Ejemplo n.º 1
0
 /// <summary>
 /// Triggered when an entire block stack stops moving.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="args"></param>
 private void OnMovingChanged(object sender, BlockStackEventArgs args)
 {
     // Check the board, but only if we dropped a block
     if (Board.IsGroundBlock(args.Stack.TopBlock))
     {
         Game.State.Board.CheckLayout(args.Stack.X, args.Stack.Y);
     }
 }
Ejemplo n.º 2
0
        /// <summary>
        /// Triggered when a block stops moving.
        /// </summary>
        private void OnBlockMovingChanged(
            object sender, BlockStackEventArgs args)
        {
            // Only bother if we are dropping a ground block
            if (!Board.IsGroundBlock(args.Block) ||
                !droppingBlocks.Contains(args.Block))
            {
                return;
            }

            // First check for bugs
            foreach (Block block in args.Stack)
            {
                // Ignore processing ourselves
                if (args.Block == block)
                {
                    continue;
                }

                // Ignore if the position isn't close
                if ((int)args.Block.BottomPosition != (int)block.TopPosition)
                {
                    continue;
                }

                // Check for the drawable
                if (block.Sprite.ID == Constants.BugBlockName)
                {
                    // Remove the bug
                    (block as Bug).Remove();

                    // Start falling again
                    args.Block.BottomPosition -= 1f;
                    args.Block.Vector          = Constants.DroppedVector;

                    // Finish processing
                    return;
                }
            }

            // Remove it
            droppingBlocks.Remove(args.Block);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// This returns true if the current stack may be grabbed from.
        /// </summary>
        /// <param name="stack"></param>
        /// <returns></returns>
        private bool CanGrab()
        {
            // Ignore everything if we don't have a stack
            if (currentStack == null)
            {
                return(false);
            }

            // See if we have room to grab things
            if (grabStack[Game.State.GrabCount - 1] != null)
            {
                // The highest one is filled, so we can't grab
                return(false);
            }

            // Get the positions we use
            float topPosition = currentStack.TopPosition;
            Block topBlock    = currentStack.TopBlock;

            // Check the top position
            if (topPosition == Constants.TopImmobilePosition)
            {
                // We only have an immobile block
                return(false);
            }

            // See if we are a ground block
            if (!Board.IsGroundBlock(topBlock))
            {
                // We aren't a grabbable block
                return(false);
            }

            // If we have data in the block, it is immobile
            if (topBlock.Data != null)
            {
                return(false);
            }

            // It appears to be a valid block
            return(true);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// This returns true if the currently selected block can be
        /// dropped on by the bottom-most (index 0) index of the grab
        /// stack.
        /// </summary>
        /// <param name="stack"></param>
        /// <returns></returns>
        private bool CanDrop()
        {
            // Ignore nulls stacks
            if (currentStack == null)
            {
                return(false);
            }

            // We don't bother if we don't have anything to drop
            if (grabStack[0] == null)
            {
                return(false);
            }

            // Get the positions we use
            float topPosition = currentStack.TopPosition;
            Block topBlock    = currentStack.TopBlock;

            // Check the top position
            if (topPosition >= Constants.TopGroundPosition)
            {
                // We have too many blocks
                return(false);
            }

            // See if we are a ground block
            if (!Board.IsGroundBlock(topBlock) &&
                !Board.IsImmobileBlock(topBlock) &&
                topBlock.Sprite.ID != Constants.BugBlockName ||
                topBlock.Data != null)
            {
                // We aren't a grabbable block
                return(false);
            }

            // It appears to be a valid block
            return(true);
        }