public GiftBlock(MatrixCoords topLeft, Gift gift) : base(topLeft) { this.CurrentGift = gift; this.CurrentGift.SetTopLeft(topLeft); this.body = new char[,] { { GiftBlock.Symbol } }; }
public override IEnumerable<GameObject> ProduceObjects() { List<Gift> gifts = new List<Gift>(); if (this.IsDestroyed) { Gift gift = new Gift(this.topLeft); gifts.Add(gift); } return gifts; }
public override IEnumerable<GameObject> ProduceObjects() { List<GameObject> obj = new List<GameObject>(); if (this.IsDestroyed==true) { Gift gift = new Gift(new MatrixCoords(this.GetTopLeft().Row, this.GetTopLeft().Col)); obj.Add(gift); } return obj; }
public override IEnumerable<GameObject> ProduceObjects() { if (this.IsDestroyed) { Gift gift = new Gift(base.topLeft, new char[,] { { '^' }, { '|' } }); return new GameObject[] { gift }; } return base.ProduceObjects(); }
public override IEnumerable<GameObject> ProduceObjects() { List<Gift> array = new List<Gift>(); if (this.IsDestroyed) { Gift gift = new Gift(this.topLeft, new MatrixCoords(1, 0)); array.Add(gift); } return array; }
//Methods public override IEnumerable<GameObject> ProduceObjects() { if (this.IsDestroyed == true) { gifts[0] = new Gift(this.TopLeft); return this.gifts; } return new List<GameObject>(); }
public override IEnumerable<GameObject> ProduceObjects() { List<GameObject> produceObject = new List<GameObject>(); if (this.IsDestroyed) { Gift newGift = new Gift(this.topLeft, new char[,] { { 'G' } }); produceObject.Add(newGift); } return produceObject; }
public override IEnumerable<GameObject> ProduceObjects() { if (this.IsDestroyed == true) { var giftlist = new List<Gift>(); var gift = new Gift(this.GetTopLeft(), new MatrixCoords(-1, 0)); giftlist.Add(gift); return giftlist; } return base.ProduceObjects(); }
public override IEnumerable<GameObject> ProduceObjects() { if (this.IsDestroyed) { Gift gift = new Gift(this.TopLeft, new MatrixCoords(1, 0)); List<Gift> gifts = new List<Gift>(); gifts.Add(gift); return gifts; } else { return new List<GameObject>(); } }
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); }
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); }
public override IEnumerable<GameObject> ProduceObjects() { if (this.IsDestroyed) { int row = this.TopLeft.Row; int col = this.TopLeft.Col; List<GameObject> gifts = new List<GameObject>(); Gift gift1 = new Gift(new MatrixCoords(row, col)); gifts.Add(gift1); return gifts; } else { return base.ProduceObjects(); } }
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 }
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 }
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 - 1; i < endCol + 1; i++) { IndestructibleBlock wallBlock = new IndestructibleBlock(new MatrixCoords(startRow - 1, i)); engine.AddObject(wallBlock); } for (int i = startRow; i < WorldRows; i++) { IndestructibleBlock wallBlock = new IndestructibleBlock(new MatrixCoords(i, startCol - 1)); IndestructibleBlock wallBlock2 = new IndestructibleBlock(new MatrixCoords(i, endCol)); engine.AddObject(wallBlock); engine.AddObject(wallBlock2); } //create a row of GiftBlocks for (int i = startCol; i < endCol; i++) { GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow+4, i)); engine.AddObject(currBlock); } //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //replace the normal ball with Meteorite ball //MeteoriteBall theMeteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(theMeteoriteBall); //replace the MeteroriteBall with Unstoppable Ball Ball theUnstopableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theUnstopableBall); //put some unpassable blocks for (int i = 2; i < WorldCols; i += 5) { engine.AddObject(new UnpassableBlock(new MatrixCoords(4, i))); } //create a sample Gift for testing Gift gift = new Gift(new MatrixCoords(1, WorldCols / 2)); engine.AddObject(gift); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); TrailObject newTestTrailObject = new TrailObject(new MatrixCoords(startRow + 10, startCol + 10), new char[,] { { 'V' } }, 20); engine.AddObject(newTestTrailObject); 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); } // Task 1 - first the left wall for (int i = 0; i < WorldRows; i++) { IndestructibleBlock indBlock = new IndestructibleBlock(new MatrixCoords(i, 0)); engine.AddObject(indBlock); } // Then the right wall for (int i = 0; i < WorldRows; i++) { IndestructibleBlock indBlock = new IndestructibleBlock(new MatrixCoords(i, WorldCols-1)); engine.AddObject(indBlock); } // Then the ceiling. // For task 9 I have put Unpassable blocks on the ceiling. for (int i = 0; i < WorldCols; i++) { IndestructibleBlock indBlock = new UnpassableBlock(new MatrixCoords(0, i)); engine.AddObject(indBlock); } // Testing Task 7 by replacing the normal ball with a Meteorite Ball 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); // Testing Task 5 TrailObject trail = new TrailObject(new MatrixCoords(10, 10), 5); engine.AddObject(trail); // Task 9 - creating an additional unstopable ball Ball theGreatBall = new UnstopableBall(new MatrixCoords(WorldRows / 3, 0), new MatrixCoords(-1, 1)); engine.AddObject(theGreatBall); // Task 12 - testing by adding a Gift and a GiftBlock Gift theGift = new Gift(new MatrixCoords(10, 10)); engine.AddObject(theGift); GiftBlock theGiftBlock = new GiftBlock(new MatrixCoords(10, 15)); engine.AddObject(theGiftBlock); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock0 = new Block(new MatrixCoords(startRow-1, i)); Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); engine.AddObject(currBlock0); } //ExplodingBlock makes trails ExplodingBlock explodingBlock = new ExplodingBlock(new MatrixCoords(4,7)); engine.AddObject(explodingBlock); //Ordinary ball //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(theBall); //Meteorite Ball makes trails when it moves //MeteoriteBall meteroitBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); // engine.AddObject(meteroitBall); //Unstoppable Ball, can be stopped only by Unpassable Block UnstoppableBall unstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(unstoppableBall); //Falling gift Gift giftObject = new Gift(new MatrixCoords(5, 15), new MatrixCoords(-1, 0)); engine.AddObject(giftObject); //Gift Block GiftBlock giftBlock = new GiftBlock(new MatrixCoords(10, 10)); engine.AddObject(giftBlock); //UnpassableBlock UnpassableBlock unpassableBlock = new UnpassableBlock(new MatrixCoords(15, 15)); engine.AddObject(unpassableBlock); UnpassableBlock unpassableBlock1 = new UnpassableBlock(new MatrixCoords(15, 16)); engine.AddObject(unpassableBlock1); UnpassableBlock unpassableBlock2 = new UnpassableBlock(new MatrixCoords(15, 17)); engine.AddObject(unpassableBlock2); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); //Creating second Racket //When you add second racket by addObject method, it checks whether the game has already a racket //If it does, we are removing the previous, and adding the new one. //Racket secondRacket = new Racket(new MatrixCoords(WorldRows -10, WorldCols / 2), RacketLength); //engine.AddObject(secondRacket); TrailObject trailObject = new TrailObject(new MatrixCoords(1, 1), 20); engine.AddObject(trailObject); for (int i = 0; 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 indestructibleBlockCeiling = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(indestructibleBlockCeiling); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock0 = new Block(new MatrixCoords(startRow - 1, i)); Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); engine.AddObject(currBlock0); } //ExplodingBlock makes trails ExplodingBlock explodingBlock = new ExplodingBlock(new MatrixCoords(4, 7)); engine.AddObject(explodingBlock); //Ordinary ball //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(theBall); //Meteorite Ball makes trails when it moves //MeteoriteBall meteroitBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); // engine.AddObject(meteroitBall); //Unstoppable Ball, can be stopped only by Unpassable Block UnstoppableBall unstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(unstoppableBall); //Falling gift Gift giftObject = new Gift(new MatrixCoords(5, 15), new MatrixCoords(-1, 0)); engine.AddObject(giftObject); //Gift Block GiftBlock giftBlock = new GiftBlock(new MatrixCoords(10, 10)); engine.AddObject(giftBlock); //UnpassableBlock UnpassableBlock unpassableBlock = new UnpassableBlock(new MatrixCoords(15, 15)); engine.AddObject(unpassableBlock); UnpassableBlock unpassableBlock1 = new UnpassableBlock(new MatrixCoords(15, 16)); engine.AddObject(unpassableBlock1); UnpassableBlock unpassableBlock2 = new UnpassableBlock(new MatrixCoords(15, 17)); engine.AddObject(unpassableBlock2); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); //Creating second Racket //When you add second racket by addObject method, it checks whether the game has already a racket //If it does, we are removing the previous, and adding the new one. //Racket secondRacket = new Racket(new MatrixCoords(WorldRows -10, WorldCols / 2), RacketLength); //engine.AddObject(secondRacket); TrailObject trailObject = new TrailObject(new MatrixCoords(1, 1), 20); engine.AddObject(trailObject); for (int i = 0; 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 indestructibleBlockCeiling = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(indestructibleBlockCeiling); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; // "paint" blocks 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, 2), new MatrixCoords(-1, 1)); engine.AddObject(theBall); //TrailObject trailObject = new TrailObject(new MatrixCoords(4, 4), 3); //engine.AddObject(trailObject); // Таск 7 // Test the MeteoriteBall by replacing the normal ball in the AcademyPopcornMain.cs file. //MeteoriteBall mBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2 + 1, 1), new MatrixCoords(-1, 1), 3); //engine.AddObject(mBall); // task 9 // Test the UnpassableBlock and the UnstoppableBall by adding them // to the engine in AcademyPopcornMain.cs file UnstoppableBall unBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 2), new MatrixCoords(-1, 1)); //engine.AddObject(unBall); // "paint" unpassable blocks //for (int i = startCol; i < endCol; i++) //{ // UnpassableBlock currBlockTwo = new UnpassableBlock(new MatrixCoords(startRow + 2, i)); // engine.AddObject(currBlockTwo); //} // task 10 //for (int i = startCol; i < endCol; i++) //{ // ExplodingBlock exBlock = new ExplodingBlock(new MatrixCoords(startRow + 2, i)); // engine.AddObject(exBlock); //} // task 11 Gift gift = new Gift(new MatrixCoords(7, 15), new MatrixCoords(1, 0)); engine.AddObject(gift); // task 12 GiftBlock giftBlock = new GiftBlock(new MatrixCoords(5, 8)); engine.AddObject(giftBlock); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // task 1 // The AcademyPopcorn class contains an IndestructibleBlock class. // Use it to create side and ceiling walls to the game. // You can ONLY edit the AcademyPopcornMain.cs file. for (int row = 0; row < WorldRows; row++) { IndestructibleBlock borderBlockLeft = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(borderBlockLeft); } for (int row = 0; row < WorldRows; row++) { IndestructibleBlock borderBlockRight = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(borderBlockRight); } for (int coll = 0; coll < WorldCols; coll++) { IndestructibleBlock borderBlockRight = new IndestructibleBlock(new MatrixCoords(0, coll)); engine.AddObject(borderBlockRight); } }