public void SetProperHighScoreName()
        {
            var playField = new Playfield();

            Assert.AreEqual(playField.Height, Playfield.InitialHeight);
            Assert.AreEqual(playField.Width, Playfield.InitialWidth);
        }
        /// <summary>
        /// refreshes the playfield after balloons are popped
        /// </summary>
        /// <param name="matrix">the playfield of type Playfield</param>
        private void FallBalloons(Playfield matrix)
        {
            // This is a complex algorithm
            Stack<string> columnValues = new Stack<string>();

            int rowsLenght = matrix.Height;
            int columnsLength = matrix.Width;

            for (int col = 0; col < columnsLength; col++)
            {
                for (int row = 0; row < rowsLenght; row++)
                {
                    if (matrix.Field[row, col] != "0")
                    {
                        columnValues.Push(matrix.Field[row, col]);
                    }
                }

                for (int row = rowsLenght - 1; row >= 0; row--)
                {
                    try
                    {
                        matrix.Field[row, col] = columnValues.Pop();
                    }
                    catch (Exception)
                    {
                        matrix.Field[row, col] = "0";
                    }
                }
            }
        }
        /// <summary>
        /// counts how many balloons have been popped in the current move
        /// </summary>
        /// <param name="row">int for cell position</param>
        /// <param name="col">int for cell position</param>
        /// <param name="playfield">object that contains the playfield matrics form type Playfield</param>
        /// <param name="selectedCellValue">string for the user input for which balloon to be popped</param>
        /// <returns>int of count of popped ballons within the current move</returns>
        private int PopBaloons(int row, int col, Playfield playfield, string selectedCellValue = null)
        {
            int poppedBaloons = 0;
            bool isRowValid = row >= 0 && row < playfield.Height;
            bool isColValid = col >= 0 && col < playfield.Width;

            if (isRowValid && isColValid)
            {
                if (playfield.Field[row, col] == selectedCellValue)
                {
                    // Pop current cell
                    playfield.Field[row, col] = "0";
                    poppedBaloons += 1;

                    // Up
                    poppedBaloons += this.PopBaloons(row - 1, col, playfield, selectedCellValue);

                    // Down
                    poppedBaloons += this.PopBaloons(row + 1, col, playfield, selectedCellValue);

                    // Left
                    poppedBaloons += this.PopBaloons(row, col + 1, playfield, selectedCellValue);

                    // Right
                    poppedBaloons += this.PopBaloons(row, col - 1, playfield, selectedCellValue);
                }
            }

            return poppedBaloons;
        }
Ejemplo n.º 4
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        /// <summary>
        /// checks wether the matrix needs to be modified
        /// </summary>
        /// <param name="matrixToModify">object form type playfield that represents the matrix that hold sthe balloons</param>
        /// <param name="row">matrix size</param>
        /// <param name="column">matrix size</param>
        /// <returns>bool value</returns>
        public bool ChangeMatrix(Playfield matrixToModify, int row, int column)
        {
            if (matrixToModify.Field[row, column] == "0")
            {
                return true;
            }

            string searchedTarget = matrixToModify.Field[row, column];

            matrixToModify.Field[row, column] = "0";

            this.currentCell.CheckLeft(matrixToModify, row, column, searchedTarget);
            this.currentCell.CheckRight(matrixToModify, row, column, searchedTarget);

            this.currentCell.CheckUp(matrixToModify, row, column, searchedTarget);
            this.currentCell.CheckDown(matrixToModify, row, column, searchedTarget);

            return false;
        }
 /// <summary>
 /// checks the cells to the right
 /// </summary>
 /// <param name="balloonsMatrix">the playfield for teh game</param>
 /// <param name="row">takes the playfield size</param>
 /// <param name="column">takes the playfield size</param>
 /// <param name="searchedItem">string with the cell that we check for</param>
 public void CheckRight(Playfield balloonsMatrix, int row, int column, string searchedItem)
 {
     int newRow = row;
     int newColumn = column + 1;
     try
     {
         if (balloonsMatrix.Field[newRow, newColumn] == searchedItem)
         {
             balloonsMatrix.Field[newRow, newColumn] = "0";
             this.CheckRight(balloonsMatrix, newRow, newColumn, searchedItem);
         }
         else
         {
             return;
         }
     }
     catch (IndexOutOfRangeException)
     {
         return;
     }
 }
        /// <summary>
        /// count of balloons
        /// </summary>
        /// <param name="row">int for cell position</param>
        /// <param name="col">int for cell position</param>
        /// <param name="playfield">object that contains the playfield matrics form type Playfield</param>
        /// <returns></returns>
        public int PopBaloons(int row, int col, Playfield playfield)
        {
            bool isRowValid = row >= 0 && row < playfield.Height;
            bool isColValid = col >= 0 && col < playfield.Width;

            if (isRowValid && isColValid)
            {
                string selectedCellValue = playfield.Field[row, col];

                if (selectedCellValue == "0")
                {
                    return 0;
                }
                else
                {
                    return this.PopBaloons(row, col, playfield, selectedCellValue);
                }
            }

            return 0;
        }
        /// <summary>
        /// counts how many balloons have been popped in the current move
        /// </summary>
        /// <param name="row">int for cell position</param>
        /// <param name="col">int for cell position</param>
        /// <param name="playfield">object that contains the playfield matrics form type Playfield</param>
        /// <param name="selectedCellValue">string for the user input for which balloon to be popped</param>
        /// <returns>int of count of popped ballons within the current move</returns>
        private int PopBaloons(int row, int col, Playfield playfield, string selectedCellValue = null)
        {
            int poppedBaloons = 0;
            bool isRowValid = row >= 0 && row < playfield.Height;
            bool isColValid = col >= 0 && col < playfield.Width;

            if (isRowValid && isColValid)
            {
                if (playfield.Field[row, col] == selectedCellValue)
                {
                    this.playfieldMatrix.ChangeMatrix(playfield, row, col);
                    poppedBaloons++;

                    poppedBaloons += this.PopBaloons(row - 1, col, playfield, selectedCellValue);
                    poppedBaloons += this.PopBaloons(row + 1, col, playfield, selectedCellValue);
                    poppedBaloons += this.PopBaloons(row, col + 1, playfield, selectedCellValue);
                    poppedBaloons += this.PopBaloons(row, col - 1, playfield, selectedCellValue);

                    this.FallBalloons(playfield);
                }
            }

            return poppedBaloons;
        }