Example #1
0
        /// <summary>
        /// "Physics" collision for a Zetromino piece
        /// </summary>
        /// <param name="piece"> Piece to check collision from</param>
        /// <param name="rotation"> Rotation of the piece</param>
        /// <param name="posX"> position X to check</param>
        /// <param name="posY"> position Y to check</param>
        /// <returns> False if the piece can't be in the position,
        /// True if it can</returns>
        bool PieceFits(Zetromino piece, int rotation, int posX, int posY)
        {
            // Number 4 because pieces cannot be bigger than a 4x4
            for (int px = 0; px < 4; px++)
            {
                for (int py = 0; py < 4; py++)
                {
                    // Index into piece
                    int pi = RotatePiece(px, py, rotation);

                    // Get game pos of index
                    int gi = (posY + py) * _gameDim.x + (posX + px);

                    // If its inside the game field
                    if (posX + px >= 0 && posX + px < _gameDim.x)
                    {
                        if (posY + py >= 0 && posY + py < _gameDim.y)
                        {
                            // Is the game field empty in the next position
                            if (piece.Shape[pi].Equals('X') && board[gi] != 0)
                            {
                                return(false);
                            }
                        }
                    }
                }
            }

            return(true);
        }
Example #2
0
 /// <summary>
 /// Picks a new piece to be used as the current piece and resets values
 /// </summary>
 private void PickNewPiece()
 {
     _currentPiece             = _spawner.GetNewPiece();
     _currentX                 = _spawn.x;
     _currentY                 = _spawn.y;
     _pieceRotation            = 0;
     _nextPiecePreview.Content = _spawner.NextShape;
 }
Example #3
0
        /// <summary>
        /// Creates a new Zetronimo
        /// </summary>
        /// <returns> Returns the new Zetronimo piece</returns>
        public Zetromino GetNewPiece()
        {
            Zetromino newPiece = new Zetromino
                                     (NextShape, _currentPiece);

            // Pick the next piece
            _currentPiece = _rnd.Next() % 7;
            NextShape     = _PIECES[_currentPiece];
            return(newPiece);
        }
Example #4
0
        /// <summary>
        /// Zetris board constructor
        /// </summary>
        /// <param name="playerName">Current player name</param>
        public ZetrisBoard(string playerName)
        {
            _playerName = playerName;

            // Classic tetris dimensions
            _gameDim = new Vector2(12, 18);
            // Spawn location
            _spawn = new Vector2((_gameDim.x / 2) - 2, 0);
            // Current piece X and Y position
            _currentX = _spawn.x;
            _currentY = _spawn.y;

            _spawner           = new PieceSpawner();
            _currentPiece      = _spawner.GetNewPiece();
            _pieceRotation     = 0;
            _pieceAcceleration = 16;
            _hasRotated        = false;
            _lines             = new List <int>(4);
            _pieceCounter      = 0;

            _scoreDisplay = new ScoreDisplay(new Vector2(_gameDim.x, _gameDim.y - 7));
            _scoreSystem  = new ScoreSystem(_scoreDisplay.UpdateScore);

            // Create the board
            board = new byte[_gameDim.x * _gameDim.y];
            for (int x = 0; x < _gameDim.x; x++)
            {
                for (int y = 0; y < _gameDim.y; y++)
                {
                    board[y * _gameDim.x + x] =
                        (x == 0 || x == _gameDim.x - 1 || y == _gameDim.y - 1)
                        // 9 is the last character of the board string in Game
                        ? (byte)9 : (byte)0;
                }
            }

            Childs            = new List <IGameObject>();
            _nextPiecePreview = new PreviewBox(new Vector2
                                                   (_gameDim.x, _gameDim.y + 3), "Next Piece", 'o');

            Childs.Add(_nextPiecePreview);
            Childs.Add(_scoreDisplay);
            _nextPiecePreview.Content = _spawner.NextShape;

            lineComplete += _scoreSystem.LineComplete;
            piecePlaced  += _scoreSystem.PiecePlaced;
        }