/// <summary> /// Checks to see if the Current Falling Block Can Rotate the Block Right /// </summary> /// <returns>True, it did rotate. False, if it didn't</returns> private bool CheckRotateRight() { //If the Block is hitting blocks then rotate it back Left (CCW) foreach (var item in BlockThatsFalling.BlockCells) { if (_cells[item.CellLocationX, item.CellLocationY].Filled == true) { BlockThatsFalling.RotateLeft(); return(false); } } return(true); }
/// <summary> /// Moves the Falling Block based on the Key Pressed /// </summary> /// <param name="keyPressed">The Key that was pressed on the KeyBoard</param> public void MovePiece(Keys keyPressed) { List <Cells> oldCells = null; try { //Tell the game that we are starting to move the Piece and it should surpress any and all Key Events StartedMoving?.Invoke(); //No need if the space bar is pressed. if (keyPressed != Keys.Space) { oldCells = GetOldCellsData(); } switch (keyPressed) { case Keys.Right: if (CheckRightSideForBlocks()) { BlockThatsFalling.MoveRight(); } break; case Keys.Left: if (CheckLeftSideForBlocksAndWalls()) { BlockThatsFalling.MoveLeft(); } break; case Keys.Up: if (IsItOkayToMove()) { BlockThatsFalling.RotateRight(); CheckRotateRight(); } break; case Keys.Down: if (IsItOkayToMove()) { BlockThatsFalling.RotateLeft(); CheckRotateLeft(); } break; case Keys.Space: if (BlockThatsFalling.IsItFalling) { DropBlockToTheBottom(); } break; case Keys.V: MoveFallingBlock(); break; case Keys.C: if (_allowBlockToBeHeld) { _allowBlockToBeHeld = false; HoldFallingBlock(); } break; default: break; } } finally { if (keyPressed != Keys.Space) { DrawOutTheBlocks(oldCells); } //Signal the game that the piece is done moving DoneMoving?.Invoke(); } }