Пример #1
0
        /* Legend:
            G - gift block
            X - gift (the block that is dropped after G is hit)
            E - the exploding block
            * - TrailObject (used by the meteorite ball or after explosion of ExplodingBlock)
            @ - bullet fired by the racket
            % - ExplosionBlockResult blocks
         */
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            // build ceiling and left wall for the scene
            for (int i = 0; i < endCol; i++)
            {
                Block ceilingBlock = new IndestructibleBlock(new MatrixCoords(0, i));
                Block leftWallBlock = new IndestructibleBlock(new MatrixCoords(i, 0));

                engine.AddObject(ceilingBlock);
                engine.AddObject(leftWallBlock);
            }

            // build right wall for the scene
            for (int i = 0; i < WorldRows; i++)
            {
                Block rightWallBlock = new IndestructibleBlock(new MatrixCoords(i, endCol - 1));
                engine.AddObject(rightWallBlock);
            }

            // meteorite or unstoppable ball test
            Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            Racket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);

            // test trail object with random MatrixCoords and lifetime = 15 turns
            GameObject trailObj = new TrailObject(new MatrixCoords(WorldRows - 6, WorldCols - 12), 15);
            engine.AddObject(trailObj);

            // add a gift block
            Block giftBlock = new GiftBlock(new MatrixCoords(WorldRows - 11, WorldCols - 20));
            engine.AddObject(giftBlock);

            //add unpassable block with random coords
            Block unpassable = new UnpassableBlock(new MatrixCoords(WorldRows - 15, WorldCols - 10));
            engine.AddObject(unpassable);

            // add exploding block and ordinary blocks around it
            Block explodingBlock = new ExplodingBlock(new MatrixCoords(WorldRows - 12, WorldCols - 35));
            Block leftToExploding = new Block(explodingBlock.TopLeft + new MatrixCoords(0, -1));
            Block rightToExploding = new Block(explodingBlock.TopLeft + new MatrixCoords(0, 1));
            engine.AddObject(explodingBlock);
            engine.AddObject(leftToExploding);
            engine.AddObject(rightToExploding);
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
                
                engine.AddObject(new UnpassableBlock(new MatrixCoords(3, i * 4)));
            }
            engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 1, 6)));
            engine.AddObject(new GiftBlock(new MatrixCoords(startRow + 1, endCol - 2)));

            Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));
            //Ball theBall = new MeteoritBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));
            //Ball theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);
            engine.AddObject(theRacket);
        }
Пример #3
0
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            //Ball ball = new Ball(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));

            //engine.AddObject(ball);
            //ex 6
            MeteoriteBall mball = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));
            engine.AddObject(mball);
            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);

            for (int row = 0; row < WorldRows; row++)
            {
                IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(row, 0));
                engine.AddObject(leftWall);
                IndestructibleBlock rigthWall = new IndestructibleBlock(new MatrixCoords(row, WorldCols-1));
                engine.AddObject(rigthWall);
            }
            //ex 5
            //TrailObject lifeObj = new TrailObject(new MatrixCoords(4, 10), new char[,] { { '#' } }, 8);
            //engine.AddObject(lifeObj);
        }
Пример #4
0
        static void Main(string[] args)
        {
            IRenderer renderer = new ConsoleRenderer(WorldRows, WorldCols);
            IUserInterface keyboard = new KeyboardInterface();

            Engine gameEngine = new Engine(renderer, keyboard, 220);
            //newEngine newGameEngine = new newEngine(renderer, keyboard, 220);

            keyboard.OnLeftPressed += (sender, eventInfo) =>
            {
                gameEngine.MovePlayerRacketLeft();
            };

            keyboard.OnRightPressed += (sender, eventInfo) =>
            {
                gameEngine.MovePlayerRacketRight();
            };
            keyboard.OnActionPressed += (sender, eventInfo) =>
            {
                gameEngine.ShootPlayerRacket();
            };

            Initialize(gameEngine);

            //

            gameEngine.Run();
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;
            int endRow = WorldRows - 15;

            for (int i = startCol; i < endCol; i++)
                engine.AddObject(new Block(new MatrixCoords(startRow, i)));

            //AddTrailObjects(engine); /* Task 5 */

            /*** BLOCKS ***/
            AddWalls(engine); /* Task 1 */
            //AddUnpassableBlocks(engine, startCol, endCol, startRow); /* Task 9 */
            //AddExplodingBlocks(engine, startCol, endCol, startRow); /* Task 10 */
            //AddGiftBlocks(engine, startCol, endCol, startRow); /* Task 12 */
            AddRandomBlocks(engine, startCol, endCol, startRow, endRow);

            /*** BALLS ***/
            //AddMeteoriteBall(engine); /* Task 6 and 7 */
            AddUnstoppableBall(engine); /* Task 9 */
            //engine.AddObject(new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)));

            /*** RACKETS ***/
            engine.AddObject(new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength));
            //engine.AddObject(new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength));
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 1;
            int endCol = WorldCols - 1;
            int endRow = 10;

            //generate level
            for (int i = startCol; i < endCol; i++)
            {
                for (int j = startRow; j < endRow; j++)
                {
                    Block currBlock = BlockFactory.GetBlock(generator.Next(1, 10), new MatrixCoords(j, i));

                    engine.AddObject(currBlock);
                }
            }

            //Ball theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2 + 1 , 0), new MatrixCoords(-1, 1));

            Ball megaBall = new UnstoppableBall(new MatrixCoords(WorldRows - 1, WorldCols/2 +1), new MatrixCoords(-1, 1));

            engine.AddObject(megaBall);

            //engine.AddObject(theBall);

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                engine.AddObject(new Block(new MatrixCoords(startRow, i)));
            }

            CreateFieldBorders(engine, startRow, startCol, endCol);

            Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 2),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            TrailObject trailObject = new TrailObject(theBall.TopLeft, 3);

            engine.AddObject(trailObject);

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;
            Random rnd = new Random();

            for (int i = startCol; i < endCol; i++)
            {

                if (rnd.Next(startCol, WorldCols*2)> endCol)
                {
                    Block currBlock = new Block(new MatrixCoords(startRow, i));
                    engine.AddObject(currBlock);
                }
                else if (rnd.Next(startCol, WorldCols * 3) > endCol)
                {
                    ExplodingBlock boomBlock = new ExplodingBlock(new MatrixCoords(startRow, i));

                    engine.AddObject(boomBlock);
                }
                else if (rnd.Next(startCol, WorldCols * 4) > endCol)
                {
                    GiftBlock giftBlock = new GiftBlock(new MatrixCoords(startRow, i));

                    engine.AddObject(giftBlock);
                }
                else
                {
                    UnpassableBlock unpBlock = new UnpassableBlock(new MatrixCoords(startRow, i));
                    engine.AddObject(unpBlock);
                }

            }

            MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
            Racket newtheRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength + 1);
            engine.AddObject(newtheRacket);
            // Add side wallsя
            for (int row = 0; row < WorldRows; row++)
            {
                IndestructibleBlock leftWallBlock = new IndestructibleBlock(new MatrixCoords(row, 0));
                engine.AddObject(leftWallBlock);
                IndestructibleBlock rightWallBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1));
                engine.AddObject(rightWallBlock);
            }
            for (int col = 0; col < WorldCols; col++)
            {
                IndestructibleBlock roof = new IndestructibleBlock(new MatrixCoords(0, col));
                engine.AddObject(roof);
            }
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block secondBlock = new Block(new MatrixCoords(startRow + 1, i));
                engine.AddObject(secondBlock);
            }

            for (int i = 3; i < 10; i++)
            {
                UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(startRow + 3, i * 3));
                engine.AddObject(currBlock);
            }

            engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 3, endCol - 1)));
            engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 3, endCol - 5)));
            engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow, endCol - 4)));
            engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow, endCol - 9)));
            engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow, 12)));
            engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow, 17)));
            engine.AddObject(new GiftBlock(new MatrixCoords(startRow, 5)));
            engine.AddObject(new GiftBlock(new MatrixCoords(startRow, 10)));
            engine.AddObject(new GiftBlock(new MatrixCoords(startRow, 15)));

            //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));

            //engine.AddObject(theBall);

            MeteoriteBall metBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));
            engine.AddObject(metBall);

            UnstoppableBall unstopBall = new UnstoppableBall(new MatrixCoords(22, 10), new MatrixCoords(-1, 1));
            engine.AddObject(unstopBall);

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);

            for (int i = 0; i < WorldRows; i++)
            {
                engine.AddObject(new IndestructibleBlock(new MatrixCoords(i, 0)));
                engine.AddObject(new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)));
            }
            for (int i = 0; i < WorldCols; i++)
            {
                engine.AddObject(new IndestructibleBlock(new MatrixCoords(0, i)));
            }
            for (int i = 0; i < WorldCols; i++)
            {
                engine.AddObject(new GameOverBlock(new MatrixCoords(WorldRows, i)));
            }
            engine.AddTrailingObject(new TrailObject(new MatrixCoords(15, 20), new char[,] { { 'S', 't', 'a', 'r', 't' }, { 'G', 'a', 'm', 'e', ' ' } }, 10));
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int col = startCol; col < endCol; col++)
            {
                if (col == (WorldCols - 2) / 4 || col == WorldCols / 2 ||
                    col == WorldCols - 10 || col == WorldCols - 5) // Task 12: Testing the classes Gift and GiftBlock
                {
                    engine.AddObject(new GiftBlock(new MatrixCoords(startRow, col)));
                    continue;
                }
                Block currBlock = new Block(new MatrixCoords(startRow, col));
                engine.AddObject(currBlock);
            }

            // Task 1: Creating the side walls
            for (int row = 0; row < WorldRows; row++)
            {
                IndestructibleBlock leftSideWallBlock = new IndestructibleBlock(new MatrixCoords(row, 0));
                engine.AddObject(leftSideWallBlock);
                IndestructibleBlock rightSideWallBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1));
                engine.AddObject(rightSideWallBlock);
            }

            // Task 1: Creating the ceiling wall
            for (int col = 1; col < WorldCols - 1; col++)
            {
                IndestructibleBlock ceilingWallBlock = new IndestructibleBlock(new MatrixCoords(0, col));
                engine.AddObject(ceilingWallBlock);
            }

            // Task 10: Testing the ExplodingBlock class
            //engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 3, startCol + 4)));
            //engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 3, startCol + 3)));
            //engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 3, startCol + 5)));
            //engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 3, startCol + 7)));

            // Task 7: Replacing the normal ball with meteorite ball
            MeteoriteBall metoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));
            engine.AddObject(metoriteBall);

            //// Task 9: Testing the UnstoppableBall class
            //UnstoppableBall unstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));
            //engine.AddObject(unstoppableBall);

            // Task 9: Testing the UnpassableBlock class
            for (int col = 5; col < WorldCols; col += 15)
            {
                engine.AddObject(new UnpassableBlock(new MatrixCoords(5, col)));
            }

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
Пример #11
0
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;
            for (int col = 0; col <WorldCols; col++)
            {
                IndestructibleBlock wallLeftBlock = new IndestructibleBlock(new MatrixCoords(0,col));
                engine.AddObject(wallLeftBlock);
            }
            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));
                if (i == 7) //the seventh block is the first block, being hit by the ball
                {
                    currBlock = new ExplodingBlock(new MatrixCoords(startRow, i));
                }
                else if (i == endCol-3) //you'll have to wait a little bit to see hit that block with the gift
                {
                    currBlock = new GiftBlock(new MatrixCoords(startRow, i));
                }
                engine.AddObject(currBlock);

            }
            //Add side walls
            for (int row = 0; row < WorldRows; row++)
            {
                IndestructibleBlock wallLeftBlock = new IndestructibleBlock(new MatrixCoords(row, 0));
                engine.AddObject(wallLeftBlock);
                IndestructibleBlock wallRightBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1));
                engine.AddObject(wallRightBlock);
            }
            //trail object
            char[,] signOfTrail={{'*'}};
            TrailObject trail=new TrailObject(new MatrixCoords(13,13),signOfTrail,10);
            engine.AddObject(trail);

            //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));
            //testing the meteorite ball
            MeteoriteBall secondBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));

            engine.AddObject(secondBall);
            //engine.AddObject(theBall);

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);

               // adding an unpassable block and an unstoppable ball
            for (int i = 10; i < WorldRows; i++)
            {
                engine.AddObject(new UnpassableBlock(new MatrixCoords(i, 8)));
            }

            engine.AddObject(new UnstoppableBall(new MatrixCoords(WorldRows - 1, WorldCols / 2 + 1), new MatrixCoords(-1, 1)));
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            // Add walls
            for (int i = 0; i < WorldRows; i++)
            {
                IndestructibleBlock currLeftWall = 
                    new IndestructibleBlock(new MatrixCoords(i, 0));

                engine.AddObject(currLeftWall);

                IndestructibleBlock currRightWall =
                    new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1));

                engine.AddObject(currRightWall);
            }
            
            //add roof
            for (int i = 0; i < WorldCols; i++)
            {
                IndestructibleBlock currLeftWall =
                    new IndestructibleBlock(new MatrixCoords(0, i), '-');

                engine.AddObject(currLeftWall);
            }

            Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));
            engine.AddObject(theBall);

            //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));

            //Ball theUnstopableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));
            //engine.AddObject(theUnstopableBall);

            
            //engine.AddObject(new UnpassableBlocks(new MatrixCoords(3, 6)));
            

            engine.AddObject(new GiftBlock(new MatrixCoords(4, 6)));

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
Пример #13
0
        static void Initialize(Engine engine)
        {
            int startRow = 2;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow+1, i));

                engine.AddObject(currBlock);
            }
            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow + 2, i));

                engine.AddObject(currBlock);
            }

            Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 35),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            Ball twoBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
               new MatrixCoords(-1, 1));

            engine.AddObject(twoBall);

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 2, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);

            for (int row = 0; row < WorldRows; row++)
            {
                IndestructibleBlock wallLeft = new IndestructibleBlock(new MatrixCoords(row,0));
                engine.AddObject(wallLeft);
                IndestructibleBlock wallRight = new IndestructibleBlock(new MatrixCoords(row, WorldCols-1));
                engine.AddObject(wallRight);

            }
            for (int col = 0; col < WorldCols; col++)
            {
                IndestructibleBlock wallDown = new IndestructibleBlock(new MatrixCoords(WorldRows - 1, col));
                engine.AddObject(wallDown);
                IndestructibleBlock wallUp = new IndestructibleBlock(new MatrixCoords(startRow-2, col));
                engine.AddObject(wallUp);
            }
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                if (i == 3)
                {
                    ExplodingBlock expBlock = new ExplodingBlock(new MatrixCoords(startRow, i));
                    engine.AddObject(expBlock);
                    continue;
                }
                if (i == 2)
                {
                    GiftBlock giftblock = new GiftBlock(new MatrixCoords(startRow, i));
                    engine.AddObject(giftblock);
                    continue;
                }
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

               // Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
               //     new MatrixCoords(-1, 1));
            //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));
            UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);

            for (int i = startRow; i < Console.BufferHeight; i++)
            {
                engine.AddObject(new UnpassableBlock(new MatrixCoords(i, startCol - 1)));
            }
            for (int i = startRow; i < Console.BufferHeight; i++)
            {
                engine.AddObject(new UnpassableBlock(new MatrixCoords(i, WorldCols - 2)));
            }
            for (int i = startCol-1; i < WorldCols-1; i++)
            {
                engine.AddObject(new UnpassableBlock(new MatrixCoords(startRow - 1, i)));
            }
            Random rnd = new Random();
            for (int i = 0; i < 5; i++)
            {
                engine.AddObject(new UnpassableBlock(new MatrixCoords((rnd.Next(0, WorldCols)), (rnd.Next(0, WorldRows)))));
            }
        }
Пример #15
0
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));
                //if (i == 7)//Task 10 -> the first block that the ball hits is exploadable
                //{
                //    currBlock = new ExplodingBlock(new MatrixCoords(startRow, i));
                //}
                //Task 12 - bellow
                //if (i == endCol - 3) //the second block that the ball hits
                //{
                //    currBlock = new GiftBlock(new MatrixCoords(startRow, i));
                //}
                engine.AddObject(currBlock);
            }
            // Add walls - Task 1
            for (int row = 2; row < WorldRows; row++)
            {
                IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(row, 0));
                IndestructibleBlock rightWall = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1));
                engine.AddObject(leftWall);
                engine.AddObject(rightWall);
            }
            for (int col = 0; col < WorldCols; col++)
            {
                IndestructibleBlock topWall = new IndestructibleBlock(new MatrixCoords(2, col));
                engine.AddObject(topWall);
            }
            // Task 9 - the UnpassableBlock, indestructible block
            //for (int i = 2; i < WorldCols / 2; i += 4)
            //{
            //    engine.AddObject(new UnpassableBlock(new MatrixCoords(4, i)));
            //}
            //Task 7 --> Test the MeteoriteBall by replacing the normal ball in the AcademyPopcornMain.cs file.
            //Ball meteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));
            //engine.AddObject(meteoriteBall);

            //Task 9 - > the ball destroys all, but bounces off UnpassableBlocks and the wall (so that we can keep playing :) )
            Ball theUnstopableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));
            engine.AddObject(theUnstopableBall);

            //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));
            //engine.AddObject(theBall);

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            //Problem One - Create ceiling wall
            for (int i = 0; i < WorldCols; i++)
            {
                IndestructibleBlock ceilBlock = new IndestructibleBlock(new MatrixCoords(0, i));

                engine.AddObject(ceilBlock);
            }

            //Problem One - Create side walls
            for (int i = 0; i < WorldRows; i++)
            {
                IndestructibleBlock leftBlock = new IndestructibleBlock(new MatrixCoords(i, 0));
                IndestructibleBlock rightBlock = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1));

                engine.AddObject(leftBlock);
                engine.AddObject(rightBlock);
            }

            for (int i = startCol; i < endCol; i++)
            {
                //Problem Nine - Test UnpassableBlock
                //UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(startRow, i));

                //Problem Ten - Test ExplodingBlock
                //ExplodingBlock currBlock = new ExplodingBlock(new MatrixCoords(startRow, i));

                //Problem Twelve - Test GiftBlock
                GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            //Problem Seven - Test MeteoriteBall
            //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));

            //Problem Nine - Test UnstoppableBall
            UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            //Problem Thirteen - Test ShootingRacket
            ShootingRacket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
Пример #17
0
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i), new [,] {{'#'}});

                engine.AddObject(currBlock);
            }
            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow + 1, i), new[,] { { '#' } });

                engine.AddObject(currBlock);
            }
            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow + 2, i), new[,] { { '#' } });

                engine.AddObject(currBlock);
            }

            Racket someRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);
            engine.AddObject(someRacket);

            for (int row = 3; row < WorldRows; row++)
            {
                UnpassableBlock leftWall = new UnpassableBlock(new MatrixCoords(row, 1));
                engine.AddObject(leftWall);
                UnpassableBlock rightWall = new UnpassableBlock(new MatrixCoords(row, endCol));
                engine.AddObject(rightWall);
            }
            for (int col = 1; col <= endCol; col++)
            {
                IndestructibleBlock topWall = new IndestructibleBlock(new MatrixCoords(startRow - 1, col));
                engine.AddObject(topWall);
            }

            //MeteoriteBall meteoriteBall = new MeteoriteBall(new MatrixCoords(7, 7), new MatrixCoords(1, 1));
            //engine.AddObject(meteoriteBall);

            UnstoppableBall unstoppableBall = new UnstoppableBall(new MatrixCoords(7, 7), new MatrixCoords(1, 1));
            engine.AddObject(unstoppableBall);

            ExplodingBlock explodingBlock = new ExplodingBlock(new MatrixCoords(startRow + 3, 15));
            engine.AddObject(explodingBlock);

            GiftBlock giftBlock = new GiftBlock(new MatrixCoords(startRow + 3, endCol - 1));
            engine.AddObject(giftBlock);
        }
        private static void AddExplodingBlocks(Engine engine)
        {
            int startRow = 4;
            int startCol = 8;
            int endCol = 19;

            for (int i = startCol; i < endCol; i++)
            {
                var currBlock = new ExplodingBlock(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }
        }
Пример #19
0
        /// <summary>
        /// Task 1
        /// </summary>
        static void AddWalls(Engine engine)
        {
            for (int row = 1; row < WorldRows - 1; row++)
            {
                engine.AddObject(new IndestructibleBlock(new MatrixCoords(row, 0)));
                engine.AddObject(new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)));
            }

            for (int col = 1; col < WorldCols - 1; col++)
            {
                engine.AddObject(new IndestructibleBlock(new MatrixCoords(1, col)));
            }
        }
        private static void AddGiftBlocks(Engine engine)
        {
            int startRow = 6;
            int startCol = 10;
            int endCol = 19;

            for (int col = startCol; col < endCol; col++)
            {
                var currBlock = new GiftBlock(new MatrixCoords(startRow, col), new FireGift());

                engine.AddObject(currBlock);
            }
        }
Пример #21
0
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int endRow = WorldRows;
            int startCol = 2;
            int endCol = WorldCols - 2;


            //Task 1: Implementing Game field with adding a "for cycle" for rows
            //Task 10: Using UnpassableBlock 
            for (int row = startRow; row < endRow; row++)
            {
                for (int col = startCol; col < endCol; col++)
                {
                    if (row == startRow)
                    {
                        UnpassableBlock unpassable = new UnpassableBlock(new MatrixCoords(row, col));
                        engine.AddObject(unpassable);
                    }
                    if (row != startRow && (col == startCol || col == endCol - 1))
                    {
                        UnpassableBlock unpassable = new UnpassableBlock(new MatrixCoords(row, col));
                        engine.AddObject(unpassable);
                    }
                    else if (row <= startRow + 5 && row != startRow)
                    {
                        //Task12: Implementing GiftBlock.cs 
                        GiftBlock currBlock = new GiftBlock(new MatrixCoords(row, col));
                        engine.AddObject(currBlock);
                    }
                }

            }

            // Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 10),
            //     new MatrixCoords(-1, 1));

            //Task7: Implementing Meteorit Ball 
            //MeteoritBall meteoritBall = new MeteoritBall(new MatrixCoords(WorldRows / 2, 10), new MatrixCoords(-1, 1));

            //Task9: Implement Unstoppable ball
            UnstoppableBall ultimateBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 10), new MatrixCoords(-1, 1));

            engine.AddObject(ultimateBall);

            //TODO - Task 13: Implementing Shooting Ability
            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);
            engine.AddObject(theRacket);


        }
Пример #22
0
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            for (int i = startCol; i < endCol; i++)
            {
                UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(startRow - 2, i));

                engine.AddObject(currBlock);
            }

            for (int i = startCol; i < endCol; i+=2)
            {
                ExplodingBlock currBlock = new ExplodingBlock(new MatrixCoords(startRow + 1, i));

                engine.AddObject(currBlock);
            }
            for (int i = startCol; i < endCol; i += 2)
            {
                GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow + 2, i));

                engine.AddObject(currBlock);
            }
            Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));
            UnstoppableBall unstoppable = new UnstoppableBall(new MatrixCoords(WorldRows / 2+4, 0),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);
            engine.AddObject(unstoppable);

            ShoothingRacket theRacket = new ShoothingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);

            //TrailObject test = new TrailObject(3, new MatrixCoords(5, 5), new char[1, 1]{{'H'}});
            //engine.AddObject(test);

            //walls
            InitializeWalls(engine);
        }
Пример #23
0
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            // The normal ball without trail
            //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));

            //engine.AddObject(theBall);

            // Exercise 7: Test the MeteoriteBall by replacing the normal ball in the AcademyPopcornMain.cs file.
            MeteoriteBall theMeteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));
            engine.AddObject(theMeteoriteBall);

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);

            // Exercise 1 - Add left and right side walls
            for (int row = 0; row < WorldRows; row++)
            {
                IndestructibleBlock leftWallBlock = new IndestructibleBlock(new MatrixCoords(row, 1));

                engine.AddObject(leftWallBlock);
                IndestructibleBlock rightWallBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1));

                engine.AddObject(rightWallBlock);
            }

            // Exercise 1 - Add ceiling wall
            for (int col = 1; col < WorldCols; col++)
            {
                IndestructibleBlock upperWallBlock = new IndestructibleBlock(new MatrixCoords(1, col));

                engine.AddObject(upperWallBlock);
            }
            // Exercise 5 - test the trailObject by adding an instance of TrailObject in the engine
            // it appears in the middle of the game screen and disappears after a certain period of time
            TrailObject trailObject = new TrailObject(new MatrixCoords((WorldRows / 2), (WorldCols / 2)), new char[,] { { '*' } }, 10);
            engine.AddObject(trailObject);
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            // Task 1
            for (int i = 0; i < WorldRows; i++)
            {
                IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(i, 0));
                engine.AddObject(leftWall);
                IndestructibleBlock rightWall = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1));
                engine.AddObject(rightWall);
            }

            for (int i = 0; i < WorldCols; i++)
            {
                IndestructibleBlock ceiling = new IndestructibleBlock(new MatrixCoords(0, i));
                engine.AddObject(ceiling);
            }

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);

            // Task 5, 6, 7
            MeteoriteBall meteor = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));
            engine.AddObject(meteor);

            // Task 8, 9
            UnstoppableBall unstoppable = new UnstoppableBall(new MatrixCoords(4,4), new MatrixCoords(1, 1));
            engine.AddObject(unstoppable);
            UnpassableBlock unpassable = new UnpassableBlock(new MatrixCoords(9, 9));
            engine.AddObject(unpassable);
            // Task 10
            ExplodingBlock explodeBlock = new ExplodingBlock( new MatrixCoords(8,8));
            engine.AddObject(explodeBlock);

            // Task 11, 12
            GiftBlock gift = new GiftBlock(new MatrixCoords(10, 10));
            engine.AddObject(gift);
        }
Пример #25
0
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));
                // <Task 1>

                IndestructibleBlock ceilingBlock = new IndestructibleBlock(new MatrixCoords(startRow - 1, i));
                IndestructibleBlock leftSideBlock = new IndestructibleBlock(new MatrixCoords(i, startCol - 1));
                IndestructibleBlock rightSideBlock = new IndestructibleBlock(new MatrixCoords(i, endCol));

                engine.AddObject(ceilingBlock);
                engine.AddObject(leftSideBlock);
                engine.AddObject(rightSideBlock);
                engine.AddObject(currBlock);

            }
            //<Task 5>
            TrailObject trailBlock = new TrailObject(new MatrixCoords(WorldRows / 2, WorldCols / 2), new char[,] { { '&' } }, 30);

            engine.AddObject(trailBlock);

            /* <Task 6>
            MeteoriteBall mBall = new MeteoriteBall(new MatrixCoords(10, 10), new MatrixCoords(1, 1), 3);
            engine.AddObject(mBall);

            <Task9> Test UnstoppableBall
            Ball theUnstopableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));
            engine.AddObject(theUnstopableBall);

            for (int i = 2; i < WorldCols/2; i+=4)
            {
                engine.AddObject(new UnpassableBlock(new MatrixCoords(4, i)));
            }
             */

            Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
        private static void InitializeBlocks(Engine engine, int startRow, int startCol, int endCol)
        {
            for (int row = 0; row < 2; row++)
            {
                for (int i = startCol; i < endCol; i++)
                {
                    engine.AddObject(new Block(new MatrixCoords(startRow + row, i)));
                }
            }

            for (int i = startCol; i < endCol; i += 5)
            {
                engine.AddObject(new GiftBlock(new MatrixCoords(startRow + 2, i)));
            }
        }
        //static method CreateWalls adds the boundaries of the game, using
        //UnpassableBlock and the variables WorldCol and WorldRow
        //can also work with IndesctructibleBlock
        static void CreateWalls(Engine engine)
        {
            for (int i = 0; i < WorldCols; i++)
            {
                engine.AddObject(new UnpassableBlock(new MatrixCoords(0, i)));
            }
            for (int i = 0; i < WorldRows; i++)
            {
                engine.AddObject(new UnpassableBlock(new MatrixCoords(i, 0)));
                engine.AddObject(new UnpassableBlock(new MatrixCoords(i, WorldCols - 1)));
            }

            char[,] welcomeMessage = { { 'S', 'T', 'A', 'R', 'T' } };
            engine.AddObject(new TrailObject(new MatrixCoords(10, 15), welcomeMessage, 4));
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            engine.AddObject(new TailObject(new MatrixCoords(10, 5), new char[1,1] {{'%'}}, 5));

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock2 = new Block(new MatrixCoords(startRow + 1, i));
                engine.AddObject(currBlock2);
                ExplodingBlock currBlock3 = new ExplodingBlock(new MatrixCoords(startRow + 2, i));
                engine.AddObject(currBlock3);
                GiftBlock currBlock4 = new GiftBlock(new MatrixCoords(startRow + 3, i));
                engine.AddObject(currBlock4);

            }

            for (int i = startCol - 1; i <= endCol; i++)
            {
                IndestructibleBlock currBlock = new IndestructibleBlock(new MatrixCoords(startRow, i));
                engine.AddObject(currBlock);
            }

            for (int i = startRow; i <= WorldRows; i++)
            {
                IndestructibleBlock currBlock1 = new IndestructibleBlock(new MatrixCoords(i, startCol - 1));
                IndestructibleBlock currBlock2 = new IndestructibleBlock(new MatrixCoords(i, endCol      ));
                engine.AddObject(currBlock1);
                engine.AddObject(currBlock2);
            }

            //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));
            Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));


            engine.AddObject(theBall);

            Gift gift = new Gift(new MatrixCoords(8, 20));
            engine.AddObject(gift);

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
Пример #29
0
 private static void InitializeWalls(Engine engine)
 {
     for (int row = 0; row < WorldRows; row++)
     {
         IndestructibleBlock wall = new IndestructibleBlock(new MatrixCoords(row, 0));
         engine.AddObject(wall);
         wall = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1));
         engine.AddObject(wall);
     }
     //ceiling
     for (int col = 1; col < WorldCols-1; col++)
     {
         IndestructibleBlock wall = new IndestructibleBlock(new MatrixCoords(0, col));
         engine.AddObject(wall);
     }
 }
Пример #30
0
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            //task one
            for (int i = 0; i < WorldCols; i++)
            {
                IndestructibleBlock ceilBlock = new IndestructibleBlock(new MatrixCoords(0, i));

                engine.AddObject(ceilBlock);
            }

            for (int i = 0; i < WorldRows; i++)
            {
                IndestructibleBlock leftBlock = new IndestructibleBlock(new MatrixCoords(i, 0));
                IndestructibleBlock rightBlock = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1));

                engine.AddObject(leftBlock);
                engine.AddObject(rightBlock);
            }
            //

            //nineth task
            //tenth task
            //twelfth task
            for (int i = startCol; i < endCol; i++)
            {
                GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            //seventh task
            //nineth task
            UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            //thirdteenth task
            ShootingRacket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol   = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
            }

            Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0),
                                    new MatrixCoords(-1, 1));

            engine.AddObject(theBall);


            //Implement MetheoridBall
            //MeteoriteBall meteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));
            //engine.AddObject(meteoriteBall);


            //Implement UnstopableBall and UnpassableBlocks
            //UnstoppableBall theUnstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));
            //engine.AddObject(theUnstoppableBall);

            for (int i = 0; i < WorldRows; i++)
            {
                UnpassableBlock LeftWall  = new UnpassableBlock(new MatrixCoords(i, 0));
                UnpassableBlock RightWall = new UnpassableBlock(new MatrixCoords(i, WorldCols - 1));
                engine.AddObject(LeftWall);
                engine.AddObject(RightWall);
            }
            for (int i = 1; i < WorldCols - 1; i++)
            {
                UnpassableBlock UppertWall = new UnpassableBlock(new MatrixCoords(0, i));
                engine.AddObject(UppertWall);
            }

            //Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);
            //engine.AddObject(theRacket);

            //Add indistructuble blocks
            for (int i = 1; i < WorldRows; i++)
            {
                IndestructibleBlock LeftWall  = new IndestructibleBlock(new MatrixCoords(i, 1));
                IndestructibleBlock RightWall = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 2));
                engine.AddObject(LeftWall);
                engine.AddObject(RightWall);
            }
            for (int i = 2; i < WorldCols - 2; i++)
            {
                IndestructibleBlock UppertWall = new IndestructibleBlock(new MatrixCoords(1, i));
                engine.AddObject(UppertWall);
            }

            //Adding several explosion blocks
            for (int i = 7; i < WorldCols - 2; i += 7)
            {
                ExplodingBlock explosion = new ExplodingBlock(new MatrixCoords(3, i));
                engine.AddObject(explosion);
            }

            //Add several gift blocks
            for (int i = 2; i < WorldCols - 2; i += 7)
            {
                GiftBlock giftBlock = new GiftBlock(new MatrixCoords(4, i));
                engine.AddObject(giftBlock);
            }

            //Add shooting rocket
            ShootingRacket shoot = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(shoot);
        }