Esempio n. 1
0
    private void draw_brick(int row, int col)
    {
        switch (b.get_tile(row, col))
        {
        case ' ':  erase_brick(row, col); break;

        case '#':  draw_colour(row, col, "red");  break;

        case '=':  draw_colour(row, col, "yellow");  break;

        case '-':  draw_colour(row, col, "green");  break;

        case '<':  draw_colour(row, col, "darkgrey");  break;

        case '>':  draw_colour(row, col, "lightgrey");  break;
        }
    }
Esempio n. 2
0
    private bool hits_brick0(Context context, int nx, int ny,
                             ref int vx, ref int vy, breakout b, gamewindow g)
    {
        int r = (ny * breakout.max_row) / breakout_definitions.y_res;
        int c = (nx * breakout.max_col) / breakout_definitions.x_res;

        if ((r < 0) || (c < 0) || (r >= breakout.max_row) || (c >= breakout.max_col))
        {
            return(false);
        }

        if (b.get_tile(r, c) == ' ')
        {
            return(false); // no brick present
        }
        int bx0    = (breakout_definitions.x_res * c) / breakout.max_col;
        int by0    = (breakout_definitions.y_res * r) / breakout.max_row;
        int width  = (breakout_definitions.x_res / breakout.max_col);
        int height = (breakout_definitions.y_res / breakout.max_row);


        if (in_range(nx, bx0, bx0 + width) && ((ny == by0) || (ny == by0 + height)))
        {
            // hit top of brick or bottom of brick
            vy = -vy;
            g.hit_brick(r, c);
            return(true);
        }
        if (in_range(ny, by0, by0 + height) && ((nx == bx0) || (nx == bx0 + width)))
        {
            // hit left or right of brick
            vx = -vx;
            g.hit_brick(r, c);
            return(true);
        }

        return(false);
    }