Esempio n. 1
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        public static Tuple<int, int> Think(World world, Shape shape)
        {
            gridWidth = world.Columns;
            gridHeight = world.Rows;
            lastScore = 0;
            bestScore = 0;
            xMoves = 0;
            rotations = 0;

            //Check each possible space and rotation
            for (int xCheck = -(gridWidth / 2); xCheck <= gridWidth / 2; xCheck++)
            {
                for (int rotCheck = 0; rotCheck <= 3; rotCheck++)
                {
                    //Create a new GhostShape
                    GhostShape ghostShape = new GhostShape(world, shape);
                    //Calculate the score
                    lastScore = ghostShape.CalculateScore(xCheck, rotCheck);
                    //Remember the highest score, and that movement and rotation
                    if (lastScore > bestScore)
                    {
                        bestScore = lastScore;
                        xMoves = xCheck;
                        rotations = rotCheck;
                    }
                    lastScore = 0;
                }
            }
            //Return the moves belonging to the best score
            var moves = Tuple.Create(xMoves, rotations);
            return moves;
        }
Esempio n. 2
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        public Block(BlockType inType, Color color, World world, Color clearColor)
        {
            this.color = color;
            this.clearColor = clearColor;
            this.world = world;
            position = new int[4][];

            CreateNew(inType, color);
        }
Esempio n. 3
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 public GhostShape(World world, Shape shape)
 {
     this.world = world;
     this.shape = shape;
     this.grid = shape.Grid;
     gridCenter = new Vector2(grid.GetLength(0) - 1, grid.GetLength(1) - 1) / 2;
     location = new Point(world.Columns / 2 - 1, (int)gridCenter.Y);
     //If can't spawn. kill world
     if (!CanMove(new Point(0, 0), world, shape.Grid))
         world.Kill();
 }
Esempio n. 4
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        public Game()
        {
            InitializeComponent();

            // Applying the settings to the WinForm window
            ClientSize = new Size(colWidth * columns, rowHeight * rows);
            BackColor = backColor;
            timer.Interval = updateTime;
            timer.Start();
            fastTimer.Start();

            Color randomColor = Color.FromArgb(randomizer.Next(105) + 150,
                        randomizer.Next(105) + 150,
                        randomizer.Next(105) + 50);

            newWorld = new World(Controls, backColor, rows, columns, colWidth, rowHeight);
            block = new Block((BlockType)(randomizer.Next((int)BlockType.count)),
                CreateRandomBlockColor(), newWorld, backColor);
        }
Esempio n. 5
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 public Shadow(World world, Shape shape)
     : base(world, ControlMode.None)
 {
     this.shape = shape;
 }
Esempio n. 6
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        public Shape(World world, ControlMode controlMode)
        {
            //Select random shape
            switch (GameManager.Random.Next(0, 7))
            {
                case 0:
                    grid = IShape;
                    Color = Color.Red;
                    break;
                case 1:
                    grid = LShape;
                    Color = Color.Blue;
                    break;
                case 2:
                    grid = JShape;
                    Color = Color.Yellow;
                    break;
                case 3:
                    grid = ZShape;
                    Color = Color.Green;
                    break;
                case 4:
                    grid = SShape;
                    Color = Color.Purple;
                    break;
                case 5:
                    grid = TShape;
                    Color = Color.Orange;
                    break;
                case 6:
                    grid = OShape;
                    Color = Color.White;
                    break;
            }

            gridCenter = new Vector2(grid.GetLength(0) - 1, grid.GetLength(1) - 1) / 2;
            location = new Point(world.Columns / 2 - 1, (int)gridCenter.Y);
            this.controlMode = controlMode;
            this.world = world;

            //If can't spawn. kill world
            if (!CanMove(new Point(0, 0), grid))
            {
                world.Kill();
            }

            if (controlMode == ControlMode.Player)
                shadow = new Shadow(world, this);
        }
Esempio n. 7
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        static void StartMP()
        {
            gameWorld = new List<World>();

            //Set gamemode
            currentGameMode = GameMode.Multiplayer;
            //Load worlds
            GameWorld.Add(new World(new Rectangle(50, 70, 240, 400), 0, ControlMode.Player, false));
            AIWorld = new World(new Rectangle(510, 70, 240, 400), 0, ControlMode.AI);
            GameWorld.Add(AIWorld);
            //Change gamestate
            currentGameState = GameState.Playing;
        }
Esempio n. 8
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        //Rotate left
        void RotateLeft(World world)
        {
            Block[,] newGrid = new Block[grid.GetLength(0), grid.GetLength(1)];

            for (int y = 0; y < grid.GetLength(1); y++)
            {
                for (int x = 0; x < grid.GetLength(0); x++)
                {
                    newGrid[(int)(gridCenter.Y - y + gridCenter.X), (int)(x - gridCenter.X + gridCenter.Y)] = grid[x, y];
                }
            }
            //Check if rotation is possible
            if (CanMove(Point.Zero, world, newGrid))
            {
                grid = newGrid;
            }
        }
Esempio n. 9
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 //Remove the shape from the world
 void RemoveFromWorld(World world)
 {
     for (int y = 0; y < grid.GetLength(0); y++)
     {
         for (int x = 0; x < grid.GetLength(1); x++)
         {
             if (grid[x, y] != null)
             {
                 world.RemoveBlock(grid[x, y], GetWorldLocation(x, y));
             }
         }
     }
 }
Esempio n. 10
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        //Check if the shape can move
        bool CanMove(Point direction, World world, Block[,] grid)
        {
            for (int y = 0; y < grid.GetLength(1); y++)
            {
                for (int x = 0; x < grid.GetLength(0); x++)
                {
                    if (grid[x, y] != null)
                    {
                        //This check if this block from the grid can move down on the world grid.
                        Point worldLocation = GetWorldLocation(x, y);

                        //Check for outside of screen
                        if (worldLocation.Y + direction.Y >= world.Rows)
                        {
                            //Went out the bottom
                            return false;
                        }
                        if (worldLocation.X + direction.X >= world.Columns)
                        {
                            //Went out the right
                            return false;
                        }
                        if (worldLocation.X + direction.X < 0)
                        {
                            //Went out the left
                            return false;
                        }

                        //Check collision with world blocks
                        if (world.Grid[worldLocation.X + direction.X, worldLocation.Y + direction.Y] != null)
                        {
                            //There is a block here!
                            return false;
                        }
                    }
                }
            }
            return true;
        }