public void Update() { YOffset++; if (YOffset == ScaleHelper.ScaleHeight(Block.BlockHeight) - 1) { // Get a new random row Row randomRow = Row.RandomRow(this); // Insert into position 0 on both the rows and columns (its just easier this way) rows.Insert(0, randomRow); for (var i = 0; i < columns.Length; i++) { columns[i].Insert(0, randomRow[i]); columnIsDirty[i] = true; } YOffset = 0; } // Check for matches in rows/columns DoMatchChecking(); // Update our rows foreach (Row r in rows) { r.Update(); } }
public void Update() { YOffset++; if (YOffset == ScaleHelper.ScaleHeight(Block.BlockHeight) - 1) { rows.Insert(0, Row.RandomRow(this)); YOffset = 0; } // Update our rows foreach (Row r in rows) { r.Update(); } }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> protected override void Update(GameTime gameTime) { count++; if (count == 53) { rows.Add(Row.RandomRow()); count = 0; } foreach (Row r in rows) { r.Update(); } base.Update(gameTime); }