Exemple #1
0
        public void Update(int dt)
        {
            if (GameOver)
            {
                return;
            }

            BonusPoints.Update(dt);

            Timer.Update(dt);

            if (Timer.State == DynamicState.END)
            {
                GameOver = true;
                return;
            }

            bool isBusy       = false;
            bool hasInvisible = false;

            foreach (var go in GameMatrix)
            {
                go.Update(dt);
                isBusy       |= go.IsBusy();
                hasInvisible |= !go.Visible;
            }

            if (!isBusy)
            {
                if (hasInvisible)
                {
                    GameMatrix.Next(MatrixState.KILL);
                }
                else
                {
                    GameMatrix.Next();

                    if (clientSwapModel != null && GameMatrix.State == MatrixState.NONE)
                    {
                        switch (clientSwapModel.Direction)
                        {
                        case SwapDirection.HORIZONTAL:
                            GameMatrix.SwapH(clientSwapModel.GameObject1, clientSwapModel.GameObject2);
                            break;

                        case SwapDirection.VERTICAL:
                            GameMatrix.SwapV(clientSwapModel.GameObject1, clientSwapModel.GameObject2);
                            break;
                        }
                    }

                    if (clientSwapModel != null)
                    {
                        clientSwapModel = null;
                    }
                }
            }

            CanClientInput = !isBusy && GameMatrix.State == MatrixState.NONE;
        }
Exemple #2
0
        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();
        }