public void CLICK(engine.Engine e, Point p) { miniCluster(); foreach (Box b in MiniCluster) { b.CLICK(e, p, INEPTS); } e.C(); this.DRAW(e); }
public void KEYPRESS(engine.Engine e, KeyEventArgs key) { //Box.Position ps = this.getInact(); //getHero(); if (key.KeyCode == Keys.W || key.KeyCode == Keys.Up || key.KeyCode == Keys.NumPad8) { for (int k = 0; k < Hero.Count; k++) { Box b = Hero[k]; Box INEPT = b; Box.Position ps = b.Pos; if (ps.J - 1 >= CEIL) { if ((int)ClusterBox[ps.I, ps.J - 1].Knd == 2) { remEnemyAt(new Box.Position(ps.I, ps.J - 1)); ClusterBox[ps.I, ps.J - 1].Knd = Box.Kind.ACTIVE; } INEPT.Knd = Box.Kind.ACTIVE; //remHeroAt(INEPT.Pos); ClusterBox[ps.I, ps.J - 1].Knd = Box.Kind.INACTIVE; //Hero.Add(ClusterBox[ps.I, ps.J - 1]); } } } if (key.KeyCode == Keys.S || key.KeyCode == Keys.Down || key.KeyCode == Keys.NumPad2) { for (int k = 0; k < Hero.Count; k++) { Box b = Hero[k]; Box INEPT = b; Box.Position ps = b.Pos; if (ps.J + 1 <= NO - 1) { if ((int)ClusterBox[ps.I, ps.J + 1].Knd == 2) { remEnemyAt(new Box.Position(ps.I, ps.J + 1)); ClusterBox[ps.I, ps.J + 1].Knd = Box.Kind.ACTIVE; } INEPT.Knd = Box.Kind.ACTIVE; //remHeroAt(INEPT.Pos); ClusterBox[ps.I, ps.J + 1].Knd = Box.Kind.INACTIVE; //Hero.Add(ClusterBox[ps.I, ps.J + 1]); } } } if (key.KeyCode == Keys.A || key.KeyCode == Keys.Left || key.KeyCode == Keys.NumPad4) { for (int k = 0; k < Hero.Count; k++) { Box b = Hero[k]; Box INEPT = b; Box.Position ps = b.Pos; if (ps.I - 1 >= 0 && (ClusterBox[ps.I - 1, ps.J].Knd != Box.Kind.INACTIVE)) { if ((int)ClusterBox[ps.I - 1, ps.J].Knd == 2) { remEnemyAt(new Box.Position(ps.I - 1, ps.J)); ClusterBox[ps.I - 1, ps.J].Knd = Box.Kind.ACTIVE; SCORE++; } INEPT.Knd = Box.Kind.ACTIVE; //remHeroAt(INEPT.Pos); ClusterBox[ps.I - 1, ps.J].Knd = Box.Kind.INACTIVE; //Hero.Add(ClusterBox[ps.I - 1, ps.J]); } } } if (key.KeyCode == Keys.D || key.KeyCode == Keys.Right || key.KeyCode == Keys.NumPad6) { for (int k = Hero.Count - 1; k >= 0; k--) { Box b = Hero[k]; Box INEPT = b; Box.Position ps = b.Pos; if (ps.I + 1 < NO && (ClusterBox[ps.I + 1, ps.J].Knd != Box.Kind.INACTIVE)) { if ((int)ClusterBox[ps.I + 1, ps.J].Knd == 2) { remEnemyAt(new Box.Position(ps.I + 1, ps.J)); ClusterBox[ps.I + 1, ps.J].Knd = Box.Kind.ACTIVE; SCORE++; } INEPT.Knd = Box.Kind.ACTIVE; //remHeroAt(INEPT.Pos); ClusterBox[ps.I + 1, ps.J].Knd = Box.Kind.INACTIVE; //Hero.Add(ClusterBox[ps.I + 1, ps.J]); } } } if (key.KeyCode == Keys.NumPad7) { for (int k = 0; k < Hero.Count; k++) { Box b = Hero[k]; Box INEPT = b; Box.Position ps = b.Pos; if (ps.I - 1 >= 0 && ps.J - 1 >= CEIL) { if ((int)ClusterBox[ps.I - 1, ps.J - 1].Knd == 2) { remEnemyAt(new Box.Position(ps.I - 1, ps.J - 1)); ClusterBox[ps.I - 1, ps.J - 1].Knd = Box.Kind.ACTIVE; } INEPT.Knd = Box.Kind.ACTIVE; //remHeroAt(INEPT.Pos); ClusterBox[ps.I - 1, ps.J - 1].Knd = Box.Kind.INACTIVE; //Hero.Add(ClusterBox[ps.I - 1, ps.J - 1]); } } } if (key.KeyCode == Keys.NumPad3) { for (int k = 0; k < Hero.Count; k++) { Box b = Hero[k]; Box INEPT = b; Box.Position ps = b.Pos; if (ps.I + 1 <= NO - 1 && ps.J + 1 <= NO - 1) { if ((int)ClusterBox[ps.I + 1, ps.J + 1].Knd == 2) { remEnemyAt(new Box.Position(ps.I + 1, ps.J + 1)); ClusterBox[ps.I + 1, ps.J + 1].Knd = Box.Kind.ACTIVE; } INEPT.Knd = Box.Kind.ACTIVE; //remHeroAt(INEPT.Pos); ClusterBox[ps.I + 1, ps.J + 1].Knd = Box.Kind.INACTIVE; //Hero.Add(ClusterBox[ps.I + 1, ps.J + 1]); } } } if (key.KeyCode == Keys.NumPad9) { for (int k = 0; k < Hero.Count; k++) { Box b = Hero[k]; Box INEPT = b; Box.Position ps = b.Pos; if (ps.I + 1 <= NO - 1 && ps.J - 1 >= CEIL) { if ((int)ClusterBox[ps.I + 1, ps.J - 1].Knd == 2) { remEnemyAt(new Box.Position(ps.I + 1, ps.J - 1)); ClusterBox[ps.I + 1, ps.J - 1].Knd = Box.Kind.ACTIVE; } INEPT.Knd = Box.Kind.ACTIVE; //remHeroAt(INEPT.Pos); ClusterBox[ps.I + 1, ps.J - 1].Knd = Box.Kind.INACTIVE; //Hero.Add(ClusterBox[ps.I + 1, ps.J - 1]); } } } if (key.KeyCode == Keys.NumPad1) { for (int k = 0; k < Hero.Count; k++) { Box b = Hero[k]; Box INEPT = b; Box.Position ps = b.Pos; if (ps.I - 1 >= 0 && ps.J + 1 <= NO - 1) { if ((int)ClusterBox[ps.I - 1, ps.J + 1].Knd == 2) { remEnemyAt(new Box.Position(ps.I - 1, ps.J + 1)); ClusterBox[ps.I - 1, ps.J + 1].Knd = Box.Kind.ACTIVE; } INEPT.Knd = Box.Kind.ACTIVE; //remHeroAt(INEPT.Pos); ClusterBox[ps.I - 1, ps.J + 1].Knd = Box.Kind.INACTIVE; //Hero.Add(ClusterBox[ps.I - 1, ps.J + 1]); } } } getHero(); e.C(); this.DRAW(e); }