static void Main(string[] args) { //fixedBlocks anders invullen, want property hoort private te zijn var field = new Field(3,3); field.fixedBlocks = new Grid( new Square[,] { {_,_,_}, {_,_,_}, {x,_,_} }); field.Position = new Vector2(1,1); var block = new Block(); //!!moet interface worden block.vectors = new List<Vector2> { new Vector2(0,1), //ToSelf: let op [x,y] , niet [y,x] overigens new Vector2(1,0) }; block.squareType = x; field.Block = block; bool ClippingOccured = false; Grid gridSuperposition = field.getSuperposition(out ClippingOccured); var gridForCheck = new Grid( new Square[,] { {_,_,_}, {_,_,x}, {x,x,_} }); bool r = gridSuperposition.Equals(gridForCheck); bool c = ClippingOccured; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here blockTexture = Content.Load<Texture2D>("Block"); emptyBackgroundTexture = new Texture2D(GraphicsDevice, 1, 1); emptyBackgroundTexture.SetData(new Color[] { Color.White }); numberOfRows = (GraphicsDevice.Viewport.Height - 60) / blockTexture.Height; field = new Field(12, numberOfRows, new BlockCollisionDetector()); gameMechanics = new GameMechanics(field, new BlockFactory()); }