public Piece(Piece piece) { _shape = piece._shape; _color = piece._color; _blocks = new Block[Constants.BlockPerPiece]; _angle = piece._angle; for (uint i = 0 ; i < Constants.BlockPerPiece ; i++) { _blocks[i] = new Block(piece._blocks[i]); } }
private bool _isShadow; // true if the piece is a shadow at the bottom of the grid #endregion Fields #region Constructors //-------------------------------------------------------------- // CONSTRUCTORS //-------------------------------------------------------------- public PieceView(Piece piece, bool isShadow) { // Associate the instances _piece = piece; _isShadow = isShadow; // Create the associated BlockViews _blocksView = new BlockView[Constants.BlockPerPiece]; for (uint i = 0 ; i < Constants.BlockPerPiece ; i++) { _blocksView[i] = new BlockView(_piece._blocks[i], isShadow); } }
//-------------------------------------------------------------- // CONSTRUCTORS //-------------------------------------------------------------- public Player(string name) { _name = name; _score = 0; _level = Constants.MinLevel; _removedRows = 0; _grid = new Grid(); _proposedPieces = new Piece[Constants.NbProposedPiece]; for(int i = 0; i < Constants.NbProposedPiece; i++) { _proposedPieces[i] = new Piece(0, 0, Constants.IdGeneratorPlayer2); _proposedPieces[i].MoveToZero(); } }
public void UpdateShadowPiece(Piece piece) { _color = piece._color; _shape = piece._shape; _angle = piece._angle; for (uint i = 0 ; i < Constants.BlockPerPiece ; i++) { _blocks[i]._x = piece._blocks[i]._x; _blocks[i]._y = piece._blocks[i]._y; _blocks[i]._color = piece._color; } }
public void Update(Piece piece, bool isShadow) { // Associate the new instances _piece = piece; _isShadow = isShadow; // Update the BlockViews for (uint i = 0; i < Constants.BlockPerPiece; i++) { _blocksView[i].Update(_piece._blocks[i], isShadow); } }
public void ChangeProposedPiece(int i) { _proposedPieces[i] = new Piece(0, 0, Constants.IdGeneratorPlayer2); _proposedPieces[i].MoveToZero(); }