Ejemplo n.º 1
0
    /* Determine the world coordinates for the Blocks in the Tetromino and
     * let the Board keep the Block reference in that cell.
     */
    void FixToBoard()
    {
        bool[,] grid = BlockMatrix.PatternFor(pattern, rotation);

        for (int i = 0; i < BlockMatrix.GRID_SIZE; i++)
        {
            for (int j = 0; j < BlockMatrix.GRID_SIZE; j++)
            {
                if (grid [j, i])
                {
                    int     x      = (int)Coordinates.x + i;
                    int     y      = (int)Coordinates.y + j;
                    Vector2 target = new Vector2(x, y);

                    Block transfer = blocks [0];
                    blocks.RemoveAt(0);

                    board.Fix(target, transfer);
                }
            }
        }

        Destroy(gameObject);
        board.CompleteLines();
    }
Ejemplo n.º 2
0
    /* Take a reading from the board and see if anything would block the Tetromino
     * from moving to a new location.
     *
     * @param direction	Target offset from current location (zero for rotation)
     * @param rotation	Desired rotation in new position
     * @return  False if move is impossible
     */
    bool ValidateMove(Vector2 direction, int rotation)
    {
        // Specify the location the Tetromino is attempting to move to
        Vector2 target = Coordinates + direction;

        // Grab the cells at that location and a copy of the Tetromino pattern
        bool[,] testGrid    = board.CreateTestGrid(target);
        bool[,] patternGrid = BlockMatrix.PatternFor(pattern, rotation);

        // Ensure there are gaps in the board whenever there are blocks in the pattern
        for (int row = 0; row < BlockMatrix.GRID_SIZE; row++)
        {
            for (int column = 0; column < BlockMatrix.GRID_SIZE; column++)
            {
                // If the testgrid is already occupied where the tetromino is trying to go, fail
                if (testGrid [row, column] && patternGrid [row, column])
                {
                    return(false);
                }
            }
        }

        // Looks like we're good to go!
        return(true);
    }
Ejemplo n.º 3
0
    /**
     * Position the Blocks within the Tetromino grid after a rotation etc.
     */
    void Draw()
    {
        // Retrieve the pattern for drawing
        bool[,] patternGrid = BlockMatrix.PatternFor(pattern, rotation);
        int count = 0;

        // Pass over the grid, placing Blocks whenever a slot is occupied
        for (int row = 0; row < BlockMatrix.GRID_SIZE; row++)
        {
            for (int column = 0; column < BlockMatrix.GRID_SIZE; column++)
            {
                // Don't forget: matrices store values (y,x) ...
                if (patternGrid[column, row])
                {
                    // ... but screen coordinates are (x,y)!
                    Vector2 position = gridAlignmentOffset + new Vector2(row, 0 - column);
                    blocks [count++].transform.localPosition = position;
                }
            }
        }
    }