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game.json.autosave
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dices = runtimeScene.getAdhocListOfAllInstances().filter(isDieObject);\nlet dieToTest = objects[0];\nconsole.log(dieToTest);\nlet gridX = eventsFunctionContext.getArgument(\"gridX\");\nlet gridY = eventsFunctionContext.getArgument(\"gridY\");\n//convert die position reference from the \"world\" to the \"grid\" and putting value of die in grid\n\ndices.forEach(die => {\n //get pos from grid reference\n let xFromGrid = die.getX() - gridX;\n let yFromGrid = die.getY() - gridY;\n //rescale 64:1\n xFromGrid = Math.round(xFromGrid / 64);\n yFromGrid = Math.round(yFromGrid / 64);\n\n //naviguating through the grid to place the die object reference\n grid[yFromGrid][xFromGrid] = die;\n})\n\n//convert die pos to grid\nlet dieXGridPos = dieToTest.getX() - gridX;\nlet dieYGridPos = dieToTest.getY() - gridY;\ndieXGridPos = Math.round(dieXGridPos / 64);\ndieYGridPos = Math.round(dieYGridPos / 64);\n\n\nconsole.log(dieXGridPos + \"x : y\" + dieYGridPos);\nconsole.log(\"checking for cells nearby...\")\n//get cells nearby\nlet myCellValue = dieToTest.getVariableNumber(dieToTest.getVariables().get(\"value\"));\nlet cellUp;\nlet cellUpValue;\nlet cellDown;\nlet cellDownValue;\nlet cellRight;\nlet cellRightValue;\nlet cellLeft\nlet cellLeftValue;\n\n//toto : convert\n//removing from columns and rows is done in the events sheet\n//get the cell up to the die\nif (dieYGridPos > 0) {\n console.log(\"getting cell up to die\")\n cellUp = grid[dieYGridPos - 1][dieXGridPos];\n if (cellUp != 0) {\n cellUpValue = cellUp.getVariableNumber(cellUp.getVariables().get(\"value\"));\n } else {\n cellUpValue = 0;\n }\n console.log(cellUpValue)\n if (myCellValue == cellUpValue) {\n console.log(\"die up to me is same as me\");\n dieToTest.setVariableBoolean(dieToTest.getVariables().get(\"hasToDie\"), true)\n cellUp.setVariableBoolean(cellUp.getVariables().get(\"hasToDie\"), true)\n grid[dieYGridPos][dieXGridPos] = 0;\n grid[dieYGridPos][dieXGridPos + 1] = 0;\n //take all dice of column and make them go down\n if (dieYGridPos > 0) {\n for(let i = dieYGridPos; i > 0; i--) {\n let die = grid[i][dieXGridPos];\n if(die != 0 && die != undefined) {\n die.setY(die.getY()+64)\n die.setVariableBoolean(die.getVariables().get(\"hasJustFallen\"), true)\n }\n }\n }\n\n }\n\n}\n\n\n//get the cell down to the die\nif (dieYGridPos < rows + 1) {\n console.log(\"getting cell down to die\")\n cellDown = grid[dieYGridPos + 1][dieXGridPos];\n\n if (cellDown != 0) {\n cellDownValue = cellDown.getVariableNumber(cellDown.getVariables().get(\"value\"))\n } else {\n cellDownValue = 0;\n }\n console.log(cellDownValue)\n\n if (myCellValue == cellDownValue) {\n console.log(\"die down to me is same as me\");\n dieToTest.setVariableBoolean(dieToTest.getVariables().get(\"hasToDie\"), true)\n cellDown.setVariableBoolean(cellDown.getVariables().get(\"hasToDie\"), true)\n grid[dieYGridPos][dieXGridPos] = 0;\n grid[dieYGridPos + 1][dieXGridPos] = 0;\n //take all dice of column and make them go down\n if (dieYGridPos > 0) {\n for(let i = dieYGridPos; i > 0; i--) {\n let die = grid[i][dieXGridPos];\n if(die != 0 && die != undefined) {\n die.setY(die.getY()+64);\n die.setVariableBoolean(die.getVariables().get(\"hasJustFallen\"), true)\n }\n }\n }\n \n }\n\n\n\n}\n//get the cell right to the die\nif (dieXGridPos < columns - 1) {\n console.log(\"getting cell right to die\")\n cellRight = grid[dieYGridPos][dieXGridPos + 1];\n if (cellRight != 0 && cellRight != undefined) {\n cellRightValue = cellRight.getVariableNumber(cellRight.getVariables().get(\"value\"))\n } else {\n cellRightValue = 0;\n }\n console.log(cellRightValue)\n if (myCellValue == cellRightValue) {\n console.log(\"die right to me is same as me\");\n dieToTest.setVariableBoolean(dieToTest.getVariables().get(\"hasToDie\"), true)\n cellRight.setVariableBoolean(cellRight.getVariables().get(\"hasToDie\"), true)\n grid[dieYGridPos][dieXGridPos] = 0;\n grid[dieYGridPos][dieXGridPos + 1] = 0;\n //take all dice of column and make them go down\n if (dieYGridPos > 0) {\n for(let i = dieYGridPos; i > 0; i--) {\n let die = grid[i][dieXGridPos];\n if(die != 0 && die != undefined) {\n die.setY(die.getY()+64);\n die.setVariableBoolean(die.getVariables().get(\"hasJustFallen\"), true)\n }\n }\n }\n //take all dice of column above the matchng die and make them go down\n if (dieYGridPos > 0) {\n for(let i = dieYGridPos; i > 0; i--) {\n let die = grid[i][dieXGridPos+1];\n if(die != 0 && die != undefined) {\n die.setY(die.getY()+64);\n die.setVariableBoolean(die.getVariables().get(\"hasJustFallen\"), true)\n }\n }\n }\n }\n\n}\n//get the cell left to the die\nif (dieXGridPos > 0 && dieXGridPos < columns) {\n console.log(\"getting cell left to die\")\n cellLeft = grid[dieYGridPos][dieXGridPos - 1];\n if (cellLeft != 0 && cellLeft != undefined) {\n cellLeftValue = cellLeft.getVariableNumber(cellLeft.getVariables().get(\"value\"))\n } else {\n cellLeftValue = 0;\n }\n if (myCellValue == cellLeftValue) {\n console.log(\"die lest to me is same as me\");\n dieToTest.setVariableBoolean(dieToTest.getVariables().get(\"hasToDie\"), true)\n cellLeft.setVariableBoolean(cellLeft.getVariables().get(\"hasToDie\"), true)\n grid[dieYGridPos][dieXGridPos] = 0;\n grid[dieYGridPos][dieXGridPos - 1] = 0;\n //take all dice of column and make them go down\n if (dieYGridPos > 0) {\n for(let i = dieYGridPos; i > 0; i--) {\n let die = grid[i][dieXGridPos];\n if(die != 0 && die != undefined) {\n die.setY(die.getY()+64);\n die.setVariableBoolean(die.getVariables().get(\"hasJustFallen\"), true)\n }\n }\n }\n //take all dice of column above the matchng die and make them go down\n if (dieYGridPos > 0) {\n for(let i = dieYGridPos; i > 0; i--) {\n let die = grid[i][dieXGridPos-1];\n if(die != 0 && die != undefined) {\n die.setY(die.getY()+64)\n }\n }\n }\n }\n console.log(cellLeftValue)\n}\n\nconsole.log(grid);\n\n\n\n\n\n\n\n\n\n","parameterObjects":"Object","useStrict":true,"eventsSheetExpanded":true}],"parameters":[{"codeOnly":false,"defaultValue":"","description":"Object","longDescription":"","name":"Object","optional":false,"supplementaryInformation":"Sprite","type":"object"},{"codeOnly":false,"defaultValue":"","description":"Behavior","longDescription":"","name":"Behavior","optional":false,"supplementaryInformation":"Dices::Dice","type":"behavior"},{"codeOnly":false,"defaultValue":"","description":"grid X","longDescription":"","name":"gridX","optional":false,"supplementaryInformation":"","type":"expression"},{"codeOnly":false,"defaultValue":"","description":"grid Y","longDescription":"","name":"gridY","optional":false,"supplementaryInformation":"","type":"expression"}],"objectGroups":[]}],"propertyDescriptors":[]}]}],"externalLayouts":[],"externalSourceFiles":[]}