public char GetViewBlock(SkinBlock skin) { char resultView = ' '; switch (skin) { case SkinBlock.Brick: resultView = ConstantValue.BRICK_BLOCK; break; case SkinBlock.Metal: resultView = ConstantValue.METAL_BLOCK; break; case SkinBlock.Grass: resultView = ConstantValue.GRASS_BLOCK; break; case SkinBlock.Ice: resultView = ConstantValue.ICE_BLOCK; break; } return(resultView); }
public Block(Coordinate position, ColorSkin color, SkinBlock skin, IField owner, char viewSkin = ConstantValue.BLOCK) : base(position, color, owner) { _skin = skin; _charSkin = viewSkin; }
public IceBlock(Coordinate position, IField owner, ColorSkin color = ConstantValue.COLOR_ICE_BLOCK, SkinBlock skin = SkinBlock.Ice, char charSkin = ConstantValue.ICE_BLOCK) : base(position, color, skin, owner, charSkin) { }
public MetalBlock(Coordinate position, IField owner, ColorSkin color = ConstantValue.COLOR_METAL_BLOCK, SkinBlock skin = SkinBlock.Metal, char charSkin = ConstantValue.METAL_BLOCK) : base(position, color, skin, owner, charSkin) { }
public void BlockConstruction(int strRow, int strCol, int numWidth, int numHeight, int shift, SkinBlock skin) { for (int numBlockC = 0; numBlockC < numWidth; numBlockC++) { int col = strCol + numBlockC * ConstantValue.HEIGHT_BLOCK * shift; for (int numBlockR = 0; numBlockR < numHeight; numBlockR++) { int row = strRow + numBlockR * ConstantValue.WIDTH_BLOCK; Coordinate blockCoor = new Coordinate(row, col); switch (skin) { case SkinBlock.Brick: (new BrickBlock(blockCoor, _field)).CreateBlock(); break; case SkinBlock.Metal: (new MetalBlock(blockCoor, _field)).CreateBlock(); break; case SkinBlock.Grass: (new GrassBlock(blockCoor, _field)).CreateBlock(); break; case SkinBlock.Ice: (new IceBlock(blockCoor, _field)).CreateBlock(); break; } } } }
public GrassBlock(Coordinate position, IField owner, ColorSkin color = ConstantValue.COLOR_GRASS_BLOCK, SkinBlock skin = SkinBlock.Grass, char charSkin = ConstantValue.GRASS_BLOCK) : base(position, color, skin, owner, charSkin) { }
public BrickBlock(Coordinate position, IField owner, ColorSkin color = ConstantValue.COLOR_BRICK_BLOCK, SkinBlock skin = SkinBlock.Brick, char charSkin = ConstantValue.BRICK_BLOCK) : base(position, color, skin, owner, charSkin) { }