public FallingObject GetRandomObject() { int startX = (this.Field.TopLeftPlayGround.X + this.Field.BottomRightPlayGround.X) / 2; int startY = this.Field.TopLeftPlayGround.Y + 1; FallingObject result; switch (rand.Next(4)) { case 0: result = new FallingL(new Point2D(startX, startY), Rotation.R270, '@', Game.Colors.Colors[rand.Next(Game.Colors.Colors.Count)]); break; case 1: result = new FallingSquare(new Point2D(startX, startY), Rotation.R0, '@', Game.Colors.Colors[rand.Next(Game.Colors.Colors.Count)]); break; case 2: result = new FallingLine(new Point2D(startX, startY), Rotation.R0, '@', Game.Colors.Colors[rand.Next(Game.Colors.Colors.Count)], rand.Next(5) + 1); break; default: result = new FallingZ(new Point2D(startX, startY), Rotation.R0, '@', Game.Colors.Colors[rand.Next(Game.Colors.Colors.Count)]); break; } return(result); }
public FallingObject GetRandomObject() { int startX = (this.Field.TopLeftPlayGround.X + this.Field.BottomRightPlayGround.X)/2; int startY = this.Field.TopLeftPlayGround.Y + 1; FallingObject result; switch (rand.Next(4)) { case 0: result = new FallingL(new Point2D(startX, startY), Rotation.R270, '@', Game.Colors.Colors[rand.Next(Game.Colors.Colors.Count)]); break; case 1: result = new FallingSquare(new Point2D(startX, startY), Rotation.R0, '@', Game.Colors.Colors[rand.Next(Game.Colors.Colors.Count)]); break; case 2: result = new FallingLine(new Point2D(startX, startY), Rotation.R0, '@', Game.Colors.Colors[rand.Next(Game.Colors.Colors.Count)], rand.Next(5) + 1); break; default: result = new FallingZ(new Point2D(startX, startY), Rotation.R0, '@', Game.Colors.Colors[rand.Next(Game.Colors.Colors.Count)]); break; } return result; }