Ejemplo n.º 1
0
        /// <summary>
        /// updateSidebar(TetrisShapes) update the sidebar info (next shape, score, level)
        /// after a shape completely fall down.
        ///
        /// parameters:
        ///     TetrisShapes shape: indicating the shape which need to be removed from sidebar info panel.
        /// </summary>
        private void updateSidebar(TetrisShapes shape)
        {
            ChangeConsoleColors.to_info_ForegroundColor();
            ChangeConsoleColors.to_info_BackgroundColor();

            shape.removeShape(shape.getShape(0), ((sidebarLeft + sidebarRight) / 2) - 2, sidebarTop + 3);

            Console.SetCursorPosition(sidebarLeft, sidebarTop + 9);
            Console.Write(new string(' ', sidebarRight - sidebarLeft + 1));

            Console.SetCursorPosition(sidebarLeft, sidebarTop + 11);
            Console.Write(new string(' ', sidebarRight - sidebarLeft + 1));

            Console.SetCursorPosition(sidebarLeft + 2, sidebarTop + 9);
            Console.Write("Score: {0}", score);

            Console.SetCursorPosition(sidebarLeft + 2, sidebarTop + 11);
            Console.Write("Level: {0}", level);

            ChangeConsoleColors.to_Bucket_ForegroundColor();
            ChangeConsoleColors.to_Bucket_BackgroundColor();
        }
Ejemplo n.º 2
0
        /// <summary>
        /// playGame() this function will control the entire game playing cases.
        /// This function will generate shape, print it in console screen, move the shape according
        /// to user inputs, move down the shape by one step after every time interval, update the sidebar
        /// info, check for game over and end the game if it is over.
        ///
        /// The game will continue until game is not over and uset doesn't quit. (see Lines from 146 to 226).
        /// In this loop it will generate shape, display it in console if game is not over and start the stopwatch
        /// to measure the time interval of falling shape down and also...
        /// there is another loop in it which manage shape falling (see Lines from 169 to 224).
        /// This loop will continue until the shape can move down without facing any obstacle or reach the bottom boundary.
        /// while falling it will check for any available user's input (Console.KeyAvailable) in input stream and if find any
        /// then do the respective job by calling respective function.
        /// Also it will check for time interval in stopwacth to move shape downwards or not.
        /// If stop watch time reach or pass the time inteval it will move the shape one step down by calling the movedown()
        /// function then reset and restart the stopwatch.
        /// If a shape can't move down any more step it will exit the loop then update grid by calling updateGrid(),
        /// update sidebar by calling updateSidebar()
        ///
        /// The first loop will exit when game over condition is reached or user quit it.
        /// Then this Function end the game and return to it's Caller function.
        /// </summary>
        private void playGame()
        {
            gameOver   = false;
            gamePaused = false;
            userQuit   = false;
            TetrisShapes nextShape = generateShape(randomShape.Next(7));

            while (!gameOver && !userQuit)
            {
                fallingShape = true;
                currentShape = nextShape;
                currentShape.PrintShape(currentShape.getShape(0), currentShape.left, currentShape.top);
                nextShape = generateShape(randomShape.Next(7));

                if (!isGameOver(currentShape.getShape(0), currentShape.left, currentShape.top))
                {
                    ChangeConsoleColors.to_info_ForegroundColor();
                    ChangeConsoleColors.to_info_BackgroundColor();
                    nextShape.PrintShape(nextShape.getShape(0), ((sidebarLeft + sidebarRight) / 2) - 2, sidebarTop + 3);
                    ChangeConsoleColors.to_Bucket_ForegroundColor();
                    ChangeConsoleColors.to_Bucket_BackgroundColor();
                    stopwatch.Start();
                }
                else
                {
                    showGameOverMessage();
                    fallingShape = false;
                    gameOver     = true;
                }

                while (fallingShape && !userQuit)
                {
                    if (Console.KeyAvailable)
                    {
                        pressedKey = Console.ReadKey(true);

                        if (!gamePaused && pressedKey.Key == ConsoleKey.UpArrow && currentShape.canRotate())
                        {
                            currentShape.RotateShape();
                        }
                        else if (!gamePaused && pressedKey.Key == ConsoleKey.LeftArrow && currentShape.canMoveLeft())
                        {
                            currentShape.moveLeft();
                        }
                        else if (!gamePaused && pressedKey.Key == ConsoleKey.RightArrow && currentShape.canMoveRight())
                        {
                            currentShape.moveRight();
                        }
                        else if (!gamePaused && pressedKey.Key == ConsoleKey.DownArrow)
                        {
                            if (currentShape.canMoveDown(3))
                            {
                                currentShape.moveDown();
                            }
                            else
                            {
                                fallingShape = false;
                                Bucket.updateGrid(currentShape.getShape(currentShape.currentRotation), currentShape.left, currentShape.top, TetrisShapes.shapeChar);
                            }
                        }
                        else if (pressedKey.Key == ConsoleKey.P)
                        {
                            PausingOperation();
                        }
                        else if (pressedKey.Key == ConsoleKey.Escape)
                        {
                            fallingShape = false;
                            userQuit     = true;
                        }
                    }

                    if (!gamePaused && stopwatch.ElapsedMilliseconds >= fallingTimeInterval - ((level - 1) * 100))
                    {
                        if (currentShape.canMoveDown(1))
                        {
                            currentShape.moveDown();
                        }
                        else
                        {
                            fallingShape = false;
                            Bucket.updateGrid(currentShape.getShape(currentShape.currentRotation), currentShape.left, currentShape.top, TetrisShapes.shapeChar);
                        }
                        stopwatch.Reset();
                        stopwatch.Start();
                    }
                }
                updateSidebar(nextShape);
            }
        }