• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by scallioglu · Apr 07, 2017 at 02:41 PM · tetris

noobtuts 2d tetris index out of range exception

Hi all,

I am working on noobtuts 2d tetris tutorial and at the end i see it has 16 cube tetris height and i change the spawner position from (5,14) to (5,18) and i changed main camera's position (4.5, 7,5) to (4.5, 9.5) and size from 8 to 10 . it works but gives me "index out of range exception: Array index is out of range" on line 136 Group.cs. script is below as red line gives exception and there is one more script as Grid.cs. it is too below. i see that even though the cubes has reached the height:20 and it must be game over, it continues to spawn the blocks. and then it starts to give "array index out of range exception". What can i do for that. Where did i make wrong? Thanks for your help.

public class Group : MonoBehaviour {

// Use this for initialization void Start() { // Default position not valid? Then it's game over if (!isValidGridPos()) { Debug.Log("GAME OVER"); Destroy(gameObject); } }

// Time since last gravity tick float lastFall = 0;

// Update is called once per frame void Update() {

// Move Left if (Input.GetKeyDown(KeyCode.LeftArrow)) { // Modify position transform.position += new Vector3(-1, 0, 0);

// See if valid if (isValidGridPos()) // It's valid. Update grid. updateGrid(); else // It's not valid. revert. transform.position += new Vector3(1, 0, 0); }

// Move Right else if (Input.GetKeyDown(KeyCode.RightArrow)) { // Modify position transform.position += new Vector3(1, 0, 0);

// See if valid if (isValidGridPos()) // It's valid. Update grid. updateGrid(); else // It's not valid. revert. transform.position += new Vector3(-1, 0, 0); }

// Rotate else if (Input.GetKeyDown(KeyCode.UpArrow)) { transform.Rotate(0, 0, -90);

// See if valid if (isValidGridPos()) // It's valid. Update grid. updateGrid(); else // It's not valid. revert. transform.Rotate(0, 0, 90); }

// Fall else if (Input.GetKeyDown(KeyCode.DownArrow)) { // Modify position transform.position += new Vector3(0, -1, 0);

// See if valid if (isValidGridPos()) { // It's valid. Update grid. updateGrid(); } else { // It's not valid. revert. transform.position += new Vector3(0, 1, 0);

// Clear filled horizontal lines Grid.deleteFullRows();

// Spawn next Group FindObjectOfType().spawnNext();

// Disable script enabled = false; } }

// Move Downwards and Fall else if (Input.GetKeyDown(KeyCode.DownArrow) || Time.time - lastFall >= 1) { // Modify position

transform.position += new Vector3(0, -1, 0);

// See if valid if (isValidGridPos()) { // It's valid. Update grid. updateGrid(); } else { // It's not valid. revert. transform.position += new Vector3(0, 1, 0);

// Clear filled horizontal lines Grid.deleteFullRows();

// Spawn next Group FindObjectOfType().spawnNext();

// Disable script enabled = false; }

lastFall = Time.time; } }

bool isValidGridPos() { foreach (Transform child in transform) { Vector2 v = Grid.roundVec2(child.position);

// Not inside Border? if (!Grid.insideBorder(v)) return false;

// Block in grid cell (and not part of same group)? if (Grid.grid[(int)v.x, (int)v.y] != null && Grid.grid[(int)v.x, (int)v.y].parent != transform) return false; } return true; }

void updateGrid() { // Remove old children from grid for (int y = 0; y < Grid.h; ++y) for (int x = 0; x < Grid.w; ++x) if (Grid.grid[x, y] != null) if (Grid.grid[x, y].parent == transform) Grid.grid[x, y] = null;

// Add new children to grid foreach (Transform child in transform) { Vector2 v = Grid.roundVec2(child.position); Grid.grid[(int)v.x, (int)v.y] = child; } } }

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Grid : MonoBehaviour { // The Grid itself public static int w = 10; public static int h = 20; public static Transform[,] grid = new Transform[w, h];

public static Vector2 roundVec2(Vector2 v) { return new Vector2(Mathf.Round(v.x), Mathf.Round(v.y)); }

public static bool insideBorder(Vector2 pos) { return ((int)pos.x >= 0 && (int)pos.x < w && (int)pos.y >= 0); }

public static void deleteRow(int y) { for (int x = 0; x < w; ++x) { Destroy(grid[x, y].gameObject); grid[x, y] = null; } }

public static void decreaseRow(int y) { for (int x = 0; x < w; ++x) { if (grid[x, y] != null) { // Move one towards bottom grid[x, y-1] = grid[x, y]; grid[x, y] = null;

// Update Block position grid[x, y-1].position += new Vector3(0, -1, 0); } } }

public static void decreaseRowsAbove(int y) { for (int i = y; i < h; ++i) decreaseRow(i); }

public static bool isRowFull(int y) { for (int x = 0; x < w; ++x) if (grid[x, y] == null) return false; return true; }

public static void deleteFullRows() { for (int y = 0; y < h; ++y) { if (isRowFull(y)) { deleteRow(y); decreaseRowsAbove(y+1); --y; } } } }

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Making a Tetris. Help needed on; Making blocks stop at a certain coodinate so they dont go outside the camera view! 1 Answer

Tetris Game nonstop spawning one after one 0 Answers

How to determine best move for tetris piece 0 Answers

Classic Tetris like game - Falling one unity/second? 4 Answers

Help with my Tetris Game 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges