public static void Main()
        {
            ScoreManager scoreManager = new ScoreManager("scores.txt");
            var          musicPlayer  = new MusicPlayer();

            musicPlayer.Play();

            var tetrisConsoleWriter = new TetrisConsoleWriter(TetrisRows, TetrisCols);
            var random = new Random();

            State.CurrentFigure = TetrisFigures[random.Next(0, TetrisFigures.Count)];
            while (true)
            {
                State.Frame++;
                State.UpdateLevel(scoreManager.Score);
                // Read user input
                if (Console.KeyAvailable)
                {
                    var key = Console.ReadKey();
                    if (key.Key == ConsoleKey.Escape)
                    {
                        // Environment.Exit(0);
                        return; // Becase of Main()
                    }
                    if (key.Key == ConsoleKey.LeftArrow || key.Key == ConsoleKey.A)
                    {
                        if (State.CurrentFigureCol >= 1)
                        {
                            State.CurrentFigureCol--;
                        }
                    }
                    if (key.Key == ConsoleKey.RightArrow || key.Key == ConsoleKey.D)
                    {
                        if (State.CurrentFigureCol < TetrisCols - State.CurrentFigure.Height)
                        {
                            State.CurrentFigureCol++;
                        }
                    }
                    if (key.Key == ConsoleKey.DownArrow || key.Key == ConsoleKey.S)
                    {
                        State.Frame = 1;
                        scoreManager.AddToScore(State.Level);
                        State.CurrentFigureRow++;
                    }
                    if (key.Key == ConsoleKey.Spacebar || key.Key == ConsoleKey.UpArrow || key.Key == ConsoleKey.W)
                    {
                        var newFigure = State.CurrentFigure.GetRotate();
                        if (!Collision(newFigure))
                        {
                            State.CurrentFigure = newFigure;
                        }
                    }
                }

                // Update the game state
                if (State.Frame % (State.FramesToMoveFigure - State.Level) == 0)
                {
                    State.CurrentFigureRow++;
                    State.Frame = 0;
                }

                if (Collision(State.CurrentFigure))
                {
                    AddCurrentFigureToTetrisField();
                    int lines = CheckForFullLines();
                    scoreManager.AddToScore(ScorePerLines[lines] * State.Level);
                    State.CurrentFigure    = TetrisFigures[random.Next(0, TetrisFigures.Count)];
                    State.CurrentFigureRow = 0;
                    State.CurrentFigureCol = 0;
                    if (Collision(State.CurrentFigure)) // game is over
                    {
                        scoreManager.AddToHighScore();
                        tetrisConsoleWriter.DrawAll(State, scoreManager);
                        tetrisConsoleWriter.WriteGameOver(scoreManager.Score);
                        Thread.Sleep(100000);
                        return;
                    }
                }

                // Redraw UI
                tetrisConsoleWriter.DrawAll(State, scoreManager);

                Thread.Sleep(40);
            }
        }
Example #2
0
        public void MainLoop()
        {
            while (true)
            {
                tetrisConsoleWriter.Frame++;
                this.tetrisGame.UpdateLevel(scoreManager.Score);
                var input = this.consoleInputHandler.GetInput();
                switch (input)
                {
                case TetrisGameInput.Left:
                    if (this.tetrisGame.CanMoveToLeft())
                    {
                        this.tetrisGame.CurrentFigureCol--;
                    }
                    break;

                case TetrisGameInput.Right:
                    if (this.tetrisGame.CanMoveToRight())
                    {
                        this.tetrisGame.CurrentFigureCol++;
                    }
                    break;

                case TetrisGameInput.Down:
                    tetrisConsoleWriter.Frame = 1;
                    scoreManager.AddToScore(this.tetrisGame.Level, 0);
                    this.tetrisGame.CurrentFigureRow++;
                    break;

                case TetrisGameInput.Rotate:
                    var newFigure = this.tetrisGame.CurrentFigure.GetRotate();
                    if (!this.tetrisGame.Collision(newFigure))
                    {
                        this.tetrisGame.CurrentFigure = newFigure;
                    }
                    break;

                case TetrisGameInput.Exit:
                    return;
                }

                // Update the game state
                if (tetrisConsoleWriter.Frame % (tetrisConsoleWriter.FramesToMoveFigure - this.tetrisGame.Level) == 0)
                {
                    this.tetrisGame.CurrentFigureRow++;
                    tetrisConsoleWriter.Frame = 0;
                }

                if (this.tetrisGame.Collision(this.tetrisGame.CurrentFigure))
                {
                    this.tetrisGame.AddCurrentFigureToTetrisField();
                    int lines = this.tetrisGame.CheckForFullLines();
                    scoreManager.AddToScore(this.tetrisGame.Level, lines);
                    this.tetrisGame.NewRandomFigure();
                    if (this.tetrisGame.Collision(this.tetrisGame.CurrentFigure)) // game is over
                    {
                        scoreManager.AddToHighScore();
                        tetrisConsoleWriter.DrawAll(this.tetrisGame, scoreManager);
                        tetrisConsoleWriter.WriteGameOver(scoreManager.Score);
                        Thread.Sleep(100000);
                        return;
                    }
                }

                // Redraw UI
                tetrisConsoleWriter.DrawAll(this.tetrisGame, scoreManager);

                Thread.Sleep(40);
            }
        }