Example #1
0
        public GameField(GamefieldItems[,] gamefield, Vector2 totalSize, Vector2 fieldSize, Vector2 position)
        {
            Gamefield = gamefield;
            _fieldSize = fieldSize;
            _totalSize = totalSize;
            _position = position;
            float tempfieldScale = fieldSize.X / (WidthOfOneBlock * gamefield.GetLength(0));
            FieldScale = fieldSize.Y / (HeigthOfOneBlock * gamefield.GetLength(1));
            if (Math.Abs(tempfieldScale - FieldScale) > 0.2f)
            {
                MessageBox(new IntPtr(0), "OH no, The fields ratio's are off, this might look ugly", "Made a new gamefield", 0);
            }

            XLenght = gamefield.GetLength(0);
            YLenght = gamefield.GetLength(1);
            _explosionProtoType = new Explosion();
        }
Example #2
0
        public Explosion Copy(ExplosionTypes explosionType)
        {
            Explosion output = new Explosion();
            output._explosionType = explosionType;
            output.CollisionType = CollisionType;
            output._fixedExplosionType = true;

            output._explosionCross = _explosionCross;
            output._explosionDown = _explosionDown;
            output._explosionDownEnd = _explosionDownEnd;
            output._explosionLeft = _explosionLeft;
            output._explosionLeftEnd = _explosionLeftEnd;
            output._explosionRight = _explosionRight;
            output._explosionRightEnd = _explosionRightEnd;
            output._explosionUp = _explosionUp;
            output._explosionUpEnd = _explosionUpEnd;
            output._explosionTime = _explosionTime;

            return output;
        }
Example #3
0
        private void GetCorrectExplosionStyle(int xPoint, int yPoint, bool right, bool left, bool up, bool down, Explosion explosion)
        {
            //if (up && down && left && right)
            //{
            //    explosion.ExplosionType = ExplosionTypes.Cross;
            //}
            //else
            //{
            bool unset = true;
            if (up && !down)
            {
                explosion.ExplosionType = ExplosionTypes.DownEnd;
                unset = false;
            }
            if (down && !up)
            {
                explosion.ExplosionType = ExplosionTypes.UpEnd;
                unset = false;
            }
            if (up && down)
            {

                if (FindExplosionCross(true, xPoint, yPoint, explosion))
                {
                    explosion.ExplosionType = ExplosionTypes.Up;
                    unset = false;
                }
                else
                {
                    explosion.ExplosionType = ExplosionTypes.Down;
                    unset = false;
                }
            }

            if (left && !right)
            {
                explosion.ExplosionType = ExplosionTypes.RightEnd;
                unset = false;
            }
            if (right && !left)
            {
                explosion.ExplosionType = ExplosionTypes.LeftEnd;
                unset = false;
            }
            if (left && right)
            {
                if (FindExplosionCross(false, xPoint, yPoint, explosion))
                {
                    explosion.ExplosionType = ExplosionTypes.Left;
                    unset = false;
                }
                else
                {
                    explosion.ExplosionType = ExplosionTypes.Right;
                    unset = false;
                }
                //}
            }
            if (unset)
            {
                throw new Exception("OhNO strange behavior");
            }
        }
Example #4
0
        /// <summary>
        /// Look for the explosioncross to set the correct explosion type
        /// </summary>
        /// <param name="UpDown">Search up down or left right</param>
        /// <param name="xPoint"> </param>
        /// <param name="yPoint"> </param>
        /// <param name="explosion">the explosion</param>
        /// <returns>true for cross is down or left, flase for cross is up or right </returns>
        private bool FindExplosionCross(bool UpDown, int xPoint, int yPoint, Explosion explosion)
        {
            if (UpDown)
            {
                for (int i = yPoint; i > 0; i--)
                {
                    List<Explosion> possibleCrossExplosions = _gamefield[xPoint, i].GetExplosions();
                    foreach (Explosion possibleCrossExplosion in possibleCrossExplosions)
                    {

                        if (possibleCrossExplosion != null)
                        {
                            if (possibleCrossExplosion.ExplosionType == ExplosionTypes.Cross)
                            {//we found the cross in above us,
                                return false;
                            }
                        }
                    }
                }
                //we haven't returned for values above us, the cross must be downwards.
                return true;
            }
            else
            {
                for (int i = xPoint; i > 0; i--)
                {
                    List<Explosion> possibleCrossExplosions = _gamefield[i, yPoint].GetExplosions();
                    foreach (var possibleCrossExplosion in possibleCrossExplosions)
                    {
                        if (possibleCrossExplosion != null)
                        {
                            if (possibleCrossExplosion.ExplosionType == ExplosionTypes.Cross)
                            {//we found the cross on the right from us,
                                return false;
                            }
                        }
                    }
                }
                //we haven't returned for values right us, the cross must be on our left.
                return true;
            }
        }