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 ball = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(ball); //ex 6 MeteoriteBall mball = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(mball); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); for (int row = 0; row < WorldRows; row++) { IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(leftWall); IndestructibleBlock rigthWall = new IndestructibleBlock(new MatrixCoords(row, WorldCols-1)); engine.AddObject(rigthWall); } //ex 5 //TrailObject lifeObj = new TrailObject(new MatrixCoords(4, 10), new char[,] { { '#' } }, 8); //engine.AddObject(lifeObj); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { engine.AddObject(new Block(new MatrixCoords(startRow, i))); } CreateFieldBorders(engine, startRow, startCol, endCol); Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 2), new MatrixCoords(-1, 1)); engine.AddObject(theBall); TrailObject trailObject = new TrailObject(theBall.TopLeft, 3); engine.AddObject(trailObject); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 1; int endCol = WorldCols - 1; int endRow = 10; //generate level for (int i = startCol; i < endCol; i++) { for (int j = startRow; j < endRow; j++) { Block currBlock = BlockFactory.GetBlock(generator.Next(1, 10), new MatrixCoords(j, i)); engine.AddObject(currBlock); } } //Ball theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2 + 1 , 0), new MatrixCoords(-1, 1)); Ball megaBall = new UnstoppableBall(new MatrixCoords(WorldRows - 1, WorldCols/2 +1), new MatrixCoords(-1, 1)); engine.AddObject(megaBall); //engine.AddObject(theBall); Racket theRacket = new Racket(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; int endRow = WorldRows - 15; for (int i = startCol; i < endCol; i++) engine.AddObject(new Block(new MatrixCoords(startRow, i))); //AddTrailObjects(engine); /* Task 5 */ /*** BLOCKS ***/ AddWalls(engine); /* Task 1 */ //AddUnpassableBlocks(engine, startCol, endCol, startRow); /* Task 9 */ //AddExplodingBlocks(engine, startCol, endCol, startRow); /* Task 10 */ //AddGiftBlocks(engine, startCol, endCol, startRow); /* Task 12 */ AddRandomBlocks(engine, startCol, endCol, startRow, endRow); /*** BALLS ***/ //AddMeteoriteBall(engine); /* Task 6 and 7 */ AddUnstoppableBall(engine); /* Task 9 */ //engine.AddObject(new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1))); /*** RACKETS ***/ engine.AddObject(new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength)); //engine.AddObject(new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength)); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; Random rnd = new Random(); for (int i = startCol; i < endCol; i++) { if (rnd.Next(startCol, WorldCols*2)> endCol) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } else if (rnd.Next(startCol, WorldCols * 3) > endCol) { ExplodingBlock boomBlock = new ExplodingBlock(new MatrixCoords(startRow, i)); engine.AddObject(boomBlock); } else if (rnd.Next(startCol, WorldCols * 4) > endCol) { GiftBlock giftBlock = new GiftBlock(new MatrixCoords(startRow, i)); engine.AddObject(giftBlock); } else { UnpassableBlock unpBlock = new UnpassableBlock(new MatrixCoords(startRow, i)); engine.AddObject(unpBlock); } } MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); Racket newtheRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength + 1); engine.AddObject(newtheRacket); // Add side wallsя 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 col = 0; col < WorldCols; col++) { IndestructibleBlock roof = new IndestructibleBlock(new MatrixCoords(0, col)); engine.AddObject(roof); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int col = 0; col <WorldCols; col++) { IndestructibleBlock wallLeftBlock = new IndestructibleBlock(new MatrixCoords(0,col)); engine.AddObject(wallLeftBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); if (i == 7) //the seventh block is the first block, being hit by the ball { currBlock = new ExplodingBlock(new MatrixCoords(startRow, i)); } else if (i == endCol-3) //you'll have to wait a little bit to see hit that block with the gift { currBlock = new GiftBlock(new MatrixCoords(startRow, i)); } engine.AddObject(currBlock); } //Add side walls for (int row = 0; row < WorldRows; row++) { IndestructibleBlock wallLeftBlock = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(wallLeftBlock); IndestructibleBlock wallRightBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(wallRightBlock); } //trail object char[,] signOfTrail={{'*'}}; TrailObject trail=new TrailObject(new MatrixCoords(13,13),signOfTrail,10); engine.AddObject(trail); //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //testing the meteorite ball MeteoriteBall secondBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(secondBall); //engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // adding an unpassable block and an unstoppable ball for (int i = 10; i < WorldRows; i++) { engine.AddObject(new UnpassableBlock(new MatrixCoords(i, 8))); } engine.AddObject(new UnstoppableBall(new MatrixCoords(WorldRows - 1, WorldCols / 2 + 1), new MatrixCoords(-1, 1))); }
static void Initialize(Engine engine) { int startRow = 2; 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++) { Block currBlock = new Block(new MatrixCoords(startRow + 2, i)); engine.AddObject(currBlock); } Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 35), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Ball twoBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(twoBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 2, WorldCols / 2), RacketLength); engine.AddObject(theRacket); for (int row = 0; row < WorldRows; row++) { IndestructibleBlock wallLeft = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(wallLeft); IndestructibleBlock wallRight = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(wallRight); } for (int col = 0; col < WorldCols; col++) { IndestructibleBlock wallDown = new IndestructibleBlock(new MatrixCoords(WorldRows - 1, col)); engine.AddObject(wallDown); IndestructibleBlock wallUp = new IndestructibleBlock(new MatrixCoords(startRow - 2, col)); engine.AddObject(wallUp); } }
static void Initialize(Engine engine) { int startRow = 2; 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++) { Block currBlock = new Block(new MatrixCoords(startRow + 2, i)); engine.AddObject(currBlock); } Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 35), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Ball twoBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(twoBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 2, WorldCols / 2), RacketLength); engine.AddObject(theRacket); for (int row = 0; row < WorldRows; row++) { IndestructibleBlock wallLeft = new IndestructibleBlock(new MatrixCoords(row,0)); engine.AddObject(wallLeft); IndestructibleBlock wallRight = new IndestructibleBlock(new MatrixCoords(row, WorldCols-1)); engine.AddObject(wallRight); } for (int col = 0; col < WorldCols; col++) { IndestructibleBlock wallDown = new IndestructibleBlock(new MatrixCoords(WorldRows - 1, col)); engine.AddObject(wallDown); IndestructibleBlock wallUp = new IndestructibleBlock(new MatrixCoords(startRow-2, col)); engine.AddObject(wallUp); } }
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); } // Task 1 for (int i = 0; i < WorldRows; i++) { IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(i, 0)); engine.AddObject(leftWall); IndestructibleBlock rightWall = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(rightWall); } for (int i = 0; i < WorldCols; i++) { IndestructibleBlock ceiling = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(ceiling); } Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // Task 5, 6, 7 MeteoriteBall meteor = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(meteor); // Task 8, 9 UnstoppableBall unstoppable = new UnstoppableBall(new MatrixCoords(4, 4), new MatrixCoords(1, 1)); engine.AddObject(unstoppable); UnpassableBlock unpassable = new UnpassableBlock(new MatrixCoords(9, 9)); engine.AddObject(unpassable); // Task 10 ExplodingBlock explodeBlock = new ExplodingBlock(new MatrixCoords(8, 8)); engine.AddObject(explodeBlock); // Task 11, 12 GiftBlock gift = new GiftBlock(new MatrixCoords(10, 10)); engine.AddObject(gift); }
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 + 10; i < endCol - 5; i++) { UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(startRow + 5, i)); engine.AddObject(currBlock); } for (int i = startCol + 12; i < endCol - 7; i += 3) { ExplodingBlock currBlock = new ExplodingBlock(new MatrixCoords(startRow + 3, i)); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i += 3) { GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow + 8, i)); engine.AddObject(currBlock); } UnstopableBall theBall = new UnstopableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); //Task 1 for (int i = 0; i < WorldRows; i++) { IndestructibleBlock indBlock = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(indBlock); indBlock = new IndestructibleBlock(new MatrixCoords(i, 0)); engine.AddObject(indBlock); } for (int i = 1; i < WorldCols - 1; i++) { IndestructibleBlock indBlock = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(indBlock); } }
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), new [,] {{'#'}}); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow + 1, i), new[,] { { '#' } }); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow + 2, i), new[,] { { '#' } }); engine.AddObject(currBlock); } Racket someRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(someRacket); for (int row = 3; row < WorldRows; row++) { UnpassableBlock leftWall = new UnpassableBlock(new MatrixCoords(row, 1)); engine.AddObject(leftWall); UnpassableBlock rightWall = new UnpassableBlock(new MatrixCoords(row, endCol)); engine.AddObject(rightWall); } for (int col = 1; col <= endCol; col++) { IndestructibleBlock topWall = new IndestructibleBlock(new MatrixCoords(startRow - 1, col)); engine.AddObject(topWall); } //MeteoriteBall meteoriteBall = new MeteoriteBall(new MatrixCoords(7, 7), new MatrixCoords(1, 1)); //engine.AddObject(meteoriteBall); UnstoppableBall unstoppableBall = new UnstoppableBall(new MatrixCoords(7, 7), new MatrixCoords(1, 1)); engine.AddObject(unstoppableBall); ExplodingBlock explodingBlock = new ExplodingBlock(new MatrixCoords(startRow + 3, 15)); engine.AddObject(explodingBlock); GiftBlock giftBlock = new GiftBlock(new MatrixCoords(startRow + 3, endCol - 1)); engine.AddObject(giftBlock); }
/// <summary> /// Task 1 /// </summary> static void AddWalls(Engine engine) { for (int row = 1; row < WorldRows - 1; row++) { engine.AddObject(new IndestructibleBlock(new MatrixCoords(row, 0))); engine.AddObject(new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1))); } for (int col = 1; col < WorldCols - 1; col++) { engine.AddObject(new IndestructibleBlock(new MatrixCoords(1, col))); } }
static void Initialize(Engine engine) { int startRow = 3; int endRow = WorldRows; int startCol = 2; int endCol = WorldCols - 2; //Task 1: Implementing Game field with adding a "for cycle" for rows //Task 10: Using UnpassableBlock for (int row = startRow; row < endRow; row++) { for (int col = startCol; col < endCol; col++) { if (row == startRow) { UnpassableBlock unpassable = new UnpassableBlock(new MatrixCoords(row, col)); engine.AddObject(unpassable); } if (row != startRow && (col == startCol || col == endCol - 1)) { UnpassableBlock unpassable = new UnpassableBlock(new MatrixCoords(row, col)); engine.AddObject(unpassable); } else if (row <= startRow + 5 && row != startRow) { //Task12: Implementing GiftBlock.cs GiftBlock currBlock = new GiftBlock(new MatrixCoords(row, col)); engine.AddObject(currBlock); } } } // Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 10), // new MatrixCoords(-1, 1)); //Task7: Implementing Meteorit Ball //MeteoritBall meteoritBall = new MeteoritBall(new MatrixCoords(WorldRows / 2, 10), new MatrixCoords(-1, 1)); //Task9: Implement Unstoppable ball UnstoppableBall ultimateBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 10), new MatrixCoords(-1, 1)); engine.AddObject(ultimateBall); //TODO - Task 13: Implementing Shooting Ability Racket theRacket = new Racket(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; for (int i = startCol; i < endCol; i++) { if (i == 3) { ExplodingBlock expBlock = new ExplodingBlock(new MatrixCoords(startRow, i)); engine.AddObject(expBlock); continue; } if (i == 2) { GiftBlock giftblock = new GiftBlock(new MatrixCoords(startRow, i)); engine.AddObject(giftblock); continue; } Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } // Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); 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); engine.AddObject(theRacket); for (int i = startRow; i < Console.BufferHeight; i++) { engine.AddObject(new UnpassableBlock(new MatrixCoords(i, startCol - 1))); } for (int i = startRow; i < Console.BufferHeight; i++) { engine.AddObject(new UnpassableBlock(new MatrixCoords(i, WorldCols - 2))); } for (int i = startCol-1; i < WorldCols-1; i++) { engine.AddObject(new UnpassableBlock(new MatrixCoords(startRow - 1, i))); } Random rnd = new Random(); for (int i = 0; i < 5; i++) { engine.AddObject(new UnpassableBlock(new MatrixCoords((rnd.Next(0, WorldCols)), (rnd.Next(0, WorldRows))))); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock; if (i == 7) { currBlock = new ExplodingBlock(new MatrixCoords(startRow, i)); } else if (i == endCol - 3) { currBlock = new GiftBlock(new MatrixCoords(startRow, i)); } else { 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); // Task7: Test MeteoriteBall //Ball theMeteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(theMeteoriteBall); #region // Task9 Test UnstoppableBall /*Ball theUnstopableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); * engine.AddObject(theUnstopableBall); * * for (int i = 2; i < WorldCols/2; i+=4) * { * engine.AddObject(new UnpassableBlock(new MatrixCoords(4, i))); * }*/ #endregion Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); //Task3 Racket newtheRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength + 1); engine.AddObject(newtheRacket); }
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); } // Task 1 for (int i = 0; i < WorldRows; i++) { IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(i, 0)); engine.AddObject(leftWall); IndestructibleBlock rightWall = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(rightWall); } for (int i = 0; i < WorldCols; i++) { IndestructibleBlock ceiling = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(ceiling); } Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // Task 5, 6, 7 MeteoriteBall meteor = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(meteor); // Task 8, 9 UnstoppableBall unstoppable = new UnstoppableBall(new MatrixCoords(4,4), new MatrixCoords(1, 1)); engine.AddObject(unstoppable); UnpassableBlock unpassable = new UnpassableBlock(new MatrixCoords(9, 9)); engine.AddObject(unpassable); // Task 10 ExplodingBlock explodeBlock = new ExplodingBlock( new MatrixCoords(8,8)); engine.AddObject(explodeBlock); // Task 11, 12 GiftBlock gift = new GiftBlock(new MatrixCoords(10, 10)); engine.AddObject(gift); }
private static void InitializeBlocks(Engine engine, int startRow, int startCol, int endCol) { for (int row = 0; row < 4; row++) { for (int i = startCol; i < endCol; i++) { engine.AddObject(new Block(new MatrixCoords(startRow + row, i))); } } for (int i = startCol; i < endCol; i += 5) { engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 2, i))); } }
private static void InitializeBlocks(Engine engine, int startRow, int startCol, int endCol) { for (int row = 0; row < 2; row++) { for (int i = startCol; i < endCol; i++) { engine.AddObject(new Block(new MatrixCoords(startRow + row, i))); } } for (int i = startCol; i < endCol; i += 5) { engine.AddObject(new GiftBlock(new MatrixCoords(startRow + 2, i))); } }
//static method CreateWalls adds the boundaries of the game, using //UnpassableBlock and the variables WorldCol and WorldRow //can also work with IndesctructibleBlock static void CreateWalls(Engine engine) { for (int i = 0; i < WorldCols; i++) { engine.AddObject(new UnpassableBlock(new MatrixCoords(0, i))); } for (int i = 0; i < WorldRows; i++) { engine.AddObject(new UnpassableBlock(new MatrixCoords(i, 0))); engine.AddObject(new UnpassableBlock(new MatrixCoords(i, WorldCols - 1))); } char[,] welcomeMessage = { { 'S', 'T', 'A', 'R', 'T' } }; engine.AddObject(new TrailObject(new MatrixCoords(10, 15), welcomeMessage, 4)); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int col = startCol; col < endCol; col++) { if (col == (WorldCols - 2) / 4 || col == WorldCols / 2 || col == WorldCols - 10 || col == WorldCols - 5) // Task 12: Testing the classes Gift and GiftBlock { engine.AddObject(new GiftBlock(new MatrixCoords(startRow, col))); continue; } Block currBlock = new Block(new MatrixCoords(startRow, col)); engine.AddObject(currBlock); } // Task 1: Creating the side walls for (int row = 0; row < WorldRows; row++) { IndestructibleBlock leftSideWallBlock = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(leftSideWallBlock); IndestructibleBlock rightSideWallBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(rightSideWallBlock); } // Task 1: Creating the ceiling wall for (int col = 1; col < WorldCols - 1; col++) { IndestructibleBlock ceilingWallBlock = new IndestructibleBlock(new MatrixCoords(0, col)); engine.AddObject(ceilingWallBlock); } // Task 10: Testing the ExplodingBlock class //engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 3, startCol + 4))); //engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 3, startCol + 3))); //engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 3, startCol + 5))); //engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 3, startCol + 7))); // Task 7: Replacing the normal ball with meteorite ball MeteoriteBall metoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(metoriteBall); //// Task 9: Testing the UnstoppableBall class //UnstoppableBall unstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(unstoppableBall); // Task 9: Testing the UnpassableBlock class for (int col = 5; col < WorldCols; col += 15) { engine.AddObject(new UnpassableBlock(new MatrixCoords(5, col))); } Racket theRacket = new Racket(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; engine.AddObject(new TailObject(new MatrixCoords(10, 5), new char[1,1] {{'%'}}, 5)); for (int i = startCol; i < endCol; i++) { Block currBlock2 = new Block(new MatrixCoords(startRow + 1, i)); engine.AddObject(currBlock2); ExplodingBlock currBlock3 = new ExplodingBlock(new MatrixCoords(startRow + 2, i)); engine.AddObject(currBlock3); GiftBlock currBlock4 = new GiftBlock(new MatrixCoords(startRow + 3, i)); engine.AddObject(currBlock4); } for (int i = startCol - 1; i <= endCol; i++) { IndestructibleBlock currBlock = new IndestructibleBlock(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } for (int i = startRow; i <= WorldRows; i++) { IndestructibleBlock currBlock1 = new IndestructibleBlock(new MatrixCoords(i, startCol - 1)); IndestructibleBlock currBlock2 = new IndestructibleBlock(new MatrixCoords(i, endCol )); engine.AddObject(currBlock1); engine.AddObject(currBlock2); } //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Gift gift = new Gift(new MatrixCoords(8, 20)); engine.AddObject(gift); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
private static void InitializeWalls(Engine engine) { for (int row = 0; row < WorldRows; row++) { IndestructibleBlock wall = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(wall); wall = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(wall); } //ceiling for (int col = 1; col < WorldCols-1; col++) { IndestructibleBlock wall = new IndestructibleBlock(new MatrixCoords(0, col)); engine.AddObject(wall); } }
/// <summary> /// Task 9 /// </summary> static void AddUnpassableBlocks(Engine engine, int startCol, int endCol, int startRow) { for (int i = startCol + 5; i < endCol; i += 2) { engine.AddObject(new UnpassableBlock(new MatrixCoords(startRow + 4, i))); } }
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)); ExplodingBlock expBlock = new ExplodingBlock(new MatrixCoords(startRow + 2,i)); Block someMoreBlock = new Block(new MatrixCoords(startRow + 1, i)); engine.AddObject(currBlock); engine.AddObject(expBlock); engine.AddObject(someMoreBlock); } MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1),3); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); //add sides for (int row = 0; row < WorldRows; row++) { IndestructibleBlock leftIndestructibleBlock = new IndestructibleBlock(new MatrixCoords(row,0)); engine.AddObject(leftIndestructibleBlock); IndestructibleBlock rightIndestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols-1)); engine.AddObject(rightIndestructibleBlock); } //add roof for (int col = 0; col < WorldCols; col++) { IndestructibleBlock topIndestructibleBlock = new IndestructibleBlock(new MatrixCoords(0,col)); engine.AddObject(topIndestructibleBlock); } Gift gift = new Gift(new MatrixCoords(0,10)); engine.AddObject(gift); GiftBlock giftBlock = new GiftBlock(new MatrixCoords(7,33)); engine.AddObject(giftBlock); }
private static void CreateFieldBorders(Engine engine, int startRow, int startCol, int endCol) { for (int i = startRow; i < WorldRows; i++) { engine.AddObject(new IndestructibleBlock(new MatrixCoords(i, startCol))); } for (int i = startRow; i < WorldRows; i++) { engine.AddObject(new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1))); } for (int i = startCol; i <= endCol; i++) { engine.AddObject(new IndestructibleBlock(new MatrixCoords(startRow - 1, i))); } }
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)); // task 10 if (i == 7) { currBlock = new ExplodingBlock(new MatrixCoords(startRow, i)); } //task 12 else if (i == endCol - 3) { currBlock = new GiftBlock(new MatrixCoords(startRow, i)); } engine.AddObject(currBlock); } /* 07. Test the MeteoriteBall by replacing the normal ball in the AcademyPopcornMain.cs file.*/ /* Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); */ Ball theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2 + 1, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); // 09. Test the UnpassableBlock and the UnstoppableBall by adding them to the engine in AcademyPopcornMain.cs file /* Ball theUnstopableBall = new UnstopableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theUnstopableBall); for (int i = 2; i < WorldCols / 2; i += 4) { engine.AddObject(new UnpassableBlocks(new MatrixCoords(4, i))); } */ Racket theRacket = new Racket(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; for (int i = 0; i < WorldCols; i++) { IndestructibleBlock indBlock = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(indBlock); } for (int i = 1; i < WorldRows; i++) { IndestructibleBlock indBlock = new IndestructibleBlock(new MatrixCoords(i, 0)); engine.AddObject(indBlock); } for (int i = 1; i < WorldRows; i++) { IndestructibleBlock indBlock = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(indBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(theBall); //Ball theMeteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(theMeteoriteBall); Ball theUnsBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theUnsBall); UnpassableBlock theUnpasBlock = new UnpassableBlock(new MatrixCoords(WorldRows - 19, WorldCols - 21)); engine.AddObject(theUnpasBlock); GiftBlock theGiftBlock = new GiftBlock(new MatrixCoords(5, 7)); engine.AddObject(theGiftBlock); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; InitializeBlocks(engine, startRow, startCol, endCol); CreateFieldBorders(engine, startRow, startCol, endCol); Ball theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 2), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(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; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } // 01. Adding the ceiling // Adding the top wall startCol -= 2; startRow -= 2; for (int i = startCol; i < WorldCols; i++) { IndestructibleBlock topWall = new IndestructibleBlock(new MatrixCoords(startRow, i)); engine.AddObject(topWall); } // Adding the left wall startRow = 2; startCol = 0; for (int i = startRow; i < WorldRows; i++) { IndestructibleBlock currWall = new IndestructibleBlock(new MatrixCoords(i, startCol)); engine.AddObject(currWall); } // Adding the right wall startRow = 2; startCol = WorldCols - 1; for (int i = startRow; i < WorldRows; i++) { IndestructibleBlock currWall = new IndestructibleBlock(new MatrixCoords(i, startCol)); engine.AddObject(currWall); } Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // 05. Initialize Trailing object // !!! The Object disapears instantly - Must find why!!! TrailObject simpleTrailObject = new TrailObject(new MatrixCoords(10, 10), new char[, ] { { '$' } }, 500); engine.AddObject(simpleTrailObject); }
/// <summary> /// Adding random blocks /// </summary> static void AddRandomBlocks(Engine engine, int startCol, int endCol, int startRow, int endRow) { for (int j = startRow + 1; j < endRow; j++) { for (int i = startCol; i < endCol; i++) { engine.AddObject(RandomBlock.GenerateRandomBlock(new MatrixCoords(j, i))); } } }
private static void AddGameFieldWalls(Engine engine) { // add left and right wolls for (int row = 2; row < WorldRows; row++) { var leftWoll = new IndestructibleBlock(new MatrixCoords(row, 0)); var rightWoll = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(leftWoll); engine.AddObject(rightWoll); } // add roof for (int col = 0; col < WorldCols; col++) { var roof = new IndestructibleBlock(new MatrixCoords(1, col)); engine.AddObject(roof); } }
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 walls for (int i = 0; i < WorldRows; i++) { IndestructibleBlock currLeftWall = new IndestructibleBlock(new MatrixCoords(i, 0)); engine.AddObject(currLeftWall); IndestructibleBlock currRightWall = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(currRightWall); } //add roof for (int i = 0; i < WorldCols; i++) { IndestructibleBlock currLeftWall = new IndestructibleBlock(new MatrixCoords(0, i), '-'); engine.AddObject(currLeftWall); } Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //Ball theUnstopableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(theUnstopableBall); //engine.AddObject(new UnpassableBlocks(new MatrixCoords(3, 6))); engine.AddObject(new GiftBlock(new MatrixCoords(4, 6))); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void SetBorders(Engine engine) { //left border for (int row = 0; row < WorldRows; row++) { IndestructibleBlock borderLeft = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(borderLeft); } //right border for (int row = 0; row < WorldRows; row++) { IndestructibleBlock borderRight = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(borderRight); } //top for (int col = 0; col < WorldCols; col++) { IndestructibleBlock borderTop = new IndestructibleBlock(new MatrixCoords(0, col)); engine.AddObject(borderTop); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { engine.AddObject(new Block(new MatrixCoords(startRow, i))); } CreateFieldBorders(engine, startRow, startCol, endCol); Ball meteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 2), new MatrixCoords(-1, 1)); engine.AddObject(meteoriteBall); Racket theRacket = new Racket(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; for (int i = startCol; i < endCol; i++) { GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } for (int i = 0; i < endCol + 2; i++) { engine.AddObject(new IndestructibleBlock(new MatrixCoords(startRow - 1, i))); } for (int i = startRow; i < 32; i++) { engine.AddObject(new IndestructibleBlock(new MatrixCoords(i, 0))); engine.AddObject(new IndestructibleBlock(new MatrixCoords(i, endCol + 1))); } UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1), -1); engine.AddObject(theBall); Racket theRacket = new Racket(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; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); engine.AddObject(new UnpassableBlock(new MatrixCoords(3, i * 4))); } engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 1, 6))); engine.AddObject(new GiftBlock(new MatrixCoords(startRow + 1, endCol - 2))); Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //Ball theBall = new MeteoritBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //Ball 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); 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); }
private static void AddExplodingBlocks(Engine engine) { int startRow = 4; int startCol = 8; int endCol = 19; for (int i = startCol; i < endCol; i++) { var currBlock = new ExplodingBlock(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } }
private static void AddGiftBlocks(Engine engine) { int startRow = 6; int startCol = 10; int endCol = 19; for (int col = startCol; col < endCol; col++) { var currBlock = new GiftBlock(new MatrixCoords(startRow, col), new FireGift()); engine.AddObject(currBlock); } }
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); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
private static void AddUnpassableBlocks(Engine engine) { int startRow = 13; int startCol = 2; int endCol = 19; for (int i = startCol; i < endCol; i++) { var currBlock = new UnpassableBlock(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol/2; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } for (int i = (endCol/2); i < endCol; i++) // making unpassable blocks { UnpassableBlock unpBlock = new UnpassableBlock(new MatrixCoords(startRow, i)); engine.AddObject(unpBlock); } Ball theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2 + 1 , 0), new MatrixCoords(-1, 1)); Ball unstBall = new UnstoppableBall(new MatrixCoords(10, WorldCols - 1), new MatrixCoords(-1, -1)); //creating unstoppable ball engine.AddObject(unstBall); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Main(string[] args) { IRenderer renderer = new ConsoleRenderer(WorldRows, WorldCols); IUserInterface keyboard = new KeyboardInterface(); Engine gameEngine = new Engine(renderer, keyboard, 200); //indestructable blocks for (int i = 1; i < WorldRows; i++) { //gameEngine.AddObject(new IndestructibleBlock(new MatrixCoords(i, 0))); //gameEngine.AddObject(new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1))); gameEngine.AddObject(new UnpassableBlock(new MatrixCoords(i, 0))); gameEngine.AddObject(new UnpassableBlock(new MatrixCoords(i, WorldCols - 1))); } for (int i = 0; i < WorldCols; i++) { //gameEngine.AddObject(new IndestructibleBlock(new MatrixCoords(1, i))); gameEngine.AddObject(new UnpassableBlock(new MatrixCoords(1, i))); } //end keyboard.OnLeftPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketLeft(); }; keyboard.OnRightPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketRight(); }; Initialize(gameEngine); // gameEngine.Run(); }
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)); // <Task 1> IndestructibleBlock ceilingBlock = new IndestructibleBlock(new MatrixCoords(startRow - 1, i)); IndestructibleBlock leftSideBlock = new IndestructibleBlock(new MatrixCoords(i, startCol - 1)); IndestructibleBlock rightSideBlock = new IndestructibleBlock(new MatrixCoords(i, endCol)); engine.AddObject(ceilingBlock); engine.AddObject(leftSideBlock); engine.AddObject(rightSideBlock); engine.AddObject(currBlock); } //<Task 5> TrailObject trailBlock = new TrailObject(new MatrixCoords(WorldRows / 2, WorldCols / 2), new char[, ] { { '&' } }, 30); engine.AddObject(trailBlock); /* <Task 6> * MeteoriteBall mBall = new MeteoriteBall(new MatrixCoords(10, 10), new MatrixCoords(1, 1), 3); * engine.AddObject(mBall); * * <Task9> Test UnstoppableBall * Ball theUnstopableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); * engine.AddObject(theUnstopableBall); * * for (int i = 2; i < WorldCols/2; i+=4) * { * engine.AddObject(new UnpassableBlock(new MatrixCoords(4, i))); * } */ Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
private static void AddBall(Engine engine) { //UnstoppableBall unstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1), 5); //engine.AddObject(unstoppableBall); //MeteoriteBall theMeteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1), 5); //engine.AddObject(theMeteoriteBall); Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { //ExplodingBlock currBlock = new ExplodingBlock(new MatrixCoords(startRow, i)); GiftBlock giftBlock = new GiftBlock(new MatrixCoords(startRow + 1, i)); // engine.AddObject(currBlock); engine.AddObject(giftBlock); } // upper wall for (int col = 0; col < WorldCols; col++) { UnpassableBlocks block = new UnpassableBlocks(new MatrixCoords(0, col)); engine.AddObject(block); } // left and right wall for (int row = 1; row < WorldRows; row++) { UnpassableBlocks leftblock = new UnpassableBlocks(new MatrixCoords(row, 0)); UnpassableBlocks rIghtblock = new UnpassableBlocks(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(leftblock); engine.AddObject(rIghtblock); } 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); Racket theRacket1 = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength + 3); engine.AddObject(theRacket); engine.AddObject(theRacket1); // Gift gift = new Gift(new MatrixCoords(0, 5)); // engine.AddObject(gift); }
/// <summary> /// Task 6 and 7 /// </summary> /// <param name="engine"></param> static void AddMeteoriteBall(Engine engine) { engine.AddObject(new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1))); }
/// <summary> /// Task 5 /// </summary> static void AddTrailObjects(Engine engine) { engine.AddObject(new TrailObject(new MatrixCoords(5, 5), 20)); engine.AddObject(new TrailObject(new MatrixCoords(5, 10), 30)); engine.AddObject(new TrailObject(new MatrixCoords(5, 15), 40)); }
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; // standart blocks #region Standart Blocks for (int row = 2; row < 5; row++) { for (int col = startCol; col < endCol; col++) { Block standartBlock = new Block(new MatrixCoords(row, col)); engine.AddObject(standartBlock); } } #endregion #region GameField Walls for (int row = 0; row < WorldRows - 2; row++) { IndestructibleBlock leftWallBlock = new IndestructibleBlock(new MatrixCoords(row + 2, startCol - 2)); IndestructibleBlock rightWallBlock = new IndestructibleBlock(new MatrixCoords(row + 2, endCol + 1)); engine.AddObject(rightWallBlock); engine.AddObject(leftWallBlock); } for (int col = 0; col < WorldCols; col++) { IndestructibleBlock topWallBlock = new IndestructibleBlock(new MatrixCoords(startRow - 2, col)); engine.AddObject(topWallBlock); } #endregion #region Impassable Blocks for (int col = 1; col < WorldCols - 1; col++) { //if (col == 1 || col == 2) continue; ImpassableBlock imBlock = new ImpassableBlock(new MatrixCoords(11, col)); engine.AddObject(imBlock); } #endregion #region Explosion Blocks for (int col = 2; col < WorldCols - 1; col += 1) { ExplodingBlock expBlock = new ExplodingBlock(new MatrixCoords(5, col)); engine.AddObject(expBlock); } #endregion #region Gift Blocks for (int col = 1; col < WorldCols - 1; col += 5) { GiftBlock giftBlocks = new GiftBlock(new MatrixCoords(6, col)); engine.AddObject(giftBlocks); } #endregion Ball theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(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; #region Add some layers of ordinary blocks and a layer of exploding block in the middle for (int i = startCol; i < endCol; i++) { Block currBlock1 = new Block(new MatrixCoords(startRow, i)); Block currBlock2 = new Block(new MatrixCoords(startRow + 1, i)); Block currBlock3 = new Block(new MatrixCoords(startRow + 2, i)); engine.AddObject(currBlock1); engine.AddObject(currBlock2); engine.AddObject(currBlock3); } for (int i = startCol; i < endCol; i++) { ExplodingBlock currBlock = new ExplodingBlock(new MatrixCoords(startRow + 3, i)); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock1 = new Block(new MatrixCoords(startRow + 4, i)); Block currBlock2 = new Block(new MatrixCoords(startRow + 5, i)); Block currBlock3 = new Block(new MatrixCoords(startRow + 6, i)); engine.AddObject(currBlock1); engine.AddObject(currBlock2); engine.AddObject(currBlock3); } #endregion #region Add a layer of gift objects //for (int i = startCol; i < endCol; i++) //{ // GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow, i)); // engine.AddObject(currBlock); //} #endregion #region Create side walls and a ceiling // create side walls for (int i = 0; i < WorldRows; i++) { // create a block for the left wall IndestructibleBlock leftWallBlock = new IndestructibleBlock(new MatrixCoords(i, 0)); // create a block for the right wall IndestructibleBlock rightWallBlock = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(leftWallBlock); engine.AddObject(rightWallBlock); } for (int i = 0; i < WorldCols; i++) { // create a block for the ceiling IndestructibleBlock ceilingBlock = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(ceilingBlock); } #endregion #region Add an impassable wall //for (int i = startRow + 1; i < WorldRows; i++) //{ // // create an impassable block // ImpassableBlock impassableBlock = new ImpassableBlock(new MatrixCoords(i, 2 * WorldCols / 3 + 2)); // engine.AddObject(impassableBlock); //} #endregion #region Create an ordinary ball //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); #endregion #region Replace the ordinary ball with a MeteoriteBall object //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1), 3); #endregion #region Replace the ordinary ball with an UnstoppableBall object UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); #endregion engine.AddObject(theBall); #region Add the racket Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); #endregion #region Add an instance of the TrailObject class //TrailObject ephemera = new TrailObject( // new MatrixCoords(WorldRows / 3, WorldCols / 3), new char[,] { { '@' } }, 10); //engine.AddObject(ephemera); #endregion #region Add a single gift Gift gift = new Gift(new MatrixCoords(WorldRows / 3, WorldCols / 3), new char[, ] { { '@' } }); engine.AddObject(gift); #endregion }
/// <summary> /// Task 9 /// </summary> static void AddUnstoppableBall(Engine engine) { engine.AddObject(new UnstoppableBall(new MatrixCoords(WorldRows / 2 + 5, 0), new MatrixCoords(-1, 1))); }