add other snap mode
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42aaf10679
commit
2a12900614
11 changed files with 164 additions and 27 deletions
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@ -16,6 +16,7 @@ import {
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PuzzleData,
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PuzzleDataChange,
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ScoreMode,
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SnapMode,
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Timestamp
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} from './Types'
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import Util from './Util'
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@ -172,6 +173,10 @@ function getScoreMode(gameId: string): ScoreMode {
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return GAMES[gameId].scoreMode || ScoreMode.FINAL
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}
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function getSnapMode(gameId: string): SnapMode {
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return GAMES[gameId].snapMode || SnapMode.NORMAL
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}
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function isFinished(gameId: string): boolean {
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return getFinishedPiecesCount(gameId) === getPieceCount(gameId)
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}
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@ -237,6 +242,16 @@ const getPieceGroup = (gameId: string, tileIdx: number): number => {
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return tile.group
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}
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const isCornerPiece = (gameId: string, tileIdx: number): boolean => {
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const info = GAMES[gameId].puzzle.info
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return (
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tileIdx === 0 // top left corner
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|| tileIdx === (info.tilesX - 1) // top right corner
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|| tileIdx === (info.tiles - info.tilesX) // bottom left corner
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|| tileIdx === (info.tiles - 1) // bottom right corner
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)
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}
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const getFinalPiecePos = (gameId: string, tileIdx: number): Point => {
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const info = GAMES[gameId].puzzle.info
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const boardPos = {
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@ -406,6 +421,14 @@ const movePiecesDiff = (
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}
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}
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const isFinishedPiece = (gameId: string, pieceIdx: number): boolean => {
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return getPieceOwner(gameId, pieceIdx) === -1
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}
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const getPieceOwner = (gameId: string, pieceIdx: number): string|number => {
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return getPiece(gameId, pieceIdx).owner
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}
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const finishPieces = (gameId: string, pieceIdxs: Array<number>): void => {
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for (const pieceIdx of pieceIdxs) {
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changePiece(gameId, pieceIdx, { owner: -1, z: 1 })
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@ -721,7 +744,26 @@ function handleInput(
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// Check if the tile was dropped near the final location
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const tilePos = getPiecePos(gameId, pieceIdx)
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const finalPos = getFinalPiecePos(gameId, pieceIdx)
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if (Geometry.pointDistance(finalPos, tilePos) < puzzle.info.snapDistance) {
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let canSnapToFinal = false
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console.log(getSnapMode(gameId))
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if (getSnapMode(gameId) === SnapMode.REAL) {
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// only can snap to final if any of the grouped pieces are
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// corner pieces
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for (const pieceIdxTmp of pieceIdxs) {
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if (isCornerPiece(gameId, pieceIdxTmp)) {
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canSnapToFinal = true
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break
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}
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}
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} else {
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canSnapToFinal = true
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}
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if (
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canSnapToFinal
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&& Geometry.pointDistance(finalPos, tilePos) < puzzle.info.snapDistance
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) {
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const diff = Geometry.pointSub(finalPos, tilePos)
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// Snap the tile to the final destination
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movePiecesDiff(gameId, pieceIdxs, diff)
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@ -774,8 +816,12 @@ function handleInput(
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movePiecesDiff(gameId, pieceIdxs, diff)
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groupTiles(gameId, tileIdx, otherTileIdx)
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pieceIdxs = getGroupedPieceIdxs(gameId, tileIdx)
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const zIndex = getMaxZIndexByPieceIdxs(gameId, pieceIdxs)
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setPiecesZIndex(gameId, pieceIdxs, zIndex)
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if (isFinishedPiece(gameId, otherTileIdx)) {
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finishPieces(gameId, pieceIdxs)
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} else {
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const zIndex = getMaxZIndexByPieceIdxs(gameId, pieceIdxs)
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setPiecesZIndex(gameId, pieceIdxs, zIndex)
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}
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_pieceChanges(pieceIdxs)
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return true
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}
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