Example #1
0
        public static GameState Start()
        {
            PoweredTile[,] board = new PoweredTile[2, 2];

            SpawnTile(board);
            SpawnTile(board);

            return(GetGameState(board));
        }
Example #2
0
        private static PoweredTile[,] GetBoard(GameState state)
        {
            PoweredTile[,] board = new PoweredTile[state.GetSize(), state.GetSize()];

            foreach (GameTile tile in state)
            {
                GameTileState tileState = state.GetTileState(tile);

                board[tileState.GetRow(), tileState.GetColumn()] = new PoweredTile(tile, tileState.GetPower());
            }

            return(board);
        }
Example #3
0
        private static PoweredTile[,] Promote(PoweredTile[,] board)
        {
            PoweredTile[,] promoted = new PoweredTile[board.GetLength(0) + 1, board.GetLength(0) + 1];

            for (int i = 0; i < board.GetLength(0); i++)
            {
                for (int j = 0; j < board.GetLength(0); j++)
                {
                    promoted[i, j] = board[i, j];
                }
            }

            return(promoted);
        }
Example #4
0
        private static PoweredTile[,] RotateClockwise(PoweredTile[,] board)
        {
            PoweredTile[,] rotated = new PoweredTile[board.GetLength(0), board.GetLength(0)];

            for (int i = 0; i < board.GetLength(0); i++)
            {
                for (int j = 0; j < board.GetLength(0); j++)
                {
                    rotated[board.GetLength(0) - 1 - j, i] = board[i, j];
                }
            }

            return(rotated);
        }
Example #5
0
        private static bool FloatTiles(PoweredTile[,] board, IDictionary <GameTile, GameTileState> oldTileStates)
        {
            bool floated = false;

            for (int i = 0; i < board.GetLength(0); i++)
            {
                for (int j = 0; j < board.GetLength(0); j++)
                {
                    PoweredTile current = board[i, j];

                    if (current != null)
                    {
                        int k;

                        for (k = i; k > 0; k--)
                        {
                            PoweredTile upper = board[k - 1, j];

                            if (upper != null)
                            {
                                if (!upper.upped && upper.power == current.power)
                                {
                                    current.power++;
                                    current.upped = true;

                                    oldTileStates[upper.tile] = new GameTileState(upper.power, k - 1, j);

                                    k--;
                                }

                                break;
                            }
                        }

                        if (i != k)
                        {
                            board[i, j] = null;
                            board[k, j] = current;

                            floated = true;
                        }
                    }
                }
            }

            return(floated);
        }
Example #6
0
        private static int GetHighestPower(PoweredTile[,] board)
        {
            int max = int.MinValue;

            for (int i = 0; i < board.GetLength(0); i++)
            {
                for (int j = 0; j < board.GetLength(0); j++)
                {
                    PoweredTile current = board[i, j];

                    if (current != null && current.power > max)
                    {
                        max = current.power;
                    }
                }
            }

            return(max);
        }
Example #7
0
        private static GameState GetGameState(PoweredTile[,] board)
        {
            Dictionary <GameTile, GameTileState> tileStates = new Dictionary <GameTile, GameTileState>();

            for (int i = 0; i < board.GetLength(0); i++)
            {
                for (int j = 0; j < board.GetLength(0); j++)
                {
                    PoweredTile current = board[i, j];

                    if (current != null)
                    {
                        tileStates[current.tile] = new GameTileState(current.power, i, j);
                    }
                }
            }

            return(new GameState(board.GetLength(0), tileStates));
        }