Exemple #1
0
        /// <summary>
        /// Moves block over an arbitrairy vector
        /// </summary>
        /// <param name="xoff">x movement</param>
        /// <param name="yoff">y movement</param>
        /// <returns>Movement succeeded</returns>
        protected Boolean Move(Int32 xoff, Int32 yoff)
        {
            if(this.Field.Collides(this.Block, this.X + xoff, this.Y + yoff))
                return false;

            Event e = new Event();
            Int32 prevx = X;
            Int32 prevy = Y;
            Double prevtime = this.LastMoveTime;
            Double newtime = this.Field.Timeline.CurrentTime;

            var wasRot = this.LastMoveIsRotation;
            var wasKick = this.LastMoveIsKick;

            e.Undo = () =>
            {
                this.Field.CurrentBlock.X = prevx;
                this.Field.CurrentBlock.Y = prevy;
                this.LastMoveTime = prevtime;

                this.LastMoveIsRotation = wasRot;
                this.LastMoveIsKick = wasKick;
            };

            Int32 newx = X + xoff;
            Int32 newy = Y + yoff;
            e.Apply = () =>
            {
                this.Field.CurrentBlock.X = newx;
                this.Field.CurrentBlock.Y = newy;
                this.LastMoveTime = newtime;

                this.LastMoveIsRotation = false;
                this.LastMoveIsKick = false;
            };

            this.Field.Timeline.Add(e);
            return true;
        }
Exemple #2
0
        /// <summary>
        /// Rotates a block an arbitrary direction
        /// </summary>
        /// <param name="dir">Direction to rotate</param>
        /// <returns>Rotation succeeded</returns>
        protected Boolean Rotate(Int32 dir)
        {
            int rot = this.Block.Rotation;
            this.Block.Rotation += dir;

            Int32[,] wallkicks = (dir > 0) ? Wallkick.WallkickData.RightMovements[new Tuple<int, int>(this.Block.Width, this.Block.Rotation)]
                    : Wallkick.WallkickData.LeftMovements[new Tuple<int, int>(this.Block.Width, this.Block.Rotation)];

            // Tries to wall kick until block doesn't collide
            for(Int32 i = 0; i < wallkicks.GetLength(0); i++)
            {
                if (this.Field.Collides(Block, X + wallkicks[i, 0], Y + wallkicks[i, 1]))
                    continue;

                Event e = new Event();
                Int32 prevx = X;
                Int32 prevy = Y;
                Double prevtime = this.LastMoveTime;
                Double newtime = Field.Timeline.CurrentTime;

                var wasRot = this.LastMoveIsRotation;
                var wasKick = this.LastMoveIsKick;

                e.Undo = () =>
                {
                    this.X = prevx;
                    this.Y = prevy;
                    this.Block.Rotation = rot;
                    this.LastMoveTime = prevtime;

                    this.LastMoveIsRotation = wasRot;
                    this.LastMoveIsKick = wasKick;
                };

                Int32 newx = X + wallkicks[i, 0];
                Int32 newy = Y + wallkicks[i, 1];
                Int32 newrot = rot + dir;
                e.Apply = () =>
                {
                    this.Field.CurrentBlock.X = newx;
                    this.Field.CurrentBlock.Y = newy;
                    this.Field.CurrentBlock.Block.Rotation = newrot;
                    this.LastMoveTime = newtime;

                    this.LastMoveIsRotation = true;
                    this.LastMoveIsKick = i > 0;
                };

                this.Field.Timeline.Add(e);
                return true;
            }

            // Rotation failed
            this.Block.Rotation -= dir;
            return false;
        }
Exemple #3
0
        /// <summary>
        /// Adds an event
        /// </summary>
        /// <param name="action">event to register</param>
        /// <returns>Event time</returns>
        public Double Add(Event action)
        {
            action.Time = this.CurrentTime;
            action.Apply();
            this.Events.Push(action);

            return action.Time;
        }