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SDK for creating Match 3 games

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LibraStack/Match3-SDK

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A cross-platform library that makes it easy to create your own Match 3 game.

TerminalAndUnityImplementationMac

📖 Table of Contents

📝 About

TheMatch 3 SDK is designed to speed up the development of Match 3 games. Use the samples as a starting point for creating your own Match 3 game.

Unity sample

A Match 3 game sample with three implementations to fill the playing field.

Simple Fill StrategyFall Down Fill StrategySlide Down Fill Strategy
ItemsScaleStrategyItemsDropStrategyItemsRollDownStrategy

Note: TheFallDownFillStrategy &SlideDownFillStrategy are given as an example. Consider to implement an object pooling technique for theItemMoveData to reduce memory pressure.

Gameplay Demonstration
UnityMatch3Gameplay.mp4

Terminal sample

A Match 3 game sample designed for text terminals.

Gameplay Demonstration
TerminalMatch3Gameplay.mp4

Note: The sample was tested using Rider's internal console. If you have a problem displaying symbols, configure your terminal to supportUnicode (inUTF-8 form). For Windows, you can use the newWindows Terminal.

🌵 Folder Structure

.├── samples│   ├── Terminal.Match3│   └── Unity.Match3│├── src│   ├── Match3.App│   ├── Match3.Core│   ├── Match3.Template│   └── Match3.UnityPackage   # Auto-generated│├── Match3.sln

⚙️ Installation

Dependencies:

You can install Match3-SDK in one of the following ways:

1. Install via Package Manager

The package is available on theOpenUPM.

  • OpenEdit/Project Settings/Package Manager

  • Add a newScoped Registry (or edit the existing OpenUPM entry)

    Name      package.openupm.comURL       https://package.openupm.comScope(s)  com.cysharp.unitask          com.chebanovdd.match3sdk
  • OpenWindow/Package Manager

  • SelectMy Registries

  • InstallUniTask andMatch3-SDK packages

2. Install via Git URL

You can addhttps://github.com/ChebanovDD/Match3-SDK.git?path=src/Match3.UnityPackage/Assets/Plugins/Match3 to the Package Manager.

If you want to set a target version, Match3-SDK uses thev*.*.* release tag, so you can specify a version like#v0.1.2. For examplehttps://github.com/ChebanovDD/Match3-SDK.git?path=src/Match3.UnityPackage/Assets/Plugins/Match3#v0.1.2.

Note: Dependencies must be installed before installing the package.

  • Match3.SDK.zip - to use the Match3-SDK outside of Unity (eg. just as a normal C# project)
  • Match3.Unity.SDK.unitypackage - contains Match3-SDK source code
  • Match3.Unity.Sample.unitypackage - contains the sample project for Unity
  • com.chebanovdd.match3sdk-*.tgz - for installing the Match3-SDKfrom a local tarball file

Note: Dependencies must be installed before installing the packages.

🚀 How To Use

Add new icons set

To add a new icons set, simply create aSpriteAtlas and add it to theAppContext via the Inspector.

AppContextInspector

Note: You can change icons size by changing thePixels Per Unit option in the sprite settings.

Create animation job

Let's create aSlideIn animation to show the items and aSlideOut animation to hide the items. These animations will be used further.

Сreate a classItemsSlideOutJob and inherit from theJob.

publicclassItemsSlideOutJob:Job{privateconstfloatFadeDuration=0.15f;privateconstfloatSlideDuration=0.2f;privatereadonlyIEnumerable<IUnityItem>_items;publicItemsSlideOutJob(IEnumerable<IUnityItem>items,intexecutionOrder=0):base(executionOrder){_items=items;// Items to animate.}publicoverrideasyncUniTaskExecuteAsync(CancellationTokencancellationToken=default){varitemsSequence=DOTween.Sequence();foreach(varitemin_items){// Calculate the item destination position.vardestinationPosition=item.GetWorldPosition()+Vector3.right;_=itemsSequence.Join(item.Transform.DOMove(destinationPosition,SlideDuration))// Smoothly move the item..Join(item.SpriteRenderer.DOFade(0,FadeDuration));// Smoothly hide the item.}awaititemsSequence.SetEase(Ease.Flash).WithCancellation(cancellationToken);}}

Then create a classItemsSlideInJob.

publicclassItemsSlideInJob:Job{privateconstfloatFadeDuration=0.15f;privateconstfloatSlideDuration=0.2f;privatereadonlyIEnumerable<IUnityItem>_items;publicItemsSlideInJob(IEnumerable<IUnityItem>items,intexecutionOrder=0):base(executionOrder){_items=items;// Items to animate.}publicoverrideasyncUniTaskExecuteAsync(CancellationTokencancellationToken=default){varitemsSequence=DOTween.Sequence();foreach(varitemin_items){// Save the item current position.vardestinationPosition=item.GetWorldPosition();// Move the item to the starting position.item.SetWorldPosition(destinationPosition+Vector3.left);// Reset the sprite alpha to zero.item.SpriteRenderer.SetAlpha(0);// Reset the item scale.item.SetScale(1);// Activate the item game object.item.Show();_=itemsSequence.Join(item.Transform.DOMove(destinationPosition,SlideDuration))// Smoothly move the item..Join(item.SpriteRenderer.DOFade(1,FadeDuration));// Smoothly show the item.}awaititemsSequence.SetEase(Ease.Flash).WithCancellation(cancellationToken);}}

Jobs with the sameexecutionOrder run in parallel. Otherwise, they run one after the other according to theexecutionOrder.

Execution Order Demonstration
SlideOutJob: 0
SlideInJob: 0
SlideOutJob: 0
SlideInJob: 1
ItemsSlideAnimationItemsSlideAnimation

Create fill strategy

First of all, create a classSidewayFillStrategy and inherit from theIBoardFillStrategy<TGridSlot>.

We'll need anIUnityGameBoardRenderer to transform grid positions to world positions and anIItemsPool<TItem> to get the pre-created items from the pool. Let's pass them to the constructor.

publicclassSidewayFillStrategy:IBoardFillStrategy<IUnityGridSlot>{privatereadonlyIItemsPool<IUnityItem>_itemsPool;privatereadonlyIUnityGameBoardRenderer_gameBoardRenderer;publicSidewayFillStrategy(IUnityGameBoardRenderergameBoardRenderer,IItemsPool<IUnityItem>itemsPool){_itemsPool=itemsPool;_gameBoardRenderer=gameBoardRenderer;}publicstringName=>"Sideway Fill Strategy";publicIEnumerable<IJob>GetFillJobs(IGameBoard<IUnityGridSlot>gameBoard){thrownewNotImplementedException();}publicIEnumerable<IJob>GetSolveJobs(IGameBoard<IUnityGridSlot>gameBoard,SolvedData<IUnityGridSlot>solvedData){thrownewNotImplementedException();}}

Then let's implement theGetFillJobs method. This method is used to fill the playing field.

publicIEnumerable<IJob>GetFillJobs(IGameBoard<IUnityGridSlot>gameBoard){// List of items to show.varitemsToShow=newList<IUnityItem>();for(varrowIndex=0;rowIndex<gameBoard.RowCount;rowIndex++){for(varcolumnIndex=0;columnIndex<gameBoard.ColumnCount;columnIndex++){vargridSlot=gameBoard[rowIndex,columnIndex];if(gridSlot.CanSetItem==false){continue;}// Get an item from the pool.varitem=_itemsPool.GetItem();// Set the position of the item.item.SetWorldPosition(_gameBoardRenderer.GetWorldPosition(gridSlot.GridPosition));// Set the item to the grid slot.gridSlot.SetItem(item);// Add the item to the list to show.itemsToShow.Add(item);}}// Create a job to show items.returnnew[]{newItemsShowJob(itemsToShow)};}

Next, we implement theGetSolveJobs method. This method is used to deal with solved sequences of items.

publicIEnumerable<IJob>GetSolveJobs(IGameBoard<IUnityGridSlot>gameBoard,SolvedData<IUnityGridSlot>solvedData){// List of items to hide.varitemsToHide=newList<IUnityItem>();// List of items to show.varitemsToShow=newList<IUnityItem>();// Iterate through the solved items.// Get unique and only movable items.foreach(varsolvedGridSlotinsolvedData.GetUniqueSolvedGridSlots(true)){// Get a new item from the pool.varnewItem=_itemsPool.GetItem();// Get the current item of the grid slot.varcurrentItem=solvedGridSlot.Item;// Set the position of the new item.newItem.SetWorldPosition(currentItem.GetWorldPosition());// Set the new item to the grid slot.solvedGridSlot.SetItem(newItem);// Add the current item to the list to hide.itemsToHide.Add(currentItem);// Add the new item to the list to show.itemsToShow.Add(newItem);// Return the current item to the pool._itemsPool.ReturnItem(currentItem);}// Iterate through the special items (can be empty).// Get all special items except occupied.foreach(varspecialItemGridSlotinsolvedData.GetSpecialItemGridSlots(true)){varitem=_itemsPool.GetItem();item.SetWorldPosition(_gameBoardRenderer.GetWorldPosition(specialItemGridSlot.GridPosition));specialItemGridSlot.SetItem(item);itemsToShow.Add(item);}// Create jobs to hide and show items using the animations we created above.returnnewIJob[]{newItemsSlideOutJob(itemsToHide),newItemsSlideInJob(itemsToShow)};}

Note: TheSolvedSequences &SpecialItemGridSlots can contain overlapping items.

Once theSidewayFillStrategy is implemented. Register it in theAppContext class.

publicclassAppContext:MonoBehaviour,IAppContext{    ...privateIBoardFillStrategy<IUnityGridSlot>[]GetBoardFillStrategies(IUnityGameBoardRenderergameBoardRenderer,IItemsPool<IUnityItem>itemsPool){returnnewIBoardFillStrategy<IUnityGridSlot>[]{            ...            newSidewayFillStrategy(gameBoardRenderer,itemsPool)};}        ...}
Video Demonstration
ItemsSlideFillStrategy.mp4

Create level goal

Let's say we want to add a goal to collect a certain number of specific items. First of all, create a classCollectItems and inherit from theLevelGoal<TGridSlot>.

publicclassCollectItems:LevelGoal<IUnityGridSlot>{privatereadonlyint_contentId;privatereadonlyint_itemsCount;privateint_collectedItemsCount;publicCollectItems(intcontentId,intitemsCount){_contentId=contentId;_itemsCount=itemsCount;}publicoverridevoidOnSequencesSolved(SolvedData<IUnityGridSlot>solvedData){// Get unique and only movable items.foreach(varsolvedGridSlotinsolvedData.GetUniqueSolvedGridSlots(true)){if(solvedGridSlot.Item.ContentId==_contentId){_collectedItemsCount++;}}if(_collectedItemsCount>=_itemsCount){MarkAchieved();}}}

Once the level goal is implemented. Don't forget to register it in theLevelGoalsProvider.

publicclassLevelGoalsProvider:ILevelGoalsProvider<IUnityGridSlot>{publicLevelGoal<IUnityGridSlot>[]GetLevelGoals(intlevel,IGameBoard<IUnityGridSlot>gameBoard){returnnewLevelGoal<IUnityGridSlot>[]{            ...            newCollectItems(0,25)};}}

Create sequence detector

Let's implement a new sequence detector to detect square shapes. Create a classSquareShapeDetector and inherit from theISequenceDetector<TGridSlot>.

First of all, we have to declare an array of lookup directions.

publicclassSquareShapeDetector:ISequenceDetector<IUnityGridSlot>{privatereadonlyGridPosition[][]_squareLookupDirections;publicSquareShapeDetector(){_squareLookupDirections=new[]{new[]{GridPosition.Up,GridPosition.Left,GridPosition.Up+GridPosition.Left},new[]{GridPosition.Up,GridPosition.Right,GridPosition.Up+GridPosition.Right},new[]{GridPosition.Down,GridPosition.Left,GridPosition.Down+GridPosition.Left},new[]{GridPosition.Down,GridPosition.Right,GridPosition.Down+GridPosition.Right},};}publicItemSequence<IUnityGridSlot>GetSequence(IGameBoard<IUnityGridSlot>gameBoard,GridPositiongridPosition){thrownewNotImplementedException();}}

Then let's implement theGetSequence method.

publicItemSequence<IUnityGridSlot>GetSequence(IGameBoard<IUnityGridSlot>gameBoard,GridPositiongridPosition){varsampleGridSlot=gameBoard[gridPosition];varresultGridSlots=newList<IUnityGridSlot>(4);foreach(varlookupDirectionsin_squareLookupDirections){foreach(varlookupDirectioninlookupDirections){varlookupPosition=gridPosition+lookupDirection;if(gameBoard.IsPositionOnBoard(lookupPosition)==false){break;}varlookupGridSlot=gameBoard[lookupPosition];if(lookupGridSlot.HasItem==false){break;}if(lookupGridSlot.Item.ContentId==sampleGridSlot.Item.ContentId){resultGridSlots.Add(lookupGridSlot);}}if(resultGridSlots.Count==3){resultGridSlots.Add(sampleGridSlot);break;}resultGridSlots.Clear();}returnresultGridSlots.Count>0?newItemSequence<IUnityGridSlot>(GetType(),resultGridSlots):null;}

Finally, add theSquareShapeDetector to the sequence detector list in theAppContext class.

publicclassAppContext:MonoBehaviour,IAppContext{    ...privateISequenceDetector<IUnityGridSlot>[]GetSequenceDetectors(){returnnewISequenceDetector<IUnityGridSlot>[]{            ...            newSquareShapeDetector()};}    ...}

Create special item

Let's create a stone item that is only destroyed when a match happens in one of the neighbour tiles.

Add aStone value to theTileGroup enum.

publicenumTileGroup{Unavailable=0,Available=1,Ice=2,Stone=3}

Create a classStoneState and inherit from theStatefulGridTile.

publicclassStoneState:StatefulGridTile{privatebool_isLocked=true;privatebool_canContainItem;privateint_group=(int)TileGroup.Stone;// Defines the tile group id.publicoverrideintGroupId=>_group;// Prevents the block from move.publicoverrideboolIsLocked=>_isLocked;// Prevents the item creation.publicoverrideboolCanContainItem=>_canContainItem;// Occurs when all block states have completed.protectedoverridevoidOnComplete(){_isLocked=false;_canContainItem=true;_group=(int)TileGroup.Available;}// Occurs when the block state is reset.protectedoverridevoidOnReset(){_isLocked=true;_canContainItem=false;_group=(int)TileGroup.Stone;}}

To respond to any changes in one of the neighbour tiles, we have to implement anISpecialItemDetector<TGridSlot> interface. Create aStoneItemDetector class and inherit from theISpecialItemDetector<TGridSlot>.

publicclassStoneItemDetector:ISpecialItemDetector<IUnityGridSlot>{privatereadonlyGridPosition[]_lookupDirections;publicStoneItemDetector(){_lookupDirections=new[]{GridPosition.Up,GridPosition.Down,GridPosition.Left,GridPosition.Right};}publicIEnumerable<IUnityGridSlot>GetSpecialItemGridSlots(IGameBoard<IUnityGridSlot>gameBoard,IUnityGridSlotgridSlot){if(gridSlot.IsMovable==false){yieldbreak;}foreach(varlookupDirectionin_lookupDirections){varlookupPosition=gridSlot.GridPosition+lookupDirection;if(gameBoard.IsPositionOnGrid(lookupPosition)==false){continue;}varlookupGridSlot=gameBoard[lookupPosition];if(lookupGridSlot.State.GroupId==(int)TileGroup.Stone){yieldreturnlookupGridSlot;}}}}

Once theStoneItemDetector is implemented. Register it in theAppContext class.

publicclassAppContext:MonoBehaviour,IAppContext{    ...privateISpecialItemDetector<IUnityGridSlot>[]GetSpecialItemDetectors(){returnnewISpecialItemDetector<IUnityGridSlot>[]{            ...            newStoneItemDetector()};}        ...}

Next, move on to setting up the scene and prefabs.

First of all, add a block state sprites to theTilesSpriteAtlas and create aStoneTilePrefab prefab varian from theStatefulBlankPrefab.

Prefab Variant Creation

CreatePrefabVariant

Configure theStoneTilePrefab by adding theStoneState script to it and filling in aState Sprite Names list.

ConfigureStoneTilePrefab

Note: You can create more than one visual state for a block by adding more state sprites.

Finally, select aGameBoard object in the scene and add theStoneTilePrefab to aGridTiles list of theUnityGameBoardRenderer script.

Video Demonstration
StoneBlockGameplay.mp4

📑 Contributing

You may contribute in several ways like creating new features, fixing bugs or improving documentation and examples.

Discussions

Usediscussions to have conversations and post answers without opening issues.

Discussions is a place to:

  • Share ideas
  • Ask questions
  • Engage with other community members

Report a bug

If you find a bug in the source code, pleasecreate bug report.

Please browseexisting issues to see whether a bug has previously been reported.

Request a feature

If you have an idea, or you're missing a capability that would make development easier, pleasesubmit feature request.

If a similar feature request already exists, don't forget to leave a "+1" or add additional information, such as your thoughts and vision about the feature.

Show your support

Give a ⭐ if this project helped you!

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⚖️ License

Usage is provided under theMIT License.


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