// game interface: public gameController(Panel v) { view = v; lineNo = rowNo * v.Height / v.Width; bw = v.Width / rowNo; bh = v.Height / lineNo; map = new List<int[]>(); now = new block(rowNo / 2 - 2, 0); for (int i = 0; i < lineNo; ++i) map.Add(new int[rowNo]); initMap(); wait = new block(rowNo / 2 - 2, 0); }
// game interface: public gameController(Panel v) { view = v; lineNo = rowNo * v.Height / v.Width; bw = v.Width / rowNo; bh = v.Height / lineNo; map = new List <int[]>(); now = new block(rowNo / 2 - 2, 0); for (int i = 0; i < lineNo; ++i) { map.Add(new int[rowNo]); } initMap(); wait = new block(rowNo / 2 - 2, 0); }
public void transpose() { block temp = new block(now.curx, now.cury); temp.colorblock = now.colorblock; for (int i = 0; i < block.size; ++i) { for (int j = block.size - 1; j >= 0; --j) { temp.matblock[j, i] = now.matblock[i, block.size - 1 - j]; } } if (temp.curx >= 0 && temp.curx + block.size <= rowNo && test(temp.curx, temp.cury, temp.matblock)) { now = temp; Invalidateblock(); } }
public void startnext() { now = wait; wait = new block(rowNo / 2 - 2, 0); }
public void transpose() { block temp = new block(now.curx, now.cury); temp.colorblock = now.colorblock; for (int i = 0; i < block.size; ++i) for (int j = block.size-1; j >= 0; --j) temp.matblock[j, i] = now.matblock[i, block.size-1 - j]; if (temp.curx >=0 && temp.curx+block.size <= rowNo && test(temp.curx, temp.cury, temp.matblock)) { now = temp; Invalidateblock(); } }