/// <summary> /// Adjust the size of the Game Board this then calls in to AdjustGameBlockSize (debate the need for seperate functions...) /// </summary> /// <returns></returns> public bool AdjustGameBoardSize(CInt2D GameBoardSize) { //Validate input settings if ((GameBoardSize.X > 2048 || GameBoardSize.X < 100) || (GameBoardSize.Y > 2048 || GameBoardSize.Y < 100)) { //Won't adjust the game board with outrageous dimensions return(false); } //Set the game board size to the input of GameBoardSize GameSettings.GameBoardSize = GameBoardSize; //Adjust the game block size based upon the game board size GameSettings.GameBlockSize = new CInt2D((GameBoardSize.X / GameSettings.iCols), (GameBoardSize.Y / GameSettings.iRows)); //Adjust all the GameBlocks if (AdjustGameBlocks() == false) { return(false); } return(true); }
}//end of EqualX(int iCompare) /// <summary> /// Compares input i2dCompare for only y value and returns true if input and this are equal /// </summary> /// <param name="i2dCompare"></param> /// <returns></returns> public bool EqualsY(CInt2D i2dCompare) { if (i2dCompare.y == y) { return(true); } return(false); }//end of EqualY(CInt2D i2dCompare)
}//end of Equal2D /// <summary> /// Compares input i2dCompare for only x value and returns true if input and this are equal /// </summary> /// <param name="i2dCompare"></param> /// <returns></returns> public bool EqualsX(CInt2D i2dCompare) { if (i2dCompare.x == x) { return(true); } return(false); }//end of EqualX(CInt2D i2dCompare)
/// <summary> /// Compares input i2dCompare to the current structure and returns true if both x, y are equivelant /// </summary> /// <param name="i2dCompare"></param> /// <returns></returns> public bool Equals2D(CInt2D i2dCompare) { if ((i2dCompare.x == x) && (i2dCompare.y == y)) { return(true); } return(false); }//end of Equal2D
public void CopyFrom(CGameBlock GameBlock) { if (GameBlock == null) { //GameBlock doesn't exist, do not copy return; } iContent = GameBlock.iContent; Position = GameBlock.Position; }
/// <summary> /// Adjust the number of colrows for the board (N (Columns) x M (Rows) ) /// changing this value will reset the game /// </summary> /// <param name="i2dColsRows"></param> /// <returns></returns> public bool AdjustNumberOfColsAndRows(CInt2D i2dColsRows) { //Validate the input if (i2dColsRows.X < 2 || i2dColsRows.X > 6 || i2dColsRows.Y < 2 || i2dColsRows.Y > 6) { return(false); } //Validate the settings have changed (if they haven't, still return true) if (i2dColsRows.X == GameSettings.iCols && i2dColsRows.Y == GameSettings.iRows) { return(true); } System.Diagnostics.Debug.WriteLine("iColumns:" + i2dColsRows.X.ToString() + "\tiRows:" + i2dColsRows.Y.ToString()); return(InitializeGame(i2dColsRows.X, i2dColsRows.Y, GameSettings.GameBoardSize.X, GameSettings.GameBoardSize.Y)); }
public CGameBlock() { iContent = 0; Position = new CInt2D(0, 0); }