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Grid-based game movement
I'm trying to make a game in which you direct an object towards a goal by creating a path. This path will be created on a grid by clicking adjacent tiles and toggling through left, right and forward in order to get the object to it's destination.
Right now, it looks like this:
I've figured out translating the player from one point to another on the grid by clicking on the tiles.
However, I still need to figure out
1) How to limit grid movement so that only adjacent tiles can be selected.
2) How to toggle between textures on each tile by clicking multiple times in order to determine what direction the object faces. Say I click once on a tile, it should be a forward facing arrow, click again, it should be an arrow pointing to the right.
This is the code for the GameManager script:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class GameManager : MonoBehaviour {
public static GameManager instance;
public GameObject TilePrefab;
public GameObject UserPlayerPrefab;
public GameObject AIPlayerPrefab;
public int mapSize = 0;
List <List<Tile>> map = new List<List<Tile>>();
List <Player> players = new List<Player>();
int currentPlayerIndex = 0;
void Awake() {
instance = this;
}
// Use this for initialization
void Start () {
generateMap();
generatePlayers();
}
// Update is called once per frame
void Update () {
players[currentPlayerIndex].TurnUpdate();
}
public void nextTurn() {
if (currentPlayerIndex + 1 < players.Count) {
currentPlayerIndex++;
} else {
currentPlayerIndex = 0;
}
}
public void moveCurrentPlayer(Tile destTile) {
players[currentPlayerIndex].moveDestination = destTile.transform.position + 1.5f * Vector3.up;
}
void generateMap() {
map = new List<List<Tile>>();
for (int i = 0; i < mapSize; i++) {
List <Tile> row = new List<Tile>();
for (int j = 0; j < mapSize; j++) {
Tile tile = ((GameObject)Instantiate(TilePrefab, new Vector3(i - Mathf.Floor(mapSize/2),0, -j + Mathf.Floor(mapSize/2)), Quaternion.Euler(new Vector3()))).GetComponent<Tile>();
tile.gridPosition = new Vector2(i, j);
row.Add (tile);
}
map.Add(row);
}
}
void generatePlayers() {
UserPlayer player;
player = ((GameObject)Instantiate(UserPlayerPrefab, new Vector3(0 - Mathf.Floor(mapSize/2),1.5f, -0 + Mathf.Floor(mapSize/2)), Quaternion.Euler(new Vector3()))).GetComponent<UserPlayer>();
players.Add(player);
AIPlayer aiplayer = ((GameObject)Instantiate(AIPlayerPrefab, new Vector3(6 - Mathf.Floor(mapSize/2),1.5f, -4 + Mathf.Floor(mapSize/2)), Quaternion.Euler(new Vector3()))).GetComponent<AIPlayer>();
players.Add(aiplayer);
}
}
This is the code for the tile pieces:
using UnityEngine;
using System.Collections;
public class Tile : MonoBehaviour {
public Vector2 gridPosition = Vector2.zero;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnMouseEnter() {
transform.renderer.material.color = Color.blue;
Debug.Log("my position is (" + gridPosition.x + "," + gridPosition.y);
}
void OnMouseExit() {
transform.renderer.material.color = Color.white;
}
void OnMouseDown() {
GameManager.instance.moveCurrentPlayer(this);
}
}
And this is the code for the player piece:
using UnityEngine;
using System.Collections;
public class Player : MonoBehaviour {
public Vector3 moveDestination;
public float moveSpeed = 10.0f;
void Awake () {
moveDestination = transform.position;
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public virtual void TurnUpdate () {
}
}
Answer by Noah Dyer · Jan 27, 2015 at 08:49 PM
To question 1, in addition to keeping track of the destination tile, you need to keep track of the current tile. Then you can check destinationTile against currentTile in a function called IsValidMove() or somesuch.
To question 2, similarly, you need to keep track of current orientation. I'd probably do it in an enum, but you could also do it with strings, etc. Basically, whenever the mouse is clicked, you check the current orientation, and change it to whatever you want to come next.
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