y - a.y) * (c.x - b.x) - (b.x - a.x) * (c.y - b.y);
if (Mathf.Abs(v) < 1e-4f) return 0;
return (v > 0) ? 1 : 2;
}
#endregion
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@ -6,6 +6,7 @@ public enum TabletScreen {
Word,
Mines,
SimonSays,
Untangle,
MainMenu,
Clear
}
@ -34,6 +35,7 @@ public class TabletScript : MonoBehaviour
[SerializeField] private GameObject minesPuzzleSheet = null;
[SerializeField] private GameObject wordPuzzleSheet = null;
[SerializeField] private GameObject simonSaysPuzzleSheet = null;
[SerializeField] private GameObject untanglePuzzleSheet = null;
[SerializeField] private GameObject mainMenuSheet = null;
@ -58,6 +60,7 @@ public class TabletScript : MonoBehaviour
[SerializeField] private ControlScript minesControlScript = null;
[SerializeField] private WordPuzzle wordPuzzleScript = null;
[SerializeField] private SimonSaysGameManager simonSaysGameManager = null;
[SerializeField] private UntangleGameManager untangleGameManager = null;
public void Start()
@ -76,33 +79,46 @@ public class TabletScript : MonoBehaviour
wordPuzzleSheet.SetActive(true);
minesPuzzleSheet.SetActive(false);
simonSaysPuzzleSheet.SetActive(false);
untanglePuzzleSheet.SetActive(false);
break;
case TabletScreen.Mines:
wordPuzzleSheet.SetActive(false);
minesPuzzleSheet.SetActive(true);
simonSaysPuzzleSheet.SetActive(false);
break;
case TabletScreen.MainMenu:
wordPuzzleSheet.SetActive(false);
minesPuzzleSheet.SetActive(false);
simonSaysPuzzleSheet.SetActive(false);
mainMenuSheet.SetActive(true);
untanglePuzzleSheet.SetActive(false);
break;
case TabletScreen.SimonSays:
wordPuzzleSheet.SetActive(false);
minesPuzzleSheet.SetActive(false);
simonSaysPuzzleSheet.SetActive(true);
untanglePuzzleSheet.SetActive(false);
break;
case TabletScreen.Untangle:
wordPuzzleSheet.SetActive(false);
minesPuzzleSheet.SetActive(false);
simonSaysPuzzleSheet.SetActive(false);
untanglePuzzleSheet.SetActive(true);
break;
case TabletScreen.MainMenu:
wordPuzzleSheet.SetActive(false);
minesPuzzleSheet.SetActive(false);
simonSaysPuzzleSheet.SetActive(false);
untanglePuzzleSheet.SetActive(false);
mainMenuSheet.SetActive(true);
break;
case TabletScreen.Clear:
wordPuzzleSheet.SetActive(false);
minesPuzzleSheet.SetActive(false);
simonSaysPuzzleSheet.SetActive(false);
untanglePuzzleSheet.SetActive(false);
mainMenuSheet.SetActive(false);
break;
default:
wordPuzzleSheet.SetActive(false);
minesPuzzleSheet.SetActive(false);
simonSaysPuzzleSheet.SetActive(false);
untanglePuzzleSheet.SetActive(false);
mainMenuSheet.SetActive(false);
break;
@ -114,6 +130,7 @@ public class TabletScript : MonoBehaviour
mainMenuSheet.SetActive(false);
wordPuzzleSheet.SetActive(false);
simonSaysPuzzleSheet.SetActive(false);
untanglePuzzleSheet.SetActive(false);
minesPuzzleSheet.SetActive(true);
minesControlScript.GridSizeX = gridSize;
@ -146,6 +163,7 @@ public class TabletScript : MonoBehaviour
mainMenuSheet.SetActive(false);
minesPuzzleSheet.SetActive(false);
simonSaysPuzzleSheet.SetActive(false);
untanglePuzzleSheet.SetActive(false);
StartCoroutine(WaitForPuzzleCompletionWord());
}
@ -171,6 +189,7 @@ public class TabletScript : MonoBehaviour
mainMenuSheet.SetActive(false);
minesPuzzleSheet.SetActive(false);
wordPuzzleSheet.SetActive(false);
untanglePuzzleSheet.SetActive(false);
StartCoroutine(WaitForPuzzleCompletionSimonSays());
}
@ -186,6 +205,30 @@ public class TabletScript : MonoBehaviour
SetScreen(TabletScreen.MainMenu);
}
public void SetScreenUntangle(int pointCount)
{
untanglePuzzleSheet.SetActive(true);
untangleGameManager.pointCount = pointCount;
untangleGameManager.StartGame();
mainMenuSheet.SetActive(false);
minesPuzzleSheet.SetActive(false);
wordPuzzleSheet.SetActive(false);
simonSaysPuzzleSheet.SetActive(false);
StartCoroutine(WaitForPuzzleCompletionUntangle());
}
private IEnumerator WaitForPuzzleCompletionUntangle()
{
yield return new WaitUntil(() => untangleGameManager.gameState == UGameState.Win);
yield return new WaitForSeconds(1.0f);
untangleGameManager.gameState = UGameState.Uninitialized; // reset the game state to default state
gameState = PuzzleGameState.Win;
SetScreen(TabletScreen.MainMenu);
}
public void SetGameState(PuzzleGameState state)
{
gameState = state;