예제 #1
0
 /**
  * Assumes valid placement
  */
 public void ManuallyPlacePiece(Piece piece, int[] origin, int orientation)
 {
     int[,] placements = piece.DetermineCellsToOccupy(origin, orientation);
     for (int iCell = 0; iCell < 4; iCell++)
     {
         this.board[placements[iCell, 1]][placements[iCell, 0]] = true;
     }
 }
예제 #2
0
        private bool PlacePiece(Piece piece, int[] origin, int orientation)
        {
            int[,] toOccupy = piece.DetermineCellsToOccupy(origin, orientation);
            List <int> occupiedRows = new List <int>();

            //verify placement i.t.o board edge and existing pieces
            for (int i = 0; i < toOccupy.GetLength(0); i++)
            {
                try {
                    if (boardOccupation[toOccupy[i, 0], toOccupy[i, 1]])
                    {
                        // Already occupied
                        return(false);
                    }
                    if (!occupiedRows.Contains(toOccupy[i, 1]))
                    {
                        occupiedRows.Add(toOccupy[i, 1]);
                    }
                }
                catch (IndexOutOfRangeException) {
                    // Not a valid placement
                    return(false);
                }
            }

            // Keep the game up to date
            game.ManuallyPlacePiece(piece, origin, orientation);
            occupiedRows.Sort();
            game.ClearRows(occupiedRows.ToArray(), new int[occupiedRows.Count]);

            for (int i = 0; i < toOccupy.GetLength(0); i++)
            {
                this.boardOccupation[toOccupy[i, 0], toOccupy[i, 1]] = true;
                boardFills[toOccupy[i, 0], toOccupy[i, 1]].Fill      = piece.Brush;
            }

            //Clear the board as necessary, not optimized.
            List <int> rowsToOccupy = new List <int>();

            for (int i = 0; i < toOccupy.GetLength(0); i++)
            {
                if (!rowsToOccupy.Contains(toOccupy[i, 1]))
                {
                    rowsToOccupy.Add(toOccupy[i, 1]);
                }
            }

            /*
             * The logic is pretty simple, we don't care about efficiency, so start at the bottom row, if it's full, remove it and bring down all the rows above.
             * Repeat for that row, once done, test the row up, until every row is tested.
             */
            for (int i = this.height - 1; i >= 0; i--)
            {
                bool rowFull = true;
                for (int j = 0; j < this.width; j++)
                {
                    if (!this.boardOccupation[j, i])
                    {
                        rowFull = false;
                        break;
                    }
                }
                if (rowFull)
                {
                    for (int j = i - 1; j >= 0; j--)                       // Start at the row above to send it down
                    {
                        for (int x = 0; x < width; x++)                    // Move horizontally along the board
                        {
                            boardFills[x, j + 1].Fill = boardFills[x, j].Fill;
                            //Grid.SetColumn(boardFills[x, j + 1], j + 1);

                            this.boardOccupation[x, j + 1] = this.boardOccupation[x, j];                             // set the board occupation for later verification.
                        }
                    }
                    i++;
                    for (int x = 0; x < width; x++)
                    {
                        boardFills[x, 0].Fill      = transparentBrush;
                        this.boardOccupation[x, 0] = false;
                    }
                }
            }

            // Verify the two different calculations match
            if (!this.boardOccupation.ToString().Equals(this.game.Board.ToString()))
            {
                Console.WriteLine(this.boardOccupation.ToString());
                Console.WriteLine(this.game.Board.ToString());
                throw new Exception("TetrisGame and Tetris boards do not match");
            }

            display_score.Text = this.game.Score.ToString();

            return(true);
        }