Inheritance: AcademyPopcorn.Racket
        /* Legend:
            G - gift block
            X - gift (the block that is dropped after G is hit)
            E - the exploding block
            * - TrailObject (used by the meteorite ball or after explosion of ExplodingBlock)
            @ - bullet fired by the racket
            % - ExplosionBlockResult blocks
         */
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            // build ceiling and left wall for the scene
            for (int i = 0; i < endCol; i++)
            {
                Block ceilingBlock = new IndestructibleBlock(new MatrixCoords(0, i));
                Block leftWallBlock = new IndestructibleBlock(new MatrixCoords(i, 0));

                engine.AddObject(ceilingBlock);
                engine.AddObject(leftWallBlock);
            }

            // build right wall for the scene
            for (int i = 0; i < WorldRows; i++)
            {
                Block rightWallBlock = new IndestructibleBlock(new MatrixCoords(i, endCol - 1));
                engine.AddObject(rightWallBlock);
            }

            // meteorite or unstoppable ball test
            Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            Racket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);

            // test trail object with random MatrixCoords and lifetime = 15 turns
            GameObject trailObj = new TrailObject(new MatrixCoords(WorldRows - 6, WorldCols - 12), 15);
            engine.AddObject(trailObj);

            // add a gift block
            Block giftBlock = new GiftBlock(new MatrixCoords(WorldRows - 11, WorldCols - 20));
            engine.AddObject(giftBlock);

            //add unpassable block with random coords
            Block unpassable = new UnpassableBlock(new MatrixCoords(WorldRows - 15, WorldCols - 10));
            engine.AddObject(unpassable);

            // add exploding block and ordinary blocks around it
            Block explodingBlock = new ExplodingBlock(new MatrixCoords(WorldRows - 12, WorldCols - 35));
            Block leftToExploding = new Block(explodingBlock.TopLeft + new MatrixCoords(0, -1));
            Block rightToExploding = new Block(explodingBlock.TopLeft + new MatrixCoords(0, 1));
            engine.AddObject(explodingBlock);
            engine.AddObject(leftToExploding);
            engine.AddObject(rightToExploding);
        }
 public void ShootPlayerRacket()
 {
     if (this.playerRacket is ShootingRacket)
     {
         ShootingRacket currentPlayerRacket = this.playerRacket as ShootingRacket;
         currentPlayerRacket.Shoot = true;
     }
 }
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 public void ShootPlayerRacket()
 {
     if (this.playerRacket is ShootingRacket)
     {
         ShootingRacket shotingRacket = this.playerRacket as ShootingRacket;
         shotingRacket.IsShooting = true;
     }
 }
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 public override void AddObject(GameObject obj)
 {
     var as_racket = obj as ShootingRacket;
     if (as_racket != null) {
         racket = as_racket;
     }
     base.AddObject(obj);
 }
 //overriding of this method is important for task 13 in order to get access to the fields of the current racket
 public override void AddObject(GameObject obj)
 {
     if (obj is ShootingRacket)
     {
         ShootingRacket newRacket = obj as ShootingRacket;
         this.playerRacket = newRacket;
     }
     base.AddObject(obj);
 }
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 public override IEnumerable<GameObject> ProduceObjects()
 {
     List<ShootingRacket> shootingRacket = new List<ShootingRacket>();
     if (this.IsDestroyed)
     {
         ShootingRacket newRacket = new ShootingRacket(new MatrixCoords(this.TopLeft.Row + 1, this.TopLeft.Col - 3), 6);
         newRacket.AvailableBullets = 5;
         shootingRacket.Add(newRacket);
     }
     return shootingRacket;
 }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            //Problem One - Create ceiling wall
            for (int i = 0; i < WorldCols; i++)
            {
                IndestructibleBlock ceilBlock = new IndestructibleBlock(new MatrixCoords(0, i));

                engine.AddObject(ceilBlock);
            }

            //Problem One - Create side walls
            for (int i = 0; i < WorldRows; i++)
            {
                IndestructibleBlock leftBlock = new IndestructibleBlock(new MatrixCoords(i, 0));
                IndestructibleBlock rightBlock = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1));

                engine.AddObject(leftBlock);
                engine.AddObject(rightBlock);
            }

            for (int i = startCol; i < endCol; i++)
            {
                //Problem Nine - Test UnpassableBlock
                //UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(startRow, i));

                //Problem Ten - Test ExplodingBlock
                //ExplodingBlock currBlock = new ExplodingBlock(new MatrixCoords(startRow, i));

                //Problem Twelve - Test GiftBlock
                GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            //Problem Seven - Test MeteoriteBall
            //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));

            //Problem Nine - Test UnstoppableBall
            UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            //Problem Thirteen - Test ShootingRacket
            ShootingRacket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
        public override IEnumerable<GameObject> ProduceObjects()
        {
            if (this.IsDestroyedByRacket)
            {
                // TODO create fire racket
                var racketTopLeft = new MatrixCoords(this.topLeft.Row + 1, this.topLeft.Col);
                var racket = new ShootingRacket(racketTopLeft, 6);

                return new GameObject[] { racket };
            }

            return base.ProduceObjects();
        }
Esempio n. 9
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        public override IEnumerable <GameObject> ProduceObjects()
        {
            if (this.IsDestroyedByRacket)
            {
                // TODO create fire racket
                var racketTopLeft = new MatrixCoords(this.topLeft.Row + 1, this.topLeft.Col);
                var racket        = new ShootingRacket(racketTopLeft, 6);

                return(new GameObject[] { racket });
            }

            return(base.ProduceObjects());
        }
Esempio n. 10
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 public override IEnumerable <GameObject> ProduceObjects()
 {
     if (this.IsDestroyed)
     {
         ShootingRacket    shooter     = new ShootingRacket(new MatrixCoords(topLeft.Row + 1, topLeft.Col - 3), 6);
         List <GameObject> shooterList = new List <GameObject>();
         shooterList.Add(shooter);
         return(shooterList);
     }
     else
     {
         return(new List <GameObject>());
     }
 }
Esempio n. 11
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 public override IEnumerable<GameObject> ProduceObjects()
 {
     if (this.IsDestroyed)
     {
         ShootingRacket shooter = new ShootingRacket(new MatrixCoords(topLeft.Row+1, topLeft.Col-3), 6);
         List<GameObject> shooterList = new List<GameObject>();
         shooterList.Add(shooter);
         return shooterList;
     }
     else
     {
         return new List<GameObject>();
     }
 }
Esempio n. 12
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        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol   = WorldCols - 2;

            // 1. adding ceiling and left/right walls
            for (int i = startRow - 1; i < WorldRows; i++)
            {
                UnpassableBlock newIndBlockLeft  = new UnpassableBlock(new MatrixCoords(i, startCol - 1));
                UnpassableBlock newIndBlockRight = new UnpassableBlock(new MatrixCoords(i, endCol));
                engine.AddObject(newIndBlockRight);
                engine.AddObject(newIndBlockLeft);
            }
            for (int i = startCol - 1; i <= endCol; i++)
            {
                UnpassableBlock newTopBlock = new UnpassableBlock(new MatrixCoords(startRow - 2, i));
                engine.AddObject(newTopBlock);
            }


            for (int i = startCol; i < endCol / 2; i++)
            {
                Block currBlock = new ExplodingBlock(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }
            for (int i = endCol / 2; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            TrailObject trailer = new TrailObject(new MatrixCoords(WorldRows / 2, WorldCols / 2), new char[, ] {
                { 'H', 'E', 'L', 'L', 'O' }
            }, 5);

            engine.AddObject(trailer);

            // the ball is here
            Ball theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 3), new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            // the racket - moves with A/D and space shoots
            Racket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
Esempio n. 13
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        public override IEnumerable <GameObject> ProduceObjects()
        {
            if (this.IsDestroyed)
            {
                List <ShootingRacket> rackets = new List <ShootingRacket>();

                ShootingRacket shootingRacket = new ShootingRacket(
                    new MatrixCoords(this.TopLeft.Row + 1, this.TopLeft.Col), 6);
                rackets.Add(shootingRacket);

                return(rackets);
            }
            else
            {
                return(base.ProduceObjects());
            }
        }
Esempio n. 14
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        public override IEnumerable<GameObject> ProduceObjects()
        {
            if (this.IsDestroyed)
            {
                List<ShootingRacket> racket = new List<ShootingRacket>();

                ShootingRacket shootingRacket = new ShootingRacket(
                    new MatrixCoords(this.TopLeft.Row + 1, this.TopLeft.Col - 3), 6);
                racket.Add(shootingRacket);

                return racket;
            }
            else
            {
                return base.ProduceObjects();
            }
        }
Esempio n. 15
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        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            //task one
            for (int i = 0; i < WorldCols; i++)
            {
                IndestructibleBlock ceilBlock = new IndestructibleBlock(new MatrixCoords(0, i));

                engine.AddObject(ceilBlock);
            }

            for (int i = 0; i < WorldRows; i++)
            {
                IndestructibleBlock leftBlock = new IndestructibleBlock(new MatrixCoords(i, 0));
                IndestructibleBlock rightBlock = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1));

                engine.AddObject(leftBlock);
                engine.AddObject(rightBlock);
            }
            //

            //nineth task
            //tenth task
            //twelfth task
            for (int i = startCol; i < endCol; i++)
            {
                GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            //seventh task
            //nineth task
            UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            //thirdteenth task
            ShootingRacket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            // 1. adding ceiling and left/right walls
            for (int i = startRow - 1; i < WorldRows; i++)
            {
                UnpassableBlock newIndBlockLeft = new UnpassableBlock(new MatrixCoords(i, startCol - 1));
                UnpassableBlock newIndBlockRight = new UnpassableBlock(new MatrixCoords(i, endCol));
                engine.AddObject(newIndBlockRight);
                engine.AddObject(newIndBlockLeft);
            }
            for (int i = startCol - 1; i <= endCol; i++)
            {
                UnpassableBlock newTopBlock = new UnpassableBlock(new MatrixCoords(startRow - 2, i));
                engine.AddObject(newTopBlock);
            }


            for (int i = startCol; i < endCol / 2; i++)
            {
                Block currBlock = new ExplodingBlock(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }
            for (int i = endCol / 2; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            TrailObject trailer = new TrailObject(new MatrixCoords(WorldRows / 2, WorldCols / 2), new char[,] { { 'H', 'E', 'L', 'L', 'O' } }, 5);
            engine.AddObject(trailer);

            // the ball is here 
            Ball theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 3), new MatrixCoords(-1, 1));
            engine.AddObject(theBall);

            // the racket - moves with A/D and space shoots
            Racket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);
            engine.AddObject(theRacket);
        }
Esempio n. 17
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        public override IEnumerable<GameObject> ProduceObjects()
        {
            if (this.IsDestroyed)
            {
                List<ShootingRacket> rackets = new List<ShootingRacket>();

                // replace the ordinary racket with a shooting one
                ShootingRacket shootingRacket = new ShootingRacket(
                    new MatrixCoords(this.TopLeft.Row + 1, this.TopLeft.Col), 6);
                rackets.Add(shootingRacket);

                return rackets;
            }
            else
            {
                return base.ProduceObjects();
            }
        }
Esempio n. 18
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        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol   = WorldCols - 2;

            for (int i = startRow; i < WorldRows; ++i)
            {
                IndestructibleBlock indestructibleBlockLeft  = new IndestructibleBlock(new MatrixCoords(i, 0));
                IndestructibleBlock indestructibleBlockRight = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1));

                engine.AddObject(indestructibleBlockLeft);
                engine.AddObject(indestructibleBlockRight);
            }

            for (int i = 0; i < WorldCols; ++i)
            {
                IndestructibleBlock indestructibleBlockTop = new IndestructibleBlock(new MatrixCoords(startRow - 1, i));

                engine.AddObject(indestructibleBlockTop);
            }

            Random random = new Random();

            for (int row = 0; row < 3; ++row)
            {
                for (int i = startCol; i < endCol; i++)
                {
                    int   rand = random.Next(4);
                    Block currBlock;
                    if (rand == 0)
                    {
                        currBlock = new ExplodingBlock(new MatrixCoords(startRow + row, i));
                    }
                    else if (rand == 1)
                    {
                        currBlock = new GiftBlock(new MatrixCoords(startRow + row, i));
                    }
                    else if (rand == 2)
                    {
                        currBlock = new UnpassableBlock(new MatrixCoords(startRow + row, i));
                    }
                    else
                    {
                        currBlock = new Block(new MatrixCoords(startRow + row, i));
                    }
                    engine.AddObject(currBlock);
                }
            }

            MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, WorldCols / 2),
                                                      new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            ShootingRacket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);

            engine.AddObject(new TrailObject(new MatrixCoords(WorldRows - 1, 2), 5));
        }
Esempio n. 19
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        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            //The AcademyPopcorn class contains an IndestructibleBlock class. Use it to create side and ceiling walls to the game. You can ONLY edit the AcademyPopcornMain.cs file
            IndestructibleBlock indestructibleBlock = null;
            for (int row = 0; row < WorldRows; row++)
            {
                for (int col = 0; col < WorldCols; col++)
                {
                    if (row == 0)
                    {
                        indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, col));
                        engine.AddObject(indestructibleBlock);
                    }
                    else if (col == 0 || col == WorldCols - 1)
                    {
                        indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, col));
                        engine.AddObject(indestructibleBlock);
                    }
                }
            }

            for (int i = startCol; i < endCol; i++)
            {
                switch (i % 5)
                {
                    case 0:
                        ExplodingBlock explodingBlock = new ExplodingBlock(new MatrixCoords(startRow, i));
                        engine.AddObject(explodingBlock);
                        break;
                    default:
                        switch (i % 3)
                        {
                            case 0:
                                GiftBlock giftBlock = new GiftBlock(new MatrixCoords(startRow, i));
                                engine.AddObject(giftBlock);
                                break;
                            default:
                                Block currBlock = new Block(new MatrixCoords(startRow, i));
                                engine.AddObject(currBlock);
                                break;
                        }
                        break;
                }

            }

            for (int i = 4; i < endCol; i+=3)
            {
                UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(8, i));

                engine.AddObject(currBlock);
            }

            TrailObject to = new TrailObject(new MatrixCoords(5, 6), 15);
            engine.AddObject(to);

            UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            ShootingRacket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
Esempio n. 20
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        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol   = WorldCols - 2;

            //The AcademyPopcorn class contains an IndestructibleBlock class. Use it to create side and ceiling walls to the game. You can ONLY edit the AcademyPopcornMain.cs file
            IndestructibleBlock indestructibleBlock = null;

            for (int row = 0; row < WorldRows; row++)
            {
                for (int col = 0; col < WorldCols; col++)
                {
                    if (row == 0)
                    {
                        indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, col));
                        engine.AddObject(indestructibleBlock);
                    }
                    else if (col == 0 || col == WorldCols - 1)
                    {
                        indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, col));
                        engine.AddObject(indestructibleBlock);
                    }
                }
            }

            for (int i = startCol; i < endCol; i++)
            {
                switch (i % 5)
                {
                case 0:
                    ExplodingBlock explodingBlock = new ExplodingBlock(new MatrixCoords(startRow, i));
                    engine.AddObject(explodingBlock);
                    break;

                default:
                    switch (i % 3)
                    {
                    case 0:
                        GiftBlock giftBlock = new GiftBlock(new MatrixCoords(startRow, i));
                        engine.AddObject(giftBlock);
                        break;

                    default:
                        Block currBlock = new Block(new MatrixCoords(startRow, i));
                        engine.AddObject(currBlock);
                        break;
                    }
                    break;
                }
            }

            for (int i = 4; i < endCol; i += 3)
            {
                UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(8, i));

                engine.AddObject(currBlock);
            }

            TrailObject to = new TrailObject(new MatrixCoords(5, 6), 15);

            engine.AddObject(to);

            UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
                                                          new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            ShootingRacket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
Esempio n. 21
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        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol   = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
                                    new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            // Exercise 1 - add side walls and ceiling wall
            for (int col = 0; col < WorldCols; col++)
            {
                Block indestructibleBlock = new IndestructibleBlock(new MatrixCoords(0, col));

                engine.AddObject(indestructibleBlock);
            }

            for (int row = 0; row < WorldRows; row++)
            {
                Block indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, 0));

                engine.AddObject(indestructibleBlock);

                indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1));

                engine.AddObject(indestructibleBlock);
            }

            // Exercise 5 - TrailObject test
            //TrailObject trailObject = new TrailObject(new MatrixCoords(10, 15), LifeTime);
            //engine.AddObject(trailObject);

            // Exercise 7 - Replace the normal ball with a meteorite ball
            //Ball meteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1), TrailLifeTime);

            //engine.AddObject(meteoriteBall);

            // Exercise 9 - Test the UnstoppableBall and the UnpassableBlock
            //for (int i = startCol; i < endCol / 2; i++)
            //{
            //    Block currBlock = new UnpassableBlock(new MatrixCoords(startRow + 1, i));

            //    engine.AddObject(currBlock);
            //}

            //Ball ustoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));

            //engine.AddObject(ustoppableBall);

            // Exercise 10 - Test the Explosion and the ExplosionBlock
            //Block explosionBlock = new ExplosionBlock(new MatrixCoords(startRow + 1, 7));
            //engine.AddObject(explosionBlock);

            //for (int i = endCol / 2; i < endCol; i++)
            //{
            //    Block expBlock = new ExplosionBlock(new MatrixCoords(startRow + 1, i));
            //    engine.AddObject(expBlock);
            //}

            // Exercise 12 - Test the GiftBlock and the Gift
            //for (int i = startCol; i < endCol; i++)
            //{
            //    Block giftBlock = new GiftBlock(new MatrixCoords(startRow + 1, i));

            //    engine.AddObject(giftBlock);
            //}

            // Exercise 13 - Shooting racket test
            for (int i = startCol; i < endCol; i++)
            {
                Block giftBlock = new GiftBlock(new MatrixCoords(startRow + 1, i));

                engine.AddObject(giftBlock);
            }

            Racket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
Esempio n. 22
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        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow + 1, i));
                engine.AddObject(currBlock);
            }

            for (int i = startCol; i < endCol; i++)
            {
                if (i % 4 == 0)
                {
                    GiftBlock giftBlock = new GiftBlock(new MatrixCoords(startRow + 2, i));
                    engine.AddObject(giftBlock);
                }
                else
                {
                    Block currBlock = new Block(new MatrixCoords(startRow + 2, i));
                    engine.AddObject(currBlock);
                }
            }

            // [Task 1] Adding left and right wall
            for (int row = startRow - 1; row < WorldRows; row++)
            {
                IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(row, startCol - 1));
                engine.AddObject(leftWall);

                IndestructibleBlock rightWall = new IndestructibleBlock(new MatrixCoords(row, endCol));
                engine.AddObject(rightWall);
            }

            // [Task 1] Adding ceiling wall
            for (int col = startCol - 1; col < endCol; col++)
            {
                IndestructibleBlock topWall = new IndestructibleBlock(new MatrixCoords(startRow - 1, col));
                engine.AddObject(topWall);
            }

            Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 1),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            //UnstoppableBall unstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 1),
            //    new MatrixCoords(-1, 1));

            //engine.AddObject(unstoppableBall);

            //Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            //engine.AddObject(theRacket);

            ShootingRacket shootingRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(shootingRacket);

            //Gift testGift = new Gift(new MatrixCoords(7, 15));
            //engine.AddObject(testGift);

            //Bullet testBullet = new Bullet(new MatrixCoords(20, 15));
            //engine.AddObject(testBullet);
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));
            engine.AddObject(theBall);

            //Implement MetheoridBall
            //MeteoriteBall meteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));
            //engine.AddObject(meteoriteBall);

            //Implement UnstopableBall and UnpassableBlocks
            //UnstoppableBall theUnstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));
            //engine.AddObject(theUnstoppableBall);

            for (int i = 0; i < WorldRows; i++)
            {
                UnpassableBlock LeftWall = new UnpassableBlock(new MatrixCoords(i, 0));
                UnpassableBlock RightWall = new UnpassableBlock(new MatrixCoords(i, WorldCols - 1));
                engine.AddObject(LeftWall);
                engine.AddObject(RightWall);
            }
            for (int i = 1; i < WorldCols - 1; i++)
            {
                UnpassableBlock UppertWall = new UnpassableBlock(new MatrixCoords(0, i));
                engine.AddObject(UppertWall);
            }

            //Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);
            //engine.AddObject(theRacket);

            //Add indistructuble blocks
            for (int i = 1; i < WorldRows; i++)
            {
                IndestructibleBlock LeftWall = new IndestructibleBlock(new MatrixCoords(i, 1));
                IndestructibleBlock RightWall = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 2));
                engine.AddObject(LeftWall);
                engine.AddObject(RightWall);
            }
            for (int i = 2; i < WorldCols - 2; i++)
            {
                IndestructibleBlock UppertWall = new IndestructibleBlock(new MatrixCoords(1, i));
                engine.AddObject(UppertWall);
            }

            //Adding several explosion blocks
            for (int i = 7; i < WorldCols-2; i+=7)
            {
                ExplodingBlock explosion = new ExplodingBlock(new MatrixCoords(3, i));
                engine.AddObject(explosion);
            }

            //Add several gift blocks
            for (int i = 2; i < WorldCols - 2; i += 7)
            {
                GiftBlock giftBlock = new GiftBlock(new MatrixCoords(4, i));
                engine.AddObject(giftBlock);
            }

            //Add shooting rocket
            ShootingRacket shoot = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);
            engine.AddObject(shoot);
        }
Esempio n. 24
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        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));
                engine.AddObject(currBlock);
                Block currBlock2 = new Block(new MatrixCoords(startRow + 2, i));
                engine.AddObject(currBlock2);
            }

            Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));
              //  engine.AddObject(theBall);
            //7.Test the MeteoriteBall by replacing the normal ball in the AcademyPopcornMain.cs file.

               // MeteoriteBall theMeteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1), 3);
               // engine.AddObject(MatrixCoords);

            //9.Test the UnpassableBlock and the UnstoppableBall by adding them to the engine in AcademyPopcornMain.cs file

            UnstoppableBall unstopBall=new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));
            engine.AddObject(unstopBall);

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);

            //add side walls
            /*1.The AcademyPopcorn class contains an IndestructibleBlock class. Use it to create side and ceiling walls to the game.
             * You can ONLY edit the AcademyPopcornMain.cs file. */

            for (int row = 0; row < WorldRows; row++)
            {
                IndestructibleBlock leftWallBlock = new IndestructibleBlock(new MatrixCoords(row, 0));
                engine.AddObject(leftWallBlock);
                IndestructibleBlock rightWallBlock = new IndestructibleBlock(new MatrixCoords(row,WorldCols-1));
                engine.AddObject(rightWallBlock);

            }

            for (int row = 0; row < WorldCols; row++)
            {
                 IndestructibleBlock topper = new IndestructibleBlock(new MatrixCoords(0, row));
                engine.AddObject(topper);
               // IndestructibleBlock bottem = new IndestructibleBlock(new MatrixCoords(WorldRows-2, row));
               // engine.AddObject(bottem);
            }

             for (int i = 1; i < WorldCols; i+=5)
            {
                ExplodingBlock explosion = new ExplodingBlock(new MatrixCoords(3, i));
                engine.AddObject(explosion);
            }

            for (int i = 1; i < WorldCols; i += 5)
            {
                GiftBlock giftBlock = new GiftBlock(new MatrixCoords(4, i));
                engine.AddObject(giftBlock);
            }

            ShootingRacket shoot = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);
            engine.AddObject(shoot);
        }
Esempio n. 25
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        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow + 2, i));
                GiftBlock currBlock2 = new GiftBlock(new MatrixCoords(startRow + 4, i));
                engine.AddObject(currBlock);
                engine.AddObject(currBlock2);

                if (i < endCol / 4)   // Exercise 9, 10
                {
                    UnpassableBlock currUBlock = new UnpassableBlock(new MatrixCoords(startRow + 0, i));// Exercise 9
                    engine.AddObject(currUBlock);
                    if (i % 3 == 0)// Exercise 10
                    {
                        ExplodingBlock currEBlock = new ExplodingBlock(new MatrixCoords(startRow + 3, i));// Exercise 10
                        engine.AddObject(currEBlock);
                    }
                }
            }

            for (int i = 0; i < WorldCols; i++) // added. Exercise 1
            {
                IndestructibleBlock currBlock1=new IndestructibleBlock(new MatrixCoords(0,i));
                engine.AddObject(currBlock1);
            }

            for (int i = 1; i < WorldRows; i++) // added. Exercise 1
            {
                IndestructibleBlock currBlock1 = new IndestructibleBlock(new MatrixCoords(i, 0));
                IndestructibleBlock currBlock2 = new IndestructibleBlock(new MatrixCoords(i, WorldCols-1));
                engine.AddObject(currBlock1);
                engine.AddObject(currBlock2);
            }
             // added. Exercise 5
            TrailObject trObj1 = new TrailObject(new MatrixCoords(20, 36), new char[,] {{ 'f' }}, 10);
            engine.AddObject(trObj1);
            TrailObject trObj2 = new TrailObject(new MatrixCoords(15, 27), new char[,] { { 'R' } }, 15);
            engine.AddObject(trObj2);

            // // replaced with MeteoriteBall
            //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));

            // //Exercise 7; replaced with UnstoppableBall
            //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));

            // Exercise 9
            UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            //Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);
            ShootingRacket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); //Exercise 13

            engine.AddObject(theRacket);
        }
Esempio n. 26
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        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startRow; i < WorldRows; ++i)
            {
                IndestructibleBlock indestructibleBlockLeft = new IndestructibleBlock(new MatrixCoords(i, 0));
                IndestructibleBlock indestructibleBlockRight = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1));

                engine.AddObject(indestructibleBlockLeft);
                engine.AddObject(indestructibleBlockRight);
            }

            for (int i = 0; i < WorldCols; ++i)
            {
                IndestructibleBlock indestructibleBlockTop = new IndestructibleBlock(new MatrixCoords(startRow - 1, i));

                engine.AddObject(indestructibleBlockTop);
            }

            Random random = new Random();

            for (int row = 0; row < 3; ++row)
            {
                for (int i = startCol; i < endCol; i++)
                {
                    int rand = random.Next(4);
                    Block currBlock;
                    if (rand == 0)
                    {
                        currBlock = new ExplodingBlock(new MatrixCoords(startRow + row, i));
                    }
                    else if (rand == 1)
                    {

                        currBlock = new GiftBlock(new MatrixCoords(startRow + row, i));
                    }
                    else if (rand == 2)
                    {
                        currBlock = new UnpassableBlock(new MatrixCoords(startRow + row, i));
                    }
                    else
                    {
                        currBlock = new Block(new MatrixCoords(startRow + row, i));
                    }
                    engine.AddObject(currBlock);
                }
            }

            MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, WorldCols / 2),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            ShootingRacket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);

            engine.AddObject(new TrailObject(new MatrixCoords(WorldRows - 1, 2), 5));
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            // add a few gift blocks
            for (int i = startCol; i < endCol; i++)
            {
                GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow + 1, i));

                engine.AddObject(currBlock);
            }

            Ball ball = new Ball(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));

            engine.AddObject(ball);

            // test the meteorite ball
            //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));

            //engine.AddObject(theBall);

            // test the unstoppable ball
            //UnstoppableBall unstoppable = new UnstoppableBall(new MatrixCoords(5, 5),
            //    new MatrixCoords(1, 1));

            //engine.AddObject(unstoppable);

            //Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);
            //engine.AddObject(theRacket);

            ShootingRacket shootingRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2));
            engine.AddObject(shootingRacket);

            // add left side
            int topMost = 2;
            int leftMost = 1;
            int sideHeight = 20;
            for (int i = topMost; i < sideHeight + topMost; i++)
            {
                engine.AddObject(new IndestructibleBlock(new MatrixCoords(i, leftMost)));
            }

            // add ceiling
            int ceilingWidth = 39;
            for (int i = leftMost; i < ceilingWidth; i++)
            {
                engine.AddObject(new IndestructibleBlock(new MatrixCoords(2, i)));
            }

            // add right side
            int rightMost = 38;
            for (int i = topMost; i < sideHeight + topMost; i++)
            {
                engine.AddObject(new IndestructibleBlock(new MatrixCoords(i, rightMost)));
            }

            // add exploding blocks
            topMost += 3;
            for (int i = topMost; i < sideHeight; i++)
            {
                engine.AddObject(new ExplodingBlock(new MatrixCoords(i, 25)));
            }

            // add gifts
            engine.AddObject(new Gift(new MatrixCoords(5, 5)));
            engine.AddObject(new Gift(new MatrixCoords(6, 9)));
            engine.AddObject(new Gift(new MatrixCoords(5, 14)));
        }
Esempio n. 28
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 public void ShootPlayerRacket(ShootingRacket racket)
 {
     racket.ProduceObjects();
 }
Esempio n. 29
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 public void ShootPlayerRacket()
 {
     racket = this.playerRacket as ShootingRacket;
     racket.Shoot();
 }
Esempio n. 30
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 public void ShootPlayerRacket()
 {
     racket = this.playerRacket as ShootingRacket;
     racket.Shoot();
 }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol   = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
                                    new MatrixCoords(-1, 1));

            engine.AddObject(theBall);


            //Implement MetheoridBall
            //MeteoriteBall meteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));
            //engine.AddObject(meteoriteBall);


            //Implement UnstopableBall and UnpassableBlocks
            //UnstoppableBall theUnstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));
            //engine.AddObject(theUnstoppableBall);

            for (int i = 0; i < WorldRows; i++)
            {
                UnpassableBlock LeftWall  = new UnpassableBlock(new MatrixCoords(i, 0));
                UnpassableBlock RightWall = new UnpassableBlock(new MatrixCoords(i, WorldCols - 1));
                engine.AddObject(LeftWall);
                engine.AddObject(RightWall);
            }
            for (int i = 1; i < WorldCols - 1; i++)
            {
                UnpassableBlock UppertWall = new UnpassableBlock(new MatrixCoords(0, i));
                engine.AddObject(UppertWall);
            }

            //Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);
            //engine.AddObject(theRacket);

            //Add indistructuble blocks
            for (int i = 1; i < WorldRows; i++)
            {
                IndestructibleBlock LeftWall  = new IndestructibleBlock(new MatrixCoords(i, 1));
                IndestructibleBlock RightWall = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 2));
                engine.AddObject(LeftWall);
                engine.AddObject(RightWall);
            }
            for (int i = 2; i < WorldCols - 2; i++)
            {
                IndestructibleBlock UppertWall = new IndestructibleBlock(new MatrixCoords(1, i));
                engine.AddObject(UppertWall);
            }

            //Adding several explosion blocks
            for (int i = 7; i < WorldCols - 2; i += 7)
            {
                ExplodingBlock explosion = new ExplodingBlock(new MatrixCoords(3, i));
                engine.AddObject(explosion);
            }

            //Add several gift blocks
            for (int i = 2; i < WorldCols - 2; i += 7)
            {
                GiftBlock giftBlock = new GiftBlock(new MatrixCoords(4, i));
                engine.AddObject(giftBlock);
            }

            //Add shooting rocket
            ShootingRacket shoot = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(shoot);
        }