Ejemplo n.º 1
0
        private void GameLoop()
        {
            Field     field     = new Field();
            Tetromino tetromino = new Tetromino();

            field.UpdateField(tetromino);

            //tetromino.UpdatePositionInField(field);

            bool       forceDown  = true;
            var        speedCount = 0;
            int        speed      = 20;
            int        pieceCount = 0;
            List <int> lines      = new List <int>();

            while (!_isGameOver)
            {
                Thread.Sleep(50);

                speedCount++;
                forceDown = (speedCount == speed);

                bool[] keys = new bool[4];
                for (int i = 0; i < 4; i++)                     // R   L   D Z
                {
                    keys[i] = (0x8000 & GetAsyncKeyState((char)("\x27\x25\x28Z"[i]))) != 0;
                }

                tetromino.X += (keys[0] && tetromino.WillFitAtDestination(tetromino.X + _speed, tetromino.Y, tetromino.Rotation, field)) ? _speed : 0;
                tetromino.X -= (keys[1] && tetromino.WillFitAtDestination(tetromino.X - _speed, tetromino.Y, tetromino.Rotation, field)) ? _speed : 0;
                tetromino.Y += (keys[2] && tetromino.WillFitAtDestination(tetromino.X, tetromino.Y + _speed, tetromino.Rotation, field)) ? _speed : 0;
                if (keys[3])
                {
                    tetromino.Rotation += (_rotateHold && tetromino.WillFitAtDestination(tetromino.X, tetromino.Y, tetromino.Rotation + 1, field)) ? 1 : 0;
                    _rotateHold         = false;
                }
                else
                {
                    _rotateHold = true;
                }

                if (forceDown)
                {
                    // Update difficulty every 50 pieces
                    speedCount = 0;
                    pieceCount++;
                    if (pieceCount % 50 == 0)
                    {
                        if (speed >= 10)
                        {
                            speed--;
                        }
                    }
                    if (tetromino.WillFitAtDestination(tetromino.X, tetromino.Y + 1, tetromino.Rotation, field))
                    {
                        tetromino.Y++;
                    }
                    else
                    {
                        // It can't! Lock the piece in place
                        for (int coordinateX = 0; coordinateX < 4; coordinateX++)
                        {
                            for (int coordinateY = 0; coordinateY < 4; coordinateY++)
                            {
                                if (tetromino.Shape[tetromino.Rotate(coordinateX, coordinateY, tetromino.Rotation)] != '.')
                                {
                                    field.PlayingField[(tetromino.X + coordinateX), (tetromino.Y + coordinateY)] = tetromino.Sprite;
                                    field.PlayingField[(tetromino.X + coordinateX), (tetromino.Y + coordinateY)] = tetromino.Sprite;
                                }
                            }
                        }

                        // Check for lines
                        for (int coordinateY = 0; coordinateY < 4; coordinateY++)
                        {
                            if (tetromino.Y + coordinateY < field.Height - 1)
                            {
                                bool makesLine = true;
                                for (int coordinateX = 1; coordinateX < field.PlayingField.GetLength(0) - 1; coordinateX++)
                                {
                                    makesLine &= (field.PlayingField[coordinateX, tetromino.Y + coordinateY]) != 'B';
                                }

                                if (makesLine)
                                {
                                    // Remove Line, set to =
                                    for (int coordinateX = 1; coordinateX < field.PlayingField.GetLength(0) - 1; coordinateX++)
                                    {
                                        field.PlayingField[coordinateX, tetromino.Y + coordinateY] = 'D';
                                    }

                                    lines.Add(tetromino.Y + coordinateY);
                                }
                            }
                        }

                        //score += 25;
                        //if(lines.Count > 0)	score += (lines.Count) * 100;

                        //// Pick New Piece
                        //currentX = _fieldWidth / 2;
                        //currentY = 0;
                        //currentRotation = 0;
                        //currentPiece = new Random().Next() % 7;
                        tetromino = new Tetromino();

                        // If piece does not fit straight away, game over!
                        _isGameOver = !tetromino.WillFitAtDestination(tetromino.X, tetromino.Y, tetromino.Rotation, field);
                    }
                }

                if (forceDown || keys.Any(k => k == true))
                {
                    field.UpdateField(tetromino);
                    field.DrawField2(tetromino);
                    field.ResetField(tetromino);

                    // Animate Line Completion
                    if (lines.Count > 0)
                    {
                        // Display Frame (cheekily to draw lines)
                        Thread.Sleep(400); // Delay a bit

                        foreach (var line in lines)
                        {
                            for (int px = 1; px < field.PlayingField.GetLength(0) - 1; px++)
                            {
                                for (int py = line; py > 0; py--)
                                {
                                    field.PlayingField[px, py] = field.PlayingField[px, py - 1];
                                }

                                field.PlayingField[px, 0] = 'B';
                            }
                        }

                        lines.Clear();
                    }
                }
            }
        }