コード例 #1
0
        //The actual "Frame" operation. This implementation clears one block and returns true when it clears all the blocks on each line.
        //derived classes can override pretty much just this one to clear the lines in different ways.
        protected virtual bool ClearFrame(IStateOwner pOwner)
        {
            if (!SpawnedTextIndicator)
            {
                SpawnedTextIndicator = true;
                foreach (var rowClear in ClearRowInfo)
                {
                    BCRect useBound = new BCRect(0, rowClear.Key - 2, _BaseState.PlayField.ColCount - 1, 1);
                    //var UseRowBound = _BaseState.PlayField.GetBlockBounds(pOwner,(BCRect)pOwner.LastDrawBounds, new BCPointI(0, rowClear.Key), new BCPointI(_BaseState.PlayField.ColCount - 1, rowClear.Key));

                    /*UseRowBound = new BCRect((float)(
                     *  UseRowBound.Left + pOwner.ScaleFactor),
                     *  (float)(UseRowBound.Top * pOwner.ScaleFactor),
                     *  (float)(UseRowBound.Width * pOwner.ScaleFactor),
                     *  (float)(UseRowBound.Height * pOwner.ScaleFactor));*/
                    AddParticles_Row(pOwner, useBound, ClearRowInfo.Count);
                }
            }


            var useStyle = _ClearStyle;

            try
            {
                switch (useStyle)
                {
                case LineClearStyle.LineClear_Left_To_Right:
                    foreach (var rowClear in ClearRowInfo)
                    {
                        if (_Stagger && rowClear.Key % 2 == 0)
                        {
                            ClearFrame_Right_To_Left(pOwner, rowClear, ClearRowInfo.Count);
                        }
                        else
                        {
                            ClearFrame_Left_To_Right(pOwner, rowClear, ClearRowInfo.Count);
                        }
                    }

                    CurrentClearIndex++;
                    //_BaseState.PlayField.HasChanged = true;
                    return(CurrentClearIndex >= _BaseState.PlayField.Contents[0].Length + 2);

                case LineClearStyle.LineClear_Right_To_Left:
                    foreach (var rowClear in ClearRowInfo)
                    {
                        if (_Stagger && rowClear.Key % 2 == 0)
                        {
                            ClearFrame_Left_To_Right(pOwner, rowClear, ClearRowInfo.Count);
                        }
                        else
                        {
                            ClearFrame_Right_To_Left(pOwner, rowClear, ClearRowInfo.Count);
                        }
                    }

                    CurrentClearIndex++;
                    //_BaseState.PlayField.HasChanged = true;
                    return(CurrentClearIndex >= _BaseState.PlayField.Contents[0].Length + 2);

                case LineClearStyle.LineClear_Middle_Out:
                    //middle out
                    foreach (var rowClear in ClearRowInfo)
                    {
                        if (_Stagger && rowClear.Key % 2 == 0)
                        {
                            ClearFrame_Outside_In(pOwner, rowClear, ClearRowInfo.Count);
                        }
                        else
                        {
                            ClearFrame_Middle_Out(pOwner, rowClear, ClearRowInfo.Count);
                        }
                    }

                    CurrentClearIndex++;
                    //_BaseState.PlayField.HasChanged = true;
                    return(CurrentClearIndex >= _BaseState.PlayField.Contents[0].Length + 2);

                case LineClearStyle.LineClear_Outside_In:
                {
                    //middle out
                    foreach (var rowClear in ClearRowInfo)
                    {
                        if (_Stagger && rowClear.Key % 2 == 0)
                        {
                            ClearFrame_Outside_In(pOwner, rowClear, ClearRowInfo.Count);
                        }
                        else
                        {
                            ClearFrame_Outside_In(pOwner, rowClear, ClearRowInfo.Count);
                        }
                    }

                    CurrentClearIndex++;
                    //_BaseState.PlayField.HasChanged = true;
                    return(CurrentClearIndex >= _BaseState.PlayField.Contents[0].Length + 2);
                }
                }
            }
            finally
            {
            }

            return(true);
        }
コード例 #2
0
        private void AddParticles_Row(IStateOwner pOwner, BCRect RowBounds, int Lines = 1)
        {
            String UseText = RowClearText?[Lines] ?? $"{Lines}LINE";
            Func <BaseParticle, BCColor> TetrisColorFunc     = BaseParticle.GetRainbowColorFunc(pOwner);
            Func <BaseParticle, BCColor> SingleLineColorFunc = (o) =>
            {
                int    timebase      = 2000;
                double DarknessValue = (Math.Sin((float)pOwner.GetElapsedTime().Ticks / 2000) / 2) + 1;

                BCColor usecolor = (Color) new HSLColor(0, 120, DarknessValue * 120);

                return(usecolor);
            };

            Func <BaseParticle, BCColor> DoubleLineColorFunc = (o) =>
            {
                int    timebase      = 2000;
                double DarknessValue = Math.Sin((float)pOwner.GetElapsedTime().Ticks / 2000);

                BCColor usecolor = (Color) new HSLColor(75, 120, DarknessValue * 120);

                return(usecolor);
            };
            Func <BaseParticle, BCColor> TripleLineColorFunc = (o) =>
            {
                int    timebase      = 2000;
                double DarknessValue = Math.Sin((float)pOwner.GetElapsedTime().Ticks / 2000);

                BCColor usecolor = (Color) new HSLColor(150, 120, DarknessValue * 120);

                return(usecolor);
            };


            Func <BaseParticle, BCColor>[] LineFuncs = new Func <BaseParticle, BCColor>[]
            {
                SingleLineColorFunc, DoubleLineColorFunc, TripleLineColorFunc, TetrisColorFunc
            };
            //split the text into characters...

            char[] CharsToShow = UseText.ToCharArray();

            float XOffset = (int)((float)RowBounds.Width / 2 - ((float)CharsToShow.Length / 2)); //one character per block, ideally.

            List <CharParticle> MakeParticles = new List <CharParticle>();

            for (int x = 0; x < CharsToShow.Length; x++)
            {
                int          i            = x % CharsToShow.Length;
                CharParticle makeparticle = new CharParticle(new BCPoint(RowBounds.Left + XOffset + x, RowBounds.Top + RowBounds.Height / 2), new BCPoint(0, -0.05f), Color.Red, CharsToShow[i].ToString());
                makeparticle.TTL = 1500;
                //makeparticle.Decay = new BCPoint(0.5f, 0.5f);
                MakeParticles.Add(makeparticle);
                Lines = Lines > 4 ? Lines = 4:Lines;
                if (Lines >= 4)
                {
                    makeparticle.ColorCalculatorFunction = LineFuncs[Lines - 1];
                }

                else
                {
                    makeparticle.Color = new Color[] { Color.Red, Color.Green, Color.Yellow }[Lines - 1];
                }



                lock (_BaseState.TopParticles)
                {
                    _BaseState.TopParticles.AddRange(MakeParticles);
                }
            }
        }
コード例 #3
0
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            if (!TetrisGame.Imageman.ImagePrepped)
            {
                return;
            }
            Debug.Print("RenderFrame");
            base.OnRenderFrame(e);
            try
            {
                var CurrentGameState = _Present.Game.CurrentState;
                if (CurrentGameState is FieldLineActionGameState)
                {
                    ;
                }
                //int ParticleCount = CurrentGameState is GameplayGameState ? (CurrentGameState as GameplayGameState).Particles.Count : CurrentGameState is ICompositeState<GameplayGameState>?(CurrentGameState as ICompositeState<GameplayGameState>).GetComposite().Particles.Count :0;
                Title = $"FPS: {1f / e.Time:0} State:{CurrentGameState.GetType().Name}";

                Color4 backColor;
                backColor.A = 1.0f;
                backColor.R = 0.1f;
                backColor.G = 0.1f;
                backColor.B = 0.3f;
                GL.ClearColor(backColor);
                GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit);
                using (var surface = SKSurface.Create(this.context, this.renderTarget, GRSurfaceOrigin.BottomLeft, GlobalResources.DefaultColorType))
                {
                    Debug.Assert(surface != null);
                    Debug.Assert(surface.Handle != IntPtr.Zero);

                    var canvas = surface.Canvas;

                    canvas.Flush();
                    //canvas.Clear(SKColors.Brown);
                    var info = this.renderTarget;

                    //canvas.Clear(SKColors.Beige);

                    /*
                     * using (SKPaint paint = new SKPaint
                     * {
                     *   Style = SKPaintStyle.StrokeAndFill,
                     *   Color = SKColors.White,
                     *   StrokeWidth = 1
                     * })
                     * {
                     *   //canvas.DrawCircle(info.Width / 2, info.Height / 2, 100, paint);
                     *   //canvas.DrawCircle(200, 200, 150, paint);
                     *   canvas.DrawText("Greetings", new SKPoint(50, 50),paint);
                     * }
                     */


                    if (CurrentGameState.SupportedDisplayMode == GameState.DisplayMode.Full)
                    {
                        canvas.Clear(SKColors.Pink);
                        var renderer = RenderingProvider.Static.GetHandler(typeof(SKCanvas), CurrentGameState.GetType(), typeof(GameStateSkiaDrawParameters));
                        if (renderer != null)
                        {
                            if (renderer is IStateRenderingHandler staterender)
                            {
                                canvas.Save();
                                var FullRect = new SKRect(0, 0, ClientSize.Width, ClientSize.Height);
                                canvas.ClipRect(FullRect);
                                staterender.Render(this, canvas, CurrentGameState,
                                                   new GameStateSkiaDrawParameters(FullRect));
                                canvas.Restore();
                                _LastDrawBounds = FullRect;
                            }
                        }
                    }
                    else if (CurrentGameState.SupportedDisplayMode == GameState.DisplayMode.Partitioned)
                    {
                        GetHorizontalSizeData(ClientSize.Height, ClientSize.Width, out float FieldWidth, out float StatWidth);
                        var renderer = RenderingProvider.Static.GetHandler(typeof(SKCanvas), CurrentGameState.GetType(), typeof(GameStateSkiaDrawParameters));
                        if (renderer != null)
                        {
                            if (renderer is IStateRenderingHandler staterender)
                            {
                                SKRect FieldRect = new SKRect(0, 0, FieldWidth, ClientSize.Height);
                                SKRect StatsRect = new SKRect(FieldWidth, 0, FieldWidth + StatWidth, ClientSize.Height);
                                //canvas.Clear(SKColors.Blue);
                                canvas.Save(); //save state before setting clip to field.
                                _LastDrawBounds = FieldRect;
                                canvas.ClipRect(FieldRect);
                                staterender.Render(this, canvas, CurrentGameState, new GameStateSkiaDrawParameters(FieldRect));
                                canvas.Restore();

                                //now, call rendder to render the stats.
                                canvas.ClipRect(StatsRect);

                                staterender.RenderStats(this, canvas, CurrentGameState, new GameStateSkiaDrawParameters(StatsRect));
                                //TODO: this needs to be optimized; drawing both the stats and the main window is still slower than the GDI+ implementation which is able to separate the drawing.

                                //staterender.RenderStats(this, canvas, _Present.Game.CurrentState, new GameStateSkiaDrawParameters(new SKRect(FieldWidth, 0, FieldWidth + StatWidth, ClientSize.Height)));
                                //staterender.Render(this, skTetrisField, _Present.Game.CurrentState,
                                //    new GameStateSkiaDrawParameters(new SKRect(0, 0, skTetrisFieldBmp.Width, e.Info.Height)));
                                //staterender.RenderStats(this,skStats,_Present.Game.CurrentState, new GameStateSkiaDrawParameters(new SKRect(0, 0, skStatsBmp.Width, e.Info.Height)));
                            }
                            else
                            {
                                ;
                            }
                        }
                        else
                        {
                            ;
                        }
                    }

                    //RenderingProvider.Static.DrawElement(this, canvas, _Present.Game.CurrentState, new GameStateSkiaDrawParameters(new SKRect(0, 0, ClientSize.Width, ClientSize.Height)));
                    //canvas.Flush();
                }
                this.context.Flush();
                SwapBuffers();
            }
            catch (Exception exr)
            {
                ;
            }
            finally
            {
            }
        }