Beispiel #1
0
 public static void resetColors()
 {
     OBlock.resetColor();
     IBlock.resetColor();
     TBlock.resetColor();
     JBlock.resetColor();
     LBlock.resetColor();
     SBlock.resetColor();
     ZBlock.resetColor();
 }
Beispiel #2
0
        private void DiscardColors(OptionArgs args)
        {
            OBlock.resetColor();
            IBlock.resetColor();
            TBlock.resetColor();
            JBlock.resetColor();
            LBlock.resetColor();
            SBlock.resetColor();
            ZBlock.resetColor();

            ColorData.saveColors();
        }
Beispiel #3
0
        private void Reset(OptionArgs args)
        {
            BlockType.textureAsset = "Game/Bricks/Cat-Eye Brick";

            OBlock.resetColor();
            IBlock.resetColor();
            TBlock.resetColor();
            JBlock.resetColor();
            LBlock.resetColor();
            SBlock.resetColor();
            ZBlock.resetColor();

            ColorData.saveColors();
        }
Beispiel #4
0
        BlockType randomize()
        {
            BlockType randomBlock;

            switch (random.Next(1, 8))
            {
            case 1:
                randomBlock = new OBlock();
                break;

            case 2:
                randomBlock = new IBlock();
                break;

            case 3:
                randomBlock = new TBlock();
                break;

            case 4:
                randomBlock = new LBlock();
                break;

            case 5:
                randomBlock = new JBlock();
                break;

            case 6:
                randomBlock = new SBlock();
                break;

            case 7:
                randomBlock = new ZBlock();
                break;

            default:
                randomBlock = new LBlock();
                break;
            }

            randomBlock.load(Game.Content);

            return(randomBlock);
        }
Beispiel #5
0
    public static void CreateGrid(int _width, int _height, GameObject _wallBlock)
    {
        int _originX, _originY;

        //To give grids some consistency, place grids at the same height (3) until size exceeds screen height
        if (_height <= 26)
        {
            _originY = 3;
        }
        else
        {
            _originY = maxHeight - _height;
        }

        blockSpawnPoint.x = gridMidPoint * 10f;
        blockSpawnPoint.y = (_originY + _height) * 10f;

        Debug.Log(blockSpawnPoint);

        Block.CreateSpawnCoordinates(blockSpawnPoint);
        IBlock.CreateSpawnCoordinates(blockSpawnPoint);
        OBlock.CreateSpawnCoordinates(blockSpawnPoint);

        _originX = gridMidPoint - Mathf.CeilToInt((float)(_width * 0.5));

        for (int x = 0; x < maxWidth; x++)
        {
            for (int y = 0; y < maxHeight; y++)
            {
                if (x < _originX || x > (_originX + (_width - 1)) || y < _originY || y > (_originY + (_height - 1)))
                {
                    GameObject wall = Instantiate <GameObject>(_wallBlock, gridTransform, false);
                    wall.transform.localPosition = new Vector2(x * 10f, y * 10f);
                    wall.name  = x.ToString() + " " + y.ToString();
                    grid[x, y] = wall.transform;
                }
                else
                {
                    grid[x, y] = null;
                }
            }
        }


        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        //Create one block border around Grid
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        float _xPos = -20f, _ypos = -10f;

        //Bottom Border
        for (int x = 0; x <= maxWidth + 1; x++)
        {
            _xPos += 10f;
            Instantiate <GameObject>(_wallBlock, gridTransform, false).transform.localPosition = new Vector2(_xPos, _ypos);
        }

        //RightBorder
        for (int y = 0; y <= maxHeight; y++)
        {
            _ypos += 10f;
            Instantiate <GameObject>(_wallBlock, gridTransform, false).transform.localPosition = new Vector2(_xPos, _ypos);
        }

        //TopBorder
        for (int x = 0; x <= maxWidth; x++)
        {
            _xPos -= 10f;
            Instantiate <GameObject>(_wallBlock, gridTransform, false).transform.localPosition = new Vector2(_xPos, _ypos);
        }

        //LeftBorder
        for (int y = 0; y <= maxHeight - 1; y++)
        {
            _ypos -= 10f;
            Instantiate <GameObject>(_wallBlock, gridTransform, false).transform.localPosition = new Vector2(_xPos, _ypos);
        }
    }