Need Help with a match 3 style game
I am currently designing a match 3 game and trying to do two things:
1) Make it so no matches drop when board initializes. 2) Check for potential matches on the board if there are none reshuffle pieces.
Below is my Grid script:
Any help would be greatly appreciated.
public enum PieceType
{
EMPTY, // Empty shell used when pieces game starts
NORMAL, // the basic piece
BREAKABLE, // An obstacle piece that can be destroyed
UNBREAKABLE, // Pieces that cannot be broken
ROW_CLEAR, // Clears Row
COLUMN_CLEAR, // Clears Column
COLORMATCH, // Clears all of a color
COUNT,
};
[System.Serializable]
public struct PiecePrefab
{
public PieceType type;
public GameObject prefab;
};
[System.Serializable]
public struct PiecePosition
{
public PieceType type;
public int x;
public int y;
};
public int xDim; // The horizontal size of the grid
public int yDim; // The vertical size of the grid
public float fillTime; // Higher Fill time makes board fill slower
public Level level; // Reference to Level
public PiecePrefab[] piecePrefabs;
public GameObject backgroundPrefab;
public PiecePosition[] initialPieces;
private Dictionary<PieceType, GameObject> piecePrefabDict;
private GamePiece[,] pieces;
private bool inverse = false;
private GamePiece pressedPiece;
private GamePiece enteredPiece;
private bool gameOver = false;
private bool isFilling = false;
public bool IsFilling
{
get { return isFilling; }
}
// Use this for initialization
void Awake () {
piecePrefabDict = new Dictionary<PieceType, GameObject>();
for ( int i = 0; i < piecePrefabs.Length; i++)
{
if ( !piecePrefabDict.ContainsKey (piecePrefabs [i].type))
{
piecePrefabDict.Add(piecePrefabs[i].type, piecePrefabs[i].prefab);
}
}
//Building the Grid the piece background
for (int x = 0; x < xDim; x++)
{
for (int y = 0; y < yDim; y++)
{
GameObject background = (GameObject)Instantiate(backgroundPrefab, GetWorldPosition(x, y), Quaternion.identity);
background.transform.parent = transform;
}
}
pieces = new GamePiece [xDim, yDim];
// Filling the Board
for ( int i = 0; i < initialPieces.Length; i++)
{
if ( initialPieces [i].x >= 0 && initialPieces [i].x < xDim
&& initialPieces [i].y >= 0 && initialPieces [i].y < yDim)
{
SpawnNewPiece(initialPieces[i].x, initialPieces[i].y, initialPieces[i].type);
}
}
for ( int x = 0; x< xDim; x++)
{
for ( int y = 0; y < yDim; y++)
{
if (pieces[x, y] == null)
{
SpawnNewPiece(x, y, PieceType.EMPTY);
}
}
}
StartCoroutine(Fill());
}
// Update is called once per frame
void Update () {
}
public IEnumerator Fill()
{
bool needsRefill = true;
isFilling = true;
while (needsRefill)
{
yield return new WaitForSeconds(fillTime);
while (FillStep())
{
inverse = !inverse;
yield return new WaitForSeconds(fillTime);
}
needsRefill = ClearAllValidMatches();
}
isFilling = false;
}
public bool FillStep()
{
bool movedPiece = false;
for (int y = yDim - 2; y >= 0; y--)
{
for (int loopX = 0; loopX < xDim; loopX++)
{
int x = loopX;
if (inverse)
{
x = xDim - 1 - loopX;
}
GamePiece piece = pieces[x, y];
if (piece.IsMovable())
{
GamePiece pieceBelow = pieces[x, y + 1];
if (pieceBelow.Type == PieceType.EMPTY)
{
Destroy(pieceBelow.gameObject);
piece.MovableComponent.Move(x, y + 1, fillTime);
pieces[x, y + 1] = piece;
SpawnNewPiece(x, y, PieceType.EMPTY);
movedPiece = true;
}
else
{
for (int diag = -1; diag <= 1; diag++)
{
if (diag != 0)
{
int diagX = x + diag;
if (inverse)
{
diagX = x - diag;
}
if (diagX >= 0 && diagX < xDim)
{
GamePiece diagonalPiece = pieces[diagX, y + 1];
if (diagonalPiece.Type == PieceType.EMPTY)
{
bool hasPieceAbove = true;
for (int aboveY = y; aboveY >= 0; aboveY--)
{
GamePiece pieceAbove = pieces[diagX, aboveY];
if (pieceAbove.IsMovable())
{
break;
}
else if (!pieceAbove.IsMovable() && pieceAbove.Type != PieceType.EMPTY)
{
hasPieceAbove = false;
break;
}
}
if (!hasPieceAbove)
{
Destroy(diagonalPiece.gameObject);
piece.MovableComponent.Move(diagX, y + 1, fillTime);
pieces[diagX, y + 1] = piece;
SpawnNewPiece(x, y, PieceType.EMPTY);
movedPiece = true;
break;
}
}
}
}
}
}
}
}
}
// Filling Top row
for (int x = 0; x < xDim; x++)
{
GamePiece pieceBelow = pieces[x, 0];
if (pieceBelow.Type == PieceType.EMPTY)
{
Destroy(pieceBelow.gameObject);
// This is where we fill the board
GameObject newPiece = (GameObject)Instantiate(piecePrefabDict[PieceType.NORMAL], GetWorldPosition(x, -1), Quaternion.identity);
newPiece.transform.parent = transform;
pieces[x, 0] = newPiece.GetComponent<GamePiece>();
pieces[x, 0].Init(x, -1, this, PieceType.NORMAL);
pieces[x, 0].MovableComponent.Move(x, 0, fillTime);
// This is where we set color that spawns
pieces[x, 0].ColorComponent.SetColor((ColorPiece.ColorType)Random.Range(0, pieces[x, 0].ColorComponent.NumColors));
movedPiece = true;
}
}
return movedPiece;
}
public Vector2 GetWorldPosition(int x, int y)
{
return new Vector2(transform.position.x - xDim / 2.0f + x, transform.position.y + yDim / 2.0f - y);
}
public GamePiece SpawnNewPiece (int x, int y, PieceType type)
{
GameObject newPiece = (GameObject)Instantiate(piecePrefabDict[type], GetWorldPosition (x, y), Quaternion.identity);
newPiece.transform.parent = transform;
pieces [x, y] = newPiece.GetComponent<GamePiece>();
pieces [x, y].Init(x, y, this, type);
return pieces[x, y];
}
public bool IsAdjacent ( GamePiece piece1, GamePiece piece2)
{
return (piece1.X == piece2.X && (int)Mathf.Abs(piece1.Y - piece2.Y) == 1)
|| (piece1.Y == piece2.Y && (int)Mathf.Abs(piece1.X - piece2.X) == 1);
}
public void SwapPieces(GamePiece piece1, GamePiece piece2)
{
if (gameOver)
{
return;
}
if (piece1.IsMovable() && piece2.IsMovable())
{
pieces[piece1.X, piece1.Y] = piece2;
pieces[piece2.X, piece2.Y] = piece1;
if (GetMatch(piece1, piece2.X, piece2.Y) != null || GetMatch(piece2, piece1.X, piece1.Y) != null
|| piece1.Type == PieceType.COLORMATCH || piece2.Type == PieceType.COLORMATCH)
{
int piece1X = piece1.X;
int piece1Y = piece1.Y;
piece1.MovableComponent.Move(piece2.X, piece2.Y, fillTime);
piece2.MovableComponent.Move(piece1X, piece1Y, fillTime);
if ( piece1.Type == PieceType.COLORMATCH && piece1.IsClearable () && piece2.IsColored())
{
ClearColorPiece clearColor = piece1.GetComponent<ClearColorPiece>();
if ( clearColor)
{
clearColor.Color = piece2.ColorComponent.Color;
}
ClearPiece(piece1.X, piece1.Y);
}
if (piece2.Type == PieceType.COLORMATCH && piece2.IsClearable() && piece1.IsColored())
{
ClearColorPiece clearColor = piece2.GetComponent<ClearColorPiece>();
if (clearColor)
{
clearColor.Color = piece1.ColorComponent.Color;
}
ClearPiece(piece2.X, piece2.Y);
}
ClearAllValidMatches();
if(piece1.Type == PieceType.ROW_CLEAR || piece1.Type == PieceType.COLUMN_CLEAR)
{
ClearPiece(piece1.X, piece1.Y);
}
if (piece2.Type == PieceType.ROW_CLEAR || piece2.Type == PieceType.COLUMN_CLEAR)
{
ClearPiece(piece2.X, piece2.Y);
}
pressedPiece = null;
enteredPiece = null;
StartCoroutine(Fill());
level.OnMove();
}
else
{
pieces [piece1.X, piece1.Y] = piece1;
pieces[piece2.X, piece2.Y] = piece2;
}
}
}
public void PressPiece (GamePiece piece)
{
pressedPiece = piece;
}
public void EnterPiece (GamePiece piece)
{
enteredPiece = piece;
}
public void ReleasePiece()
{
if ( IsAdjacent ( pressedPiece, enteredPiece))
{
SwapPieces(pressedPiece, enteredPiece);
}
}
public List <GamePiece> GetMatch ( GamePiece piece, int newX, int newY)
{
if (piece.IsColored())
{
ColorPiece.ColorType color = piece.ColorComponent.Color;
List <GamePiece> horizontalPieces = new List<GamePiece>();
List <GamePiece> verticalPieces = new List<GamePiece>();
List <GamePiece> matchingPieces = new List<GamePiece>();
// First check Horizontal
horizontalPieces.Add(piece);
for ( int dir = 0; dir<= 1; dir ++)
{
for ( int xOffset = 1; xOffset < xDim; xOffset++)
{
int x;
if ( dir == 0)
{
// Left
x = newX - xOffset;
}
else
{
// Right
x = newX + xOffset;
}
if ( x < 0 || x >= xDim)
{
break;
}
if ( pieces [ x, newY].IsColored() && pieces[x, newY].ColorComponent.Color == color)
{
horizontalPieces.Add(pieces[x, newY]);
}
else
{
break;
}
}
}
if ( horizontalPieces.Count >= 3)
{
for ( int i = 0; i < horizontalPieces.Count; i++)
{
matchingPieces.Add(horizontalPieces[i]);
}
}
// Traverse vertically if we found a match ( for L and T shape mathces)
if ( horizontalPieces.Count >= 3)
{
for ( int i = 0; i < horizontalPieces.Count; i++)
{
for ( int dir = 0; dir <= 1; dir++)
{
for( int yOffset = 1; yOffset< yDim; yOffset ++)
{
int y;
if ( dir == 0)
{
// Up
y = newY - yOffset;
}
else
{
// Down
y = newY + yOffset;
}
if ( y < 0 || y >= yDim)
{
break;
}
if (pieces[horizontalPieces[i].X, y].IsColored() && pieces[horizontalPieces[i].X, y].ColorComponent.Color == color)
{
verticalPieces.Add(pieces[horizontalPieces[i].X, y]);
}
else
{
break;
}
}
}
if ( verticalPieces.Count < 2)
{
verticalPieces.Clear();
}
else
{
for ( int j = 0; j < verticalPieces.Count; j++)
{
matchingPieces.Add(verticalPieces[j]);
}
break;
}
}
}
if ( matchingPieces.Count >= 3)
{
return matchingPieces;
}
// Then check Vertical
horizontalPieces.Clear();
verticalPieces.Clear();
verticalPieces.Add(piece);
for (int dir = 0; dir <= 1; dir++)
{
for (int yOffset = 1; yOffset < xDim; yOffset++)
{
int y;
if (dir == 0)
{
// Left
y = newY - yOffset;
}
else
{
// Right
y = newY + yOffset;
}
if (y < 0 || y >= yDim)
{
break;
}
if (pieces[newX, y].IsColored() && pieces[newX, y].ColorComponent.Color == color)
{
verticalPieces.Add(pieces[newX, y]);
}
else
{
break;
}
}
}
if (verticalPieces.Count >= 3)
{
for (int i = 0; i < verticalPieces.Count; i++)
{
matchingPieces.Add(verticalPieces[i]);
}
}
// Traverse horizontaly if we found a match ( for L and T shape mathces)
if (verticalPieces.Count >= 3)
{
for (int i = 0; i < verticalPieces.Count; i++)
{
for (int dir = 0; dir <= 1; dir++)
{
for (int xOffset = 1; xOffset < xDim; xOffset++)
{
int x;
if (dir == 0)
{
// Left
x = newX - xOffset;
}
else
{
// Right
x = newX + xOffset;
}
if (x < 0 || x >= xDim)
{
break;
}
if (pieces[x, verticalPieces[i].Y].IsColored() && pieces[x, verticalPieces[i].Y].ColorComponent.Color == color)
{
horizontalPieces.Add(pieces[x, verticalPieces[i].Y]);
}
else
{
break;
}
}
}
if (horizontalPieces.Count < 2)
{
horizontalPieces.Clear();
}
else
{
for (int j = 0; j < horizontalPieces.Count; j++)
{
matchingPieces.Add(horizontalPieces[j]);
}
break;
}
}
}
if (matchingPieces.Count >= 3)
{
return matchingPieces;
}
}
return null;
}
public bool ClearAllValidMatches()
{
bool needsRefill = false;
for ( int y = 0; y < yDim; y++)
{
for ( int x = 0; x < xDim; x++)
{
if ( pieces [x, y].IsClearable())
{
List<GamePiece> match = GetMatch(pieces[x, y], x, y);
if ( match != null)
{
PieceType specialPieceType = PieceType.COUNT;
GamePiece randomPiece = match[Random.Range(0, match.Count)];
int specialPieceX = randomPiece.X;
int specialPieceY = randomPiece.Y;
if ( match.Count == 4)
{
if (pressedPiece == null || enteredPiece == null)
{
specialPieceType = (PieceType)Random.Range((int)PieceType.ROW_CLEAR, (int)PieceType.COLUMN_CLEAR);
}
else if (pressedPiece.Y == enteredPiece.Y)
{
specialPieceType = PieceType.ROW_CLEAR;
}
else
{
specialPieceType = PieceType.COLUMN_CLEAR;
}
}
else if ( match.Count >= 5)
{
specialPieceType = PieceType.COLORMATCH;
}
for ( int i = 0; i < match.Count; i++)
{
if ( ClearPiece ( match [i].X, match [i].Y))
{
needsRefill = true;
if ( match[i] == pressedPiece || match [i] == enteredPiece)
{
specialPieceX = match[i].X;
specialPieceY = match[i].Y;
}
}
}
if (specialPieceType != PieceType.COUNT)
{
Destroy(pieces[specialPieceX, specialPieceY]);
GamePiece newPiece = SpawnNewPiece(specialPieceX, specialPieceY, specialPieceType);
if (( specialPieceType == PieceType.ROW_CLEAR || specialPieceType == PieceType.COLUMN_CLEAR)
&& newPiece.IsColored() && match[0].IsColored())
{
newPiece.ColorComponent.SetColor(match[0].ColorComponent.Color);
}
else if ( specialPieceType == PieceType.COLORMATCH && newPiece.IsColored())
{
newPiece.ColorComponent.SetColor(ColorPiece.ColorType.ANY);
}
}
}
}
}
}
return needsRefill;
}
public bool ClearPiece ( int x, int y )
{
if ( pieces [x, y].IsClearable() && !pieces [x, y].ClearableComponent.IsBeingCleared)
{
pieces[x, y].ClearableComponent.Clear();
SpawnNewPiece(x, y, PieceType.EMPTY);
ClearObstacles(x, y);
return true;
}
return false;
}
public void ClearObstacles(int x, int y)
{
for (int adjacentX = x - 1; adjacentX <= x + 1; adjacentX++)
{
if (adjacentX != x && adjacentX >= 0 && adjacentX < xDim)
{
if (pieces[adjacentX, y].Type == PieceType.BREAKABLE && pieces[adjacentX, y].IsClearable())
{
pieces[adjacentX, y].pieceHP -= 1;
if (pieces[adjacentX, y].pieceHP <= 0)
{
pieces[adjacentX, y].ClearableComponent.Clear();
SpawnNewPiece(adjacentX, y, PieceType.EMPTY);
}
}
}
}
for ( int adjacentY = y - 1; adjacentY <= y + 1; adjacentY++)
{
if (adjacentY != y && adjacentY >= 0 && adjacentY < yDim)
{
if (pieces[x, adjacentY].Type == PieceType.BREAKABLE && pieces[x, adjacentY].IsClearable())
{
pieces[x, adjacentY].pieceHP -= 1;
if (pieces[x, adjacentY].pieceHP <= 0)
{
pieces[x, adjacentY].ClearableComponent.Clear();
SpawnNewPiece(x, adjacentY, PieceType.EMPTY);
}
}
}
}
}
public void ClearRow ( int row )
{
for ( int x = 0; x < xDim; x++)
{
ClearPiece(x, row);
}
}
public void ClearColumn(int column)
{
for (int y = 0; y < yDim; y++)
{
ClearPiece(column, y);
}
}
public void ClearColor ( ColorPiece.ColorType color)
{
for ( int x = 0; x < xDim; x++)
{
for ( int y = 0; y < yDim; y++)
{
if ( pieces [x, y].IsColored() && (pieces [x, y].ColorComponent.Color == color
|| color == ColorPiece.ColorType.ANY))
{
ClearPiece(x, y);
}
}
}
}
public void GameOver()
{
gameOver = true;
}
public List<GamePiece> GetPiecesOfType(PieceType type)
{
List<GamePiece> piecesOfType = new List<GamePiece>();
for ( int x = 0; x < xDim; x++)
{
for (int y = 0; y < yDim; y++)
{
if(pieces[x, y].Type == type)
{
piecesOfType.Add(pieces[x, y]);
}
}
}
return piecesOfType;
}
}
Could you please re-format the question ?
What exactly is wrong with the code , if anything at all ? You seem to basically ask for suggestions on how to do things, so I'm not sure if there is any need in including 775 lines of code.
Also, what have you tried and how did it go ?
Your answer
![](https://koobas.hobune.stream/wayback/20220612131330im_/https://answers.unity.com/themes/thub/images/avi.jpg)
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