Verify that a player move wouldn't collide before doing it.
TODO: check rotations as well.
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1 changed files with 40 additions and 6 deletions
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@ -17,20 +17,29 @@ public class tetrominoUserControl : MonoBehaviour
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{
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if (Input.GetButtonDown("tetrisMoveLeft") && activeTetromino != null)
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{
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activeTetromino.gameObject.transform.position += Vector3.left * 1.0f;
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GetComponent<AudioSource>().Play();
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if (!checkMoveCollisions(Vector2.left))
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{
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activeTetromino.gameObject.transform.position += Vector3.left * 1.0f;
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GetComponent<AudioSource>().Play();
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}
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}
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if (Input.GetButtonDown("tetrisMoveRight") && activeTetromino != null)
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{
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activeTetromino.gameObject.transform.position += Vector3.right * 1.0f;
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GetComponent<AudioSource>().Play();
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if (!checkMoveCollisions(Vector2.right))
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{
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activeTetromino.gameObject.transform.position += Vector3.right * 1.0f;
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GetComponent<AudioSource>().Play();
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}
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}
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if (Input.GetButtonDown("tetrisDrop") && activeTetromino != null)
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{
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activeTetromino.gameObject.transform.position += Vector3.down * 1.0f;
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GetComponent<AudioSource>().Play();
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if (!checkMoveCollisions(Vector2.down))
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{
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activeTetromino.gameObject.transform.position += Vector3.down * 1.0f;
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GetComponent<AudioSource>().Play();
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}
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}
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if (Input.GetButtonDown("tetrisRotateLeft") && activeTetromino != null)
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@ -55,4 +64,29 @@ public class tetrominoUserControl : MonoBehaviour
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{
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activeTetromino = null;
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}
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public bool checkMoveCollisions(Vector2 direction)
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{
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bool wouldCollide = false;
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foreach (Transform child in activeTetromino.transform)
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{
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RaycastHit2D collision = Physics2D.Raycast(child.position, direction, 1.0f);
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// Debug.DrawRay(pieceToCheck.position,Vector3.down,Color.red,1000.0f);
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if (collision.collider != null && collision.collider.transform.parent != child.parent)
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{
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wouldCollide = true;
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}
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}
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if (wouldCollide == true)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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