Пример #1
0
 public void GoDown()
 {
     Board.GoDown();
     Invalidate(true);
 }
Пример #2
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            tetrisBoard.Tick(gameTime.ElapsedGameTime.Milliseconds);

            if (!tetrisBoard.IsOver)
            {
                bool resetTimer = true;
                if (GamePad.GetState(PlayerIndex.One).DPad.Left == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Left))
                {
                    resetTimer = false;
                    if ((inTimer >= 30 && presses != 1) || (presses == 1 && inTimer >= 100))
                    {
                        inTimer = 0;
                        presses++;
                        tetrisBoard.MoveLeft();
                    }
                    else
                    {
                        inTimer += gameTime.ElapsedGameTime.Milliseconds;
                    }
                }
                else if (GamePad.GetState(PlayerIndex.One).DPad.Right == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Right))
                {
                    resetTimer = false;
                    if ((inTimer >= 30 && presses != 1) || (presses == 1 && inTimer >= 100))
                    {
                        inTimer = 0;
                        presses++;
                        tetrisBoard.MoveRight();
                    }
                    else
                    {
                        inTimer += gameTime.ElapsedGameTime.Milliseconds;
                    }
                }
                if (GamePad.GetState(PlayerIndex.One).DPad.Down == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Down))
                {
                    resetTimer = false;
                    if ((inTimer >= 30 && presses != 1) || (presses == 1 && inTimer >= 100))
                    {
                        inTimer = 0;
                        presses++;
                        tetrisBoard.GoDown();
                    }
                    else
                    {
                        inTimer += gameTime.ElapsedGameTime.Milliseconds;
                    }
                }

                if (resetTimer)
                {
                    inTimer = 500;
                    presses = 0;
                }
            }

            base.Update(gameTime);
        }