Esempio n. 1
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 private void XMovement(Shape shape, Direction direction)
 {
     switch (direction.GetDirectionType)
     {
         case DirectionType.Negative:
             MoveLeft(shape);
             break;
         case DirectionType.Positive:
             MoveRight(shape);
             break;
     }
 }
Esempio n. 2
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 private void MoveRight(Shape shape)
 {
     List<Point> newPoints = new List<Point>();
     foreach (Point2D point in shape.Points)
     {
         newPoints.Add(new Point2D(new List<Coordinate>()
         {
             new Coordinate(point.X.Value + 1), point.Y
         }));
     }
     shape.Points = newPoints;
 }
Esempio n. 3
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 private void MoveUp(Shape shape)
 {
     List<Point> newPoints = new List<Point>();
     foreach (Point2D point in shape.Points)
     {
         newPoints.Add(new Point2D(new List<Coordinate>()
         {
             point.X, new Coordinate(point.Y.Value - 1)
         }));
     }
     shape.Points = newPoints;
 }
Esempio n. 4
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 public void Move(Shape shape, Axis axis, Direction direction)
 {
     switch (axis.Name)
     {
         case "x":
             XMovement(shape, direction);
             break;
         case "y":
             YMovement(shape, direction);
             break;
     }
 }
Esempio n. 5
0
 /// <summary>
 /// probably we don't need direction here, because in common 2D tetris
 /// we can't move our shape in up direction, but
 /// we will support oportunity to move our shape in up direction
 /// it's more expected in this case and why not?
 /// </summary>
 private void YMovement(Shape shape, Direction direction)
 {
     // we will think that positive direction on Y axis is the direction
     // in which our shape moves as default
     // so positive direction matches to mothed MoveDown
     switch (direction.GetDirectionType)
     {
         case DirectionType.Negative:
             MoveUp(shape);
             break;
         case DirectionType.Positive:
             MoveDown(shape);
             break;
     }
 }