コード例 #1
0
        protected List <BlockType> _blockTypeQueue; // Queue is one way

        /// <summary>
        /// Setups the randomizer
        /// </summary>
        protected void SetupBlockGenerator(Boolean level_reset = false)
        {
            // Create empty Queue
            if (level_reset)
            {
                _blockTypeQueue.Clear();
            }
            else
            {
                _blockTypeQueue = new List <BlockType>();
            }

            GenerateNextPermutation();

            // First block of first bag is always I J L or T
            var firstAllowed = new BlockType[] { BlockType.IBlock, BlockType.JBlock, BlockType.LBlock, BlockType.TBlock };

            while (!firstAllowed.Contains(_blockTypeQueue.First()))
            {
                _blockTypeQueue.Push(_blockTypeQueue.UnShift <BlockType>());
            }

            // Generate as a block
            if (level_reset)
            {
                this.CurrentBlock.Block.SetBlockType(_blockTypeQueue.UnShift <BlockType>());
            }
            else
            {
                this.CurrentBlock = new FallingBlock(this.Game, new Block(_blockTypeQueue.UnShift <BlockType>()), this);
            }

            this.CurrentBlock.Replace(
                (this.Width - this.CurrentBlock.Block.Width) / 2 + Block.GetBaseXPosition(this.CurrentBlock.Block.Type),
                this.CurrentBlock.Field.Height - 1,
                Block.GetStartRotation(this.CurrentBlock.Block.Type)
                );

            // Set next block
            if (level_reset)
            {
                this.NextBlock.SetBlockType(_blockTypeQueue.UnShift <BlockType>());
            }
            else
            {
                this.NextBlock = new Block(_blockTypeQueue.UnShift <BlockType>());
            }

            this.NextBlock.Rotation = Block.GetStartRotation(this.NextBlock.Type);
        }
コード例 #2
0
        /// <summary>
        /// Generates the next block
        /// </summary>
        protected void GenerateNextBlock()
        {
            var oldType   = this.CurrentBlock.Block.Type;
            var oldX      = this.CurrentBlock.X;
            var oldY      = this.CurrentBlock.Y;
            var oldR      = this.CurrentBlock.Block.Rotation;
            var oldPoints = this.CurrentBlock.BlockPoints;

            var newType  = this.NextBlock.Type;
            var newR     = Block.GetStartRotation(newType);
            var nextType = _blockTypeQueue.UnShift <BlockType>();
            var newY     = this.CurrentBlock.Field.Height - 1;
            var newX     = (this.Width - this.NextBlock.Width) / 2 + Block.GetBaseXPosition(newType);

            this.Timeline.Add(new Event()
            {
                Apply = () =>
                {
                    // Sets currentblock
                    this.CurrentBlock.Block.SetBlockType(newType);
                    this.CurrentBlock.Replace(newX, newY, newR);

                    // Sets the next block
                    this.NextBlock.SetBlockType(nextType);
                    this.NextBlock.Rotation = Block.GetStartRotation(nextType);
                    if (_blockTypeQueue.Count == 0)
                    {
                        GenerateNextPermutation();
                    }
                },

                Undo = () =>
                {
                    // Restore next type
                    _blockTypeQueue.Shift(nextType);

                    // Retore new block
                    this.NextBlock.SetBlockType(newType);
                    this.NextBlock.Rotation = Block.GetStartRotation(newType);

                    // Restore current block
                    this.CurrentBlock.Block.SetBlockType(oldType);
                    this.CurrentBlock.Replace(oldX, oldY, oldR);
                    this.CurrentBlock.BlockPoints = oldPoints;
                },
            });
        }
コード例 #3
0
ファイル: Field.cs プロジェクト: thexa4/time-tetris
        /// <summary>
        /// Switches holding block with current
        /// </summary>
        public Boolean SwitchHoldingBlock()
        {
            if (_holdLocked)
            {
                return(false);
            }
            _holdLocked = true;

            // Always drop hold blocks from the top
            var baseY = this.CurrentBlock.Field.Height - 1;

            var oldType   = this.CurrentBlock.Block.Type;
            var oldR      = this.CurrentBlock.Block.Rotation;
            var oldPoints = this.CurrentBlock.BlockPoints;
            var oldX      = (this.Width - this.CurrentBlock.Block.Width) / 2 + Block.GetBaseXPosition(oldType);

            // If this is the first too hold
            if (this.HoldBlock == null)
            {
                // We can't replace the current block, so we generate a new one
                GenerateNextBlock();

                this.Timeline.Add(new Event()
                {
                    Apply = () =>
                    {
                        this.HoldBlock = new Block(oldType);
                    },

                    Undo = () =>
                    {
                        this.HoldBlock = null;
                        this.CurrentBlock.Replace(oldX, baseY, oldR);
                    },
                });

                return(true);
            }

            // Time to switch a block
            var newType = this.HoldBlock.Type;
            var newR    = Block.GetStartRotation(newType);
            var newX    = (this.Width - Block.BlockTypes[newType].GetLength(0)) / 2 + Block.GetBaseXPosition(newType);


            // Switch the hold block with the current block
            this.Timeline.Add(new Event()
            {
                Apply = () =>
                {
                    this.HoldBlock.SetBlockType(oldType);
                    this.CurrentBlock.Block.SetBlockType(newType);
                    this.CurrentBlock.Replace(newX, baseY, newR);
                },

                Undo = () =>
                {
                    this.HoldBlock.SetBlockType(newType);
                    this.CurrentBlock.Block.SetBlockType(oldType);
                    this.CurrentBlock.Replace(oldX, baseY, oldR);
                },
            });

            return(true);
        }