public override void Initialize() { playerInput = new PlayerInput(PlayerIndex.One); this.Game.Components.Add(playerInput); playerInput.BindAction("Quit", Keys.Escape); playerInput.BindAction("Up", Keys.Up); playerInput.BindAction("Down", Keys.Down); playerInput.BindAction("Left", Keys.Left); playerInput.BindAction("Right", Keys.Right); playerInput.BindAction("Swap", Keys.Space); playerInput.BindAction("Explode", Keys.Z); playerInput.BindAction("ExplodeAll", Keys.X); playerInput.BindAction("Reset", Keys.Enter); playerInput.BindAction("Up", Buttons.DPadUp); playerInput.BindAction("Down", Buttons.DPadDown); playerInput.BindAction("Left", Buttons.DPadLeft); playerInput.BindAction("Right", Buttons.DPadRight); blockGrid = new BlockGrid(48, 48, 12, 10); blockGrid.X = 48; blockGrid.Y = 64; BlockGroup bg = new BlockGroup(3, 3, blockGrid); bg.Add(new Block(BlockType.White), 0, 1); bg.Add(new Block(BlockType.White), 1, 1); bg.Add(new Block(BlockType.White), 2, 1); bg.Add(new Block(BlockType.White), 2, 2); //blockGrid.Drop(bg, 2); blockGrid.Drop(bg, 4); InputLimiter = new Limiter[2]{new Limiter(InputLimiterInterval),new Limiter(InputLimiterInterval)}; dropLimiter = new Limiter(0.15); burstEffect = new ParticleEffect_B(); this.Game.Components.Add(burstEffect); explodeEffect = new ParticleEffect_C(); this.Game.Components.Add(explodeEffect); blockGrid.BurstEffect = burstEffect; blockGrid.ExplodeEffect = explodeEffect; this.Game.Components.Add(blockGrid); base.Initialize(); this.Enabled = true; }
public BlockGroup(int rows, int cols, BlockGrid parent) { _Blocks = new Block[rows,cols]; _NumRows = rows; _NumCols = cols; _Parent = parent; }