public PlayController() : base(ControllerNames.Play) { Rectangle[,] regions = new Rectangle[8, 8]; gc = GameConfigs.GetInstance(); for (int i = 0; i < 8; i++) { for (int j = 0; j < 8; j++) { regions[i, j] = new Rectangle(gc.GetRealPoint(j + 1, i + 1), new Point(gc.RegionWidth, gc.RegionHeight)); } } gameMatrix = new GameMatrix(regions, 8, 8); gameModel = new GameModel(gameMatrix); gameMatrix.OnItemKilled += () => { bonusPointsModel.Points += 1; }; gameTimerModel = new GameTimerModel(); bonusPointsModel = new BonusPointsModel(); gameModel.Timer = gameTimerModel; gameModel.BonusPoints = bonusPointsModel; renderer = new PlayRenderer(gameModel); gameTimerModel.Start(); }
public LineBonusEffect(LineBonusEffectDirection direction) { Direction = direction; gc = GameConfigs.GetInstance(); State = DynamicState.RUN; BonusType = direction == LineBonusEffectDirection.BT || direction == LineBonusEffectDirection.TB ? BonusEffect.LINE_V : BonusEffect.LINE_H; }
public GameTimerModel() { gc = GameConfigs.GetInstance(); Region = new Rectangle(gc.GetRealPoint(7.5f, 0.5f), new Point(0, 0)); position = new Vector2(Region.X, Region.Y); State = DynamicState.END; }
public AGameObject(Rectangle region, SpriteName spriteName, GameMatrix parent, AGameObject left = null, AGameObject right = null, AGameObject top = null, AGameObject bottom = null) { Region = region; this.Parent = parent; NewPosition = new Point(region.X, region.Y); SpriteName = spriteName; Left = left; Right = right; Top = top; Bottom = bottom; Visible = true; if (Left != null) { Left.Right = this; } if (Right != null) { Right.Left = this; } if (Top != null) { Top.Bottom = this; } if (Bottom != null) { Bottom.Top = this; } AnimationState = SpriteAnimationState.SHOW; SpriteAnimationStep = 8; gFactory = GameObjectFactory.GetInstance(); gc = GameConfigs.GetInstance(); }
public PlayButtonModel() { tHelper = TextureHelper.GetInstance(); gc = GameConfigs.GetInstance(); Region = new Rectangle(gc.Center.X - 101, gc.Center.Y - 25, 202, 50); }
public BonusPointsModel() { gc = GameConfigs.GetInstance(); Region = new Rectangle(gc.GetRealPoint(1, 0.5f), new Point(0, 0)); position = new Vector2(Region.X, Region.Y); }
Program() { Rectangle[,] gObjects = new Rectangle[8, 8]; GameConfigs.GetInstance().RegionWidth = 1; GameConfigs.GetInstance().RegionHeight = 1; for (int i = 0; i < 8; i++) { for (int j = 0; j < 8; j++) { gObjects[i, j] = new Rectangle(j, i, 256, 256); } } var matrix = new GameMatrix(gObjects, 8, 8); Console.WriteLine("Input matrix"); Console.WriteLine(matrix.ToString()); Console.WriteLine(); Console.WriteLine("Matrix items positions"); Console.WriteLine(matrix.GetItemsPositions()); Console.WriteLine(); bool busy = true; while (busy || matrix.State != MatrixState.NONE) { while (busy) { busy = false; foreach (var go in matrix) { go.Update(100); busy |= go.IsBusy(); } } matrix.Next(); busy = true; while (busy) { busy = false; foreach (var go in matrix) { go.Update(100); busy |= go.IsBusy(); } } Console.WriteLine("Test killed items:"); Console.WriteLine(matrix.ToString()); Console.WriteLine(); Console.WriteLine("Matrix items positions"); Console.WriteLine(matrix.GetItemsPositions()); Console.WriteLine(); busy = true; while (busy) { busy = false; foreach (var go in matrix) { go.Update(100); busy |= go.IsBusy(); } } matrix.Next(); Console.WriteLine("Test drop down items"); Console.WriteLine(matrix.ToString()); Console.WriteLine(); Console.WriteLine("Matrix items positions"); Console.WriteLine(matrix.GetItemsPositions()); Console.WriteLine(); busy = true; while (busy) { busy = false; foreach (var go in matrix) { go.Update(100); busy |= go.IsBusy(); } } matrix.Next(); Console.WriteLine("Create new items"); Console.WriteLine(matrix.ToString()); Console.WriteLine(); Console.WriteLine("Test matrix state"); Console.WriteLine(matrix.State); Console.WriteLine(); Console.WriteLine("Matrix items positions"); Console.WriteLine(matrix.GetItemsPositions()); Console.WriteLine(); Console.WriteLine("+++++++++++++++++++++++"); } /*while(matrix.State != MatrixState.NONE) * { * matrix.Next(); * Console.WriteLine("Test matrix state"); * Console.WriteLine(matrix.State); * } * * * Console.WriteLine("Matrix"); * Console.WriteLine(matrix.ToString()); * * Console.WriteLine(); * * * Console.WriteLine(); * Console.WriteLine("Test h swap"); * Console.WriteLine(matrix.ToString()); * matrix.TestHSwap(); * Console.WriteLine(matrix.ToString());*/ Console.ReadLine(); }
public GameOverDialogModel() { gc = GameConfigs.GetInstance(); SpriteName = SpriteName.GameOverBG; Region = new Rectangle(gc.Center.X - 200, gc.Center.Y - 100, 400, 200); }
public GameOverButton() { gc = GameConfigs.GetInstance(); Region = new Rectangle(gc.Center.X - 50, gc.Center.Y + 20, 100, 30); SpriteName = SpriteName.GameOverButton; }
public WaitBangEffect() { gc = GameConfigs.GetInstance(); BonusType = BonusEffect.WAIT_BANG; }
public PlayRenderer(GameModel gm) { gameModel = gm; gc = GameConfigs.GetInstance(); tHelper = TextureHelper.GetInstance(); }
public BangBonusEffect() { BonusType = BonusEffect.BANG; gc = GameConfigs.GetInstance(); }