public void SetPlayer(Player player) { // Associate the new instance _player = player; player._grid.NextPieceChangedEvent += PostInvalidate; _nextPiece = new PieceView(player._grid._nextPiece, false); }
public void ChangeProposedPiece() { if(_selectedPiece < Constants.NbProposedPiece) { // Change it in the model _player.ChangeProposedPiece(_selectedPiece); // Change it in the view _proposedPieces[_selectedPiece] = new PieceView(_player._proposedPieces[_selectedPiece], false); // Select a new piece in the same place selectPiece(_selectedPiece); Invalidate(); } }
public void SetPlayer(Player player) { // Associate the new instance _player = player; // Recreate the proposed pieces for(int i = 0; i < Constants.NbProposedPiece; i++) { _proposedPieces[i] = new PieceView(player._proposedPieces[i], false); } // Now we can select one piece to send to the other player selectPiece(0); }
public void Init(Grid grid) { // Associate the instance _grid = grid; // Create the associated PieceViews _fallingPieceView = new PieceView(_grid._fallingPiece, false); _shadowPieceView = new PieceView(_grid._shadowPiece, true); // Create the associated BlockViews _mapView = new BlockView[Constants.GridSizeX, Constants.GridSizeY]; for (uint i = 0 ; i < _grid._map.GetLength(0) ; i++) { for (uint j = 0 ; j < _grid._map.GetLength(1) ; j++) { _mapView[i,j] = new BlockView(_grid._map[i,j], false); } } _mutexView = new Mutex(false); }