Наследование: AcademyPopcorn.GameObject
Пример #1
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        /* 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);
        }
Пример #2
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 public override IEnumerable<GameObject> ProduceObjects()
 {
     List<TrailObject> listOfTail = new List<TrailObject>();
     TrailObject partOfTheTail = new TrailObject(this.TopLeft, this.tailChar, this.TrailLife);
     listOfTail.Add(partOfTheTail);
     return listOfTail;
 }
        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);
        }
Пример #4
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 public override IEnumerable<GameObject> ProduceObjects()
 {
     List<GameObject> producedObjects = new List<GameObject>();
     TrailObject trailingObject = new TrailObject(base.topLeft, new char[,] { { '*' } }, this.TrailLifetime);
     producedObjects.Add(trailingObject);
     return producedObjects;
 }
Пример #5
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 public override IEnumerable<GameObject> ProduceObjects()
 {
     List < GameObject >  l1= new List<GameObject>();
     TrailObject trObj = new TrailObject(this.topLeft, new char[,] { { 'M' } }, 3);
     l1.Add(trObj);
     return l1;
 }
Пример #6
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 public override IEnumerable<GameObject> ProduceObjects()
 {
     TrailObject tail = new TrailObject(this.GetTopLeft(), 3);
     List<GameObject> list = new List<GameObject>();
     list.Add(tail);
     return list;
 }
Пример #7
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 public override IEnumerable<GameObject> ProduceObjects()
 {
     List<TrailObject> trailObj = new List<TrailObject>();
     TrailObject trailObject = new TrailObject(this.TopLeft, this.trailBallBody, this.trailLifetime);
     trailObj.Add(trailObject);
     return trailObj;
 }
 public override IEnumerable<GameObject> ProduceObjects()
 {
     List<TrailObject> array = new List<TrailObject>();
     TrailObject trail = new TrailObject(this.topLeft, new char[,] { { '.' } }, TrailLife);
     array.Add(trail);
     return array;
 }
        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);
        }
Пример #10
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        public override IEnumerable<GameObject> ProduceObjects()
        {
            TrailObject trail = new TrailObject(this.TopLeft, 3);
            List<GameObject> trails = new List<GameObject>();
            trails.Add(trail);

            return trails;
        }
Пример #11
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        public override IEnumerable <GameObject> ProduceObjects()
        {
            List <TrailObject> trailObj    = new List <TrailObject>();
            TrailObject        trailObject = new TrailObject(this.TopLeft, this.trailBallBody, this.trailLifetime);

            trailObj.Add(trailObject);
            return(trailObj);
        }
        public override IEnumerable <GameObject> ProduceObjects()
        {
            TrailObject trailObject = new TrailObject(base.GetTopLeft(), new char[, ] {
                { 'x' }
            }, 3);

            return(new GameObject[] { trailObject });
        }
Пример #13
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 public override IEnumerable<GameObject> ProduceObjects()
 {
     List<TrailObject> producedObjects = new List<TrailObject>();
     char[,] trailObjectBody = { { '.' } };
     TrailObject trailObject = new TrailObject(base.topLeft, trailObjectBody, 3);
     producedObjects.Add(trailObject);
     return producedObjects;
 }
Пример #14
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        public override IEnumerable<GameObject> ProduceObjects()
        {
            List<TrailObject> trail = new List<TrailObject>();
            TrailObject trailObj=new TrailObject(this.TopLeft,this.trailObjBody,this.trailObjLifeTime);
            trail.Add(trailObj);

            return trail;
        }
Пример #15
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        public override IEnumerable <GameObject> ProduceObjects()
        {
            TrailObject       tail = new TrailObject(this.GetTopLeft(), 3);
            List <GameObject> list = new List <GameObject>();

            list.Add(tail);
            return(list);
        }
Пример #16
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        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);
            }

            // 01. Adding the ceiling
            // Adding the top wall
            startCol -= 2;
            startRow -= 2;
            for (int i = startCol; i < WorldCols; i++)
            {
                IndestructibleBlock topWall = new IndestructibleBlock(new MatrixCoords(startRow, i));
                engine.AddObject(topWall);
            }

            // Adding the left wall
            startRow = 2;
            startCol = 0;
            for (int i = startRow; i < WorldRows; i++)
            {
                IndestructibleBlock currWall = new IndestructibleBlock(new MatrixCoords(i, startCol));
                engine.AddObject(currWall);
            }

            // Adding the right wall
            startRow = 2;
            startCol = WorldCols - 1;
            for (int i = startRow; i < WorldRows; i++)
            {
                IndestructibleBlock currWall = new IndestructibleBlock(new MatrixCoords(i, startCol));
                engine.AddObject(currWall);
            }

            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);

            // 05. Initialize Trailing object
            // !!! The Object disapears instantly - Must find why!!!
            TrailObject simpleTrailObject = new TrailObject(new MatrixCoords(10, 10), new char[, ] {
                { '$' }
            }, 500);

            engine.AddObject(simpleTrailObject);
        }
Пример #17
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        public override IEnumerable<GameObject> ProduceObjects()
        {
            IList<TrailObject> listOfTrailObjects = new List<TrailObject>();

            var trailObject = new TrailObject(this.GetTopLeft(),3);
            listOfTrailObjects.Add(trailObject);

            return listOfTrailObjects;
        }
 public override IEnumerable<GameObject> ProduceObjects()
 {
     //create a list of trail objects
     List<TrailObject> trailOfObjects = new List<TrailObject>();
     // add a new trail object to the list
     TrailObject trailObject = new TrailObject(base.TopLeft, this.trailObjectBody, 3);
     trailOfObjects.Add(trailObject);
     return trailOfObjects;
 }
        public override IEnumerable<GameObject> ProduceObjects()
        {
            List<TrailObject> tailList = new List<TrailObject>();

            TrailObject trailObject = new TrailObject(this.TopLeft, this.TrailObject, this.TrailObjectsNumber);
            tailList.Add(trailObject);

            return tailList;
        }
Пример #20
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        public override IEnumerable<GameObject> ProduceObjects()
        {
            List<TrailObject> comet = new List<TrailObject>();

            TrailObject trailObject = new TrailObject(this.TopLeft, this.trailObjectBody, this.trailObjectLifetime);
            comet.Add(trailObject);

            return comet;
        }
Пример #21
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        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)));
        }
Пример #22
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        public override IEnumerable<GameObject> ProduceObjects()
        {
            List<TrailObject> tail = new List<TrailObject>();

            // add a new trail object at the current position
            TrailObject trailObject = new TrailObject(this.TopLeft, this.trailObjectBody, this.trailObjectLifetime);
            tail.Add(trailObject);

            return tail;
        }
Пример #23
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        public override IEnumerable <GameObject> ProduceObjects()
        {
            List <GameObject> trail    = new List <GameObject>();
            TrailObject       trailObj = new TrailObject(this.topLeft, new char[, ] {
                { '&' }
            }, 3);

            trail.Add(trailObj);

            return(trail);
        }
Пример #24
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        public override IEnumerable <GameObject> ProduceObjects()
        {
            IList <TrailObject> listOfTrailObjects = new List <TrailObject>();

            var trailObject = new TrailObject(this.GetTopLeft(), 3);

            listOfTrailObjects.Add(trailObject);


            return(listOfTrailObjects);
        }
Пример #25
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        public override IEnumerable <GameObject> ProduceObjects()
        {
            List <TrailObject> tail = new List <TrailObject>();

            // add a new trail object at the current position
            TrailObject trailObject = new TrailObject(this.TopLeft, this.trailObjectBody, this.trailObjectLifeTime);

            tail.Add(trailObject);

            return(tail);
        }
Пример #26
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        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);
        }
Пример #27
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        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);
        }
Пример #28
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        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol   = WorldCols - 2;

            // 1. adding ceiling and left/right walls
            for (int i = startRow - 1; i < WorldRows; i++)
            {
                UnpassableBlock newIndBlockLeft  = new UnpassableBlock(new MatrixCoords(i, startCol - 1));
                UnpassableBlock newIndBlockRight = new UnpassableBlock(new MatrixCoords(i, endCol));
                engine.AddObject(newIndBlockRight);
                engine.AddObject(newIndBlockLeft);
            }
            for (int i = startCol - 1; i <= endCol; i++)
            {
                UnpassableBlock newTopBlock = new UnpassableBlock(new MatrixCoords(startRow - 2, i));
                engine.AddObject(newTopBlock);
            }


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

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

                engine.AddObject(currBlock);
            }

            TrailObject trailer = new TrailObject(new MatrixCoords(WorldRows / 2, WorldCols / 2), new char[, ] {
                { 'H', 'E', 'L', 'L', 'O' }
            }, 5);

            engine.AddObject(trailer);

            // the ball is here
            Ball theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 3), new MatrixCoords(-1, 1));

            engine.AddObject(theBall);

            // the racket - moves with A/D and space shoots
            Racket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);

            engine.AddObject(theRacket);
        }
Пример #29
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        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);
        }
Пример #30
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        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            // 1. adding ceiling and left/right walls
            for (int i = startRow - 1; i < WorldRows; i++)
            {
                UnpassableBlock newIndBlockLeft = new UnpassableBlock(new MatrixCoords(i, startCol - 1));
                UnpassableBlock newIndBlockRight = new UnpassableBlock(new MatrixCoords(i, endCol));
                engine.AddObject(newIndBlockRight);
                engine.AddObject(newIndBlockLeft);
            }
            for (int i = startCol - 1; i <= endCol; i++)
            {
                UnpassableBlock newTopBlock = new UnpassableBlock(new MatrixCoords(startRow - 2, i));
                engine.AddObject(newTopBlock);
            }


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

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

                engine.AddObject(currBlock);
            }

            TrailObject trailer = new TrailObject(new MatrixCoords(WorldRows / 2, WorldCols / 2), new char[,] { { 'H', 'E', 'L', 'L', 'O' } }, 5);
            engine.AddObject(trailer);

            // the ball is here 
            Ball theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 3), new MatrixCoords(-1, 1));
            engine.AddObject(theBall);

            // the racket - moves with A/D and space shoots
            Racket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength);
            engine.AddObject(theRacket);
        }
        public override IEnumerable <GameObject> ProduceObjects()
        {
            if (this.mooveCount >= this.ballSpeed)
            {
                var trails = new TrailObject[Length];

                for (int i = 0; i < Length; i++)
                {
                    trails[i] = new TrailObject(this.TopLeft, (i + 2) * this.ballSpeed);
                }

                return(trails);
            }
            else
            {
                return(base.ProduceObjects());
            }
        }
        public override IEnumerable<GameObject> ProduceObjects()
        {
            if (this.mooveCount >= this.ballSpeed)
            {
                var trails = new TrailObject[Length];

                for (int i = 0; i < Length; i++)
                {
                    trails[i] = new TrailObject(this.TopLeft, (i + 2) * this.ballSpeed);
                }

                return trails;
            }
            else
            {
                return base.ProduceObjects();
            }
        }
Пример #33
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);
            }
            //10
            ExplodingBlock exBlock = new ExplodingBlock(new MatrixCoords(4, 30));

            engine.AddObject(exBlock);
            //END 10

            //01.The AcademyPopcorn class contains an IndestructibleBlock class.
            //Use it to create side and ceiling walls to the game. You can ONLY edit the
            //AcademyPopcornMain.cs file.

            for (int row = 0; row < 40; row++)
            {
                IndestructibleBlock leftSideBlock  = new IndestructibleBlock(new MatrixCoords(row, 0));
                IndestructibleBlock rightSideBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1));
                engine.AddObject(leftSideBlock);
                engine.AddObject(rightSideBlock);
            }

            for (int col = 0; col < WorldCols; col++)
            {
                IndestructibleBlock ceilingBlock = new IndestructibleBlock(new MatrixCoords(0, col));
                engine.AddObject(ceilingBlock);
            }
            //END 01

            //05
            TrailObject trailObj = new TrailObject(new MatrixCoords(8, 8), 8);
            //engine.AddObject(trailObj);
            //END 05

            //07.Test the MeteoriteBall by replacing the normal ball in the AcademyPopcornMain.cs file.
            MeteoriteBall metBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));

            engine.AddObject(metBall);
            //END 07

            //09
            ImpassableBlock imPassBlock = new ImpassableBlock(new MatrixCoords(4, 7));

            engine.AddObject(imPassBlock);
            UnstoppableBall unstopBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
                                                             new MatrixCoords(-1, 1));
            //engine.AddObject(unstopBall);
            //END 09

            //12
            GiftBlock gift = new GiftBlock(new MatrixCoords(7, 25));

            engine.AddObject(gift);
            //END 12

            //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);
        }
Пример #34
0
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            //The AcademyPopcorn class contains an IndestructibleBlock class. Use it to create side and ceiling walls to the game. You can ONLY edit the AcademyPopcornMain.cs file
            IndestructibleBlock indestructibleBlock = null;
            for (int row = 0; row < WorldRows; row++)
            {
                for (int col = 0; col < WorldCols; col++)
                {
                    if (row == 0)
                    {
                        indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, col));
                        engine.AddObject(indestructibleBlock);
                    }
                    else if (col == 0 || col == WorldCols - 1)
                    {
                        indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, col));
                        engine.AddObject(indestructibleBlock);
                    }
                }
            }

            for (int i = startCol; i < endCol; i++)
            {
                switch (i % 5)
                {
                    case 0:
                        ExplodingBlock explodingBlock = new ExplodingBlock(new MatrixCoords(startRow, i));
                        engine.AddObject(explodingBlock);
                        break;
                    default:
                        switch (i % 3)
                        {
                            case 0:
                                GiftBlock giftBlock = new GiftBlock(new MatrixCoords(startRow, i));
                                engine.AddObject(giftBlock);
                                break;
                            default:
                                Block currBlock = new Block(new MatrixCoords(startRow, i));
                                engine.AddObject(currBlock);
                                break;
                        }
                        break;
                }

            }

            for (int i = 4; i < endCol; i+=3)
            {
                UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(8, i));

                engine.AddObject(currBlock);
            }

            TrailObject to = new TrailObject(new MatrixCoords(5, 6), 15);
            engine.AddObject(to);

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

            engine.AddObject(theBall);

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

            engine.AddObject(theRacket);
        }
 public override IEnumerable<GameObject> ProduceObjects()
 {
     trail[0] = new TrailObject(this.TopLeft, 3);
     return this.trail;
 }
Пример #36
0
 public override IEnumerable <GameObject> ProduceObjects()
 {
     trail[0] = new TrailObject(this.TopLeft, 3);
     return(this.trail);
 }
Пример #37
0
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol   = WorldCols - 2;

            //The AcademyPopcorn class contains an IndestructibleBlock class. Use it to create side and ceiling walls to the game. You can ONLY edit the AcademyPopcornMain.cs file
            IndestructibleBlock indestructibleBlock = null;

            for (int row = 0; row < WorldRows; row++)
            {
                for (int col = 0; col < WorldCols; col++)
                {
                    if (row == 0)
                    {
                        indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, col));
                        engine.AddObject(indestructibleBlock);
                    }
                    else if (col == 0 || col == WorldCols - 1)
                    {
                        indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, col));
                        engine.AddObject(indestructibleBlock);
                    }
                }
            }

            for (int i = startCol; i < endCol; i++)
            {
                switch (i % 5)
                {
                case 0:
                    ExplodingBlock explodingBlock = new ExplodingBlock(new MatrixCoords(startRow, i));
                    engine.AddObject(explodingBlock);
                    break;

                default:
                    switch (i % 3)
                    {
                    case 0:
                        GiftBlock giftBlock = new GiftBlock(new MatrixCoords(startRow, i));
                        engine.AddObject(giftBlock);
                        break;

                    default:
                        Block currBlock = new Block(new MatrixCoords(startRow, i));
                        engine.AddObject(currBlock);
                        break;
                    }
                    break;
                }
            }

            for (int i = 4; i < endCol; i += 3)
            {
                UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(8, i));

                engine.AddObject(currBlock);
            }

            TrailObject to = new TrailObject(new MatrixCoords(5, 6), 15);

            engine.AddObject(to);

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

            engine.AddObject(theBall);

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

            engine.AddObject(theRacket);
        }
Пример #38
0
        public virtual void Run()
        {
            while (true)
            {
                this.renderer.RenderAll();

                System.Threading.Thread.Sleep(this.Sleep);

                this.userInterface.ProcessInput();

                this.renderer.ClearQueue();

                for (int i = 0; i < this.allObjects.Count; i++)
                {
                    if (this.allObjects[i] is MeteoriteBall)
                    {
                        MeteoriteBall ball = (MeteoriteBall)this.allObjects[i];
                        TrailObject trail = new TrailObject(new MatrixCoords(ball.TopLeft.Row, ball.TopLeft.Col), 3);
                        this.renderer.EnqueueForRendering(trail);
                        this.allObjects.Add(trail);
                    }
                    this.allObjects[i].Update();
                    if (this.allObjects[i] is TrailObject)
                    {
                        TrailObject trail = (TrailObject)this.allObjects[i];
                        if (trail.Lifetime < 0)
                        {
                            this.allObjects.Remove(trail);
                            continue;
                        }
                    }

                    this.renderer.EnqueueForRendering(this.allObjects[i]);

                }

                CollisionDispatcher.HandleCollisions(this.movingObjects, this.staticObjects);

                List<GameObject> producedObjects = new List<GameObject>();

                foreach (var obj in this.allObjects)
                {
                    producedObjects.AddRange(obj.ProduceObjects());
                }
                this.allObjects.RemoveAll(obj => obj.IsDestroyed);
                this.movingObjects.RemoveAll(obj => obj.IsDestroyed);
                this.staticObjects.RemoveAll(obj => obj.IsDestroyed);

                foreach (var obj in producedObjects)
                {
                    this.AddObject(obj);
                }
            }
        }
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock0 = new Block(new MatrixCoords(startRow-1, i));
                Block currBlock = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
                engine.AddObject(currBlock0);
            }

               //ExplodingBlock makes trails
             ExplodingBlock explodingBlock = new ExplodingBlock(new MatrixCoords(4,7));
             engine.AddObject(explodingBlock);

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

            //Meteorite Ball makes trails when it moves
            //MeteoriteBall meteroitBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));
            // engine.AddObject(meteroitBall);

            //Unstoppable Ball, can be stopped only by Unpassable Block
            UnstoppableBall unstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
                new MatrixCoords(-1, 1));
            engine.AddObject(unstoppableBall);

            //Falling gift
            Gift giftObject = new Gift(new MatrixCoords(5, 15),
                new MatrixCoords(-1, 0));

            engine.AddObject(giftObject);

            //Gift Block
            GiftBlock giftBlock = new GiftBlock(new MatrixCoords(10, 10));
            engine.AddObject(giftBlock);

            //UnpassableBlock
            UnpassableBlock unpassableBlock = new UnpassableBlock(new MatrixCoords(15, 15));
            engine.AddObject(unpassableBlock);
            UnpassableBlock unpassableBlock1 = new UnpassableBlock(new MatrixCoords(15, 16));
            engine.AddObject(unpassableBlock1);
            UnpassableBlock unpassableBlock2 = new UnpassableBlock(new MatrixCoords(15, 17));
            engine.AddObject(unpassableBlock2);

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

            engine.AddObject(theRacket);

               //Creating second Racket
               //When you add second racket by addObject method, it checks whether the game has already a racket
               //If it does, we are removing the previous, and adding the new one.
               //Racket secondRacket = new Racket(new MatrixCoords(WorldRows -10, WorldCols / 2), RacketLength);
               //engine.AddObject(secondRacket);

            TrailObject trailObject = new TrailObject(new MatrixCoords(1, 1), 20);

            engine.AddObject(trailObject);

            for (int i = 0; i < WorldRows; i++)
            {
                IndestructibleBlock indestructibleBlockLeft = new IndestructibleBlock(new MatrixCoords(i,0));
                IndestructibleBlock indestructibleBlockRight = new IndestructibleBlock(new MatrixCoords(i, WorldCols-1));
                engine.AddObject(indestructibleBlockLeft);
                engine.AddObject(indestructibleBlockRight);
            }

            for (int i = 0; i < WorldCols; i++)
            {
                IndestructibleBlock indestructibleBlockCeiling = new IndestructibleBlock(new MatrixCoords(0, i));
                engine.AddObject(indestructibleBlockCeiling);
            }
        }
Пример #40
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);
            }

            //ordinary ball
            Ball theBall = new Ball(new MatrixCoords(WorldRows / 3, 0),
                new MatrixCoords(-1, 1));
            //engine.AddObject(theBall);

            Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2 - 3), RacketLength);

            engine.AddObject(theRacket);

            /*1.The AcademyPopcorn class contains an IndestructibleBlock class. Use it to create side and ceiling walls to the game.
             You can ONLY edit the AcademyPopcornMain.cs file.*/
            for (int row = startRow - 1; row < WorldRows; row++)
            {
                IndestructibleBlock leftWallBlock = new IndestructibleBlock(new MatrixCoords(row, startCol - 1),
                    IndestructibleBlock.SymbolWall);
                engine.AddObject(leftWallBlock);
                IndestructibleBlock rightWallBlock = new IndestructibleBlock(new MatrixCoords(row, endCol),
                    IndestructibleBlock.SymbolWall);
                engine.AddObject(rightWallBlock);
            }
            //create ceiling (using symbolTop = "_")
            for (int col = startCol - 1; col < WorldCols - 1; col++)
            {
                IndestructibleBlock topWallBlock = new IndestructibleBlock(new MatrixCoords(1, col),
                    IndestructibleBlock.SymbolTop);
                engine.AddObject(topWallBlock);
            }

            TrailObject comet = new TrailObject(new MatrixCoords(WorldRows / 2, WorldCols / 4), new char[,] { { '*' } }, 8);
            engine.AddObject(comet);

            //7.Test the MeteoriteBall by replacing the normal ball in the AcademyPopcornMain.cs file.
            MeteoriteBall metBall = new MeteoriteBall(new MatrixCoords(WorldRows / 3, 0),
                new MatrixCoords(-1, 1), 3);
            //engine.AddObject(metBall);

            //9.Test the UnpassableBlock and the UnstoppableBall by adding them to the engine in AcademyPopcornMain.cs file
            UnstoppableBall unstopBall = new UnstoppableBall(new MatrixCoords(WorldRows / 3, 0), new MatrixCoords(-1, 1));
            engine.AddObject(unstopBall);

            for (int i = 3; i < WorldCols - 2; i = i + 2)
            {
                UnpassableBlock unpassableBlock = new UnpassableBlock(new MatrixCoords(4, i), 'U');
                engine.AddObject(unpassableBlock);
            }

            for (int i = 2; i < WorldCols; i = i + 2)
            {
              ExplodingBlock bombBlock = new ExplodingBlock(new MatrixCoords(4, i), 'B');
              engine.AddObject(bombBlock);
            }

            for (int i = 2; i < WorldCols; i = i + 2)
            {
                GiftBlock giftBlock = new GiftBlock(new MatrixCoords(5, i), 'G');
                engine.AddObject(giftBlock);
            }
        }
        static void Main(string[] args)
        {
            IRenderer renderer = new ConsoleRenderer(WorldRows, WorldCols);
            IUserInterface keyboard = new KeyboardInterface();

           // Engine gameEngine = new Engine(renderer, keyboard);
            ShootEngineRacket gameEngine = new ShootEngineRacket(renderer, keyboard);

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

            keyboard.OnRightPressed += (sender, eventInfo) =>
            {
                gameEngine.MovePlayerRacketRight();
            };
            // task 13
            //Engine gameEngineShoot = new ShootEngineRacket(renderer, keyboard);
            keyboard.OnActionPressed += (sender, eventInfo) =>
            {
                gameEngine.ShootPlayerRacket();
            };


            /* 01.The AcademyPopcorn class contains an IndestructibleBlock class. 
               Use it to create side and ceiling walls to the game. You can ONLY edit the AcademyPopcornMain.cs file.
            */
            for (int i = 2; i < WorldRows; i++)
            {
                IndestructibleBlock rightWall = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1));
                IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(i, 0));
                gameEngine.AddObject(leftWall);
                gameEngine.AddObject(rightWall);
            }
            for (int i = 0; i < WorldCols; i++)
            {
                IndestructibleBlock topWall = new IndestructibleBlock(new MatrixCoords(2, i));
                gameEngine.AddObject(topWall);
            }
            // test 05 task
            TrailObject trailObject = new TrailObject(new MatrixCoords(5, 5), new char[,] { { '*' } }, 20);
            gameEngine.AddObject(trailObject);

           

            Initialize(gameEngine);

            //

            gameEngine.Run();
        }
        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 - 1; i < endCol + 1; i++)
            {
                IndestructibleBlock wallBlock = new IndestructibleBlock(new MatrixCoords(startRow - 1, i));
                engine.AddObject(wallBlock);
            }
            for (int i = startRow; i < WorldRows; i++)
            {
                IndestructibleBlock wallBlock = new IndestructibleBlock(new MatrixCoords(i, startCol - 1));
                IndestructibleBlock wallBlock2 = new IndestructibleBlock(new MatrixCoords(i, endCol));
                engine.AddObject(wallBlock);
                engine.AddObject(wallBlock2);
            }

            //create a row of GiftBlocks
            for (int i = startCol; i < endCol; i++)
            {
                GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow+4, i));

                engine.AddObject(currBlock);
            }

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

            //replace the normal ball with Meteorite ball
            //MeteoriteBall theMeteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));
            //engine.AddObject(theMeteoriteBall);

            //replace the MeteroriteBall with Unstoppable Ball
            Ball theUnstopableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1));
            engine.AddObject(theUnstopableBall);

            //put some unpassable blocks
            for (int i = 2; i < WorldCols; i += 5)
            {
                engine.AddObject(new UnpassableBlock(new MatrixCoords(4, i)));
            }

            //create a sample Gift for testing
            Gift gift = new Gift(new MatrixCoords(1, WorldCols / 2));

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

            TrailObject newTestTrailObject = new TrailObject(new MatrixCoords(startRow  + 10, startCol + 10), new char[,] { { 'V' } }, 20);
            engine.AddObject(newTestTrailObject);

            engine.AddObject(theRacket);
        }
        public override IEnumerable<GameObject> ProduceObjects()
        {
            TrailObject trailObject = new TrailObject(base.GetTopLeft(), new char[,] { { 'x' } }, 3);

            return new GameObject[] { trailObject };
        }
Пример #44
0
        static void Initialize(Engine engine)
        {
            int startRow = 3;
            int startCol = 2;
            int endCol   = WorldCols - 2;

            for (int i = startCol; i < endCol; i++)
            {
                Block currBlock0 = new Block(new MatrixCoords(startRow - 1, i));
                Block currBlock  = new Block(new MatrixCoords(startRow, i));

                engine.AddObject(currBlock);
                engine.AddObject(currBlock0);
            }

            //ExplodingBlock makes trails
            ExplodingBlock explodingBlock = new ExplodingBlock(new MatrixCoords(4, 7));

            engine.AddObject(explodingBlock);

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

            //Meteorite Ball makes trails when it moves
            //MeteoriteBall meteroitBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0),
            //    new MatrixCoords(-1, 1));
            // engine.AddObject(meteroitBall);

            //Unstoppable Ball, can be stopped only by Unpassable Block
            UnstoppableBall unstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0),
                                                                  new MatrixCoords(-1, 1));

            engine.AddObject(unstoppableBall);

            //Falling gift
            Gift giftObject = new Gift(new MatrixCoords(5, 15),
                                       new MatrixCoords(-1, 0));

            engine.AddObject(giftObject);

            //Gift Block
            GiftBlock giftBlock = new GiftBlock(new MatrixCoords(10, 10));

            engine.AddObject(giftBlock);

            //UnpassableBlock
            UnpassableBlock unpassableBlock = new UnpassableBlock(new MatrixCoords(15, 15));

            engine.AddObject(unpassableBlock);
            UnpassableBlock unpassableBlock1 = new UnpassableBlock(new MatrixCoords(15, 16));

            engine.AddObject(unpassableBlock1);
            UnpassableBlock unpassableBlock2 = new UnpassableBlock(new MatrixCoords(15, 17));

            engine.AddObject(unpassableBlock2);

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

            engine.AddObject(theRacket);

            //Creating second Racket
            //When you add second racket by addObject method, it checks whether the game has already a racket
            //If it does, we are removing the previous, and adding the new one.
            //Racket secondRacket = new Racket(new MatrixCoords(WorldRows -10, WorldCols / 2), RacketLength);
            //engine.AddObject(secondRacket);

            TrailObject trailObject = new TrailObject(new MatrixCoords(1, 1), 20);

            engine.AddObject(trailObject);

            for (int i = 0; i < WorldRows; i++)
            {
                IndestructibleBlock indestructibleBlockLeft  = new IndestructibleBlock(new MatrixCoords(i, 0));
                IndestructibleBlock indestructibleBlockRight = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1));
                engine.AddObject(indestructibleBlockLeft);
                engine.AddObject(indestructibleBlockRight);
            }

            for (int i = 0; i < WorldCols; i++)
            {
                IndestructibleBlock indestructibleBlockCeiling = new IndestructibleBlock(new MatrixCoords(0, i));
                engine.AddObject(indestructibleBlockCeiling);
            }
        }
        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 + 3, i));

                engine.AddObject(currBlock);

                Block otherBlock = new Block(new MatrixCoords(19, i));

                engine.AddObject(otherBlock);

                if (i > 19 && i < 30)
                {
                    // add unpassableBlocks
                    UnpassableBlock currUnpassableBlock = new UnpassableBlock(new MatrixCoords(18, i + 1));

                    engine.AddObject(currUnpassableBlock);
                }
            }

            // add GiftBlock
            GiftBlock giftBlock = new GiftBlock(new MatrixCoords(8, 15));

            engine.AddObject(giftBlock);

            // add explodingBlock
            ExplodingBlock explodingBlock  = new ExplodingBlock(new MatrixCoords(startRow + 4, startCol + 1));
            ExplodingBlock explodingBlock1 = new ExplodingBlock(new MatrixCoords(startRow + 14, startCol + 19));

            engine.AddObject(explodingBlock);
            engine.AddObject(explodingBlock1);

            // add disapiared object
            TrailObject trailObject = new TrailObject(new MatrixCoords(17, 5), new char[, ] {
                { 'X', 'X', 'X' }
            }, 100);

            engine.AddObject(trailObject);

            for (int row = startRow - 1; row < WorldRows; row++)
            {
                IndestructibleBlock leftWallBlock  = new IndestructibleBlock(new MatrixCoords(row, 0));
                IndestructibleBlock rightWallBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1));

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

            for (int col = 0; col < WorldCols; col++)
            {
                IndestructibleBlock upWallBlock = new IndestructibleBlock(new MatrixCoords(1, col));

                engine.AddObject(upWallBlock);
            }

            // change ball
            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);

            // test we should remove the previous racket from this.allObjects
            //engine.AddObject(theRacket);
        }
Пример #46
0
 public TrailObject CreateTrail()
 {
     TrailObject trail = new TrailObject(this.topLeft, new char[,] { { '.' } }, TrailLife);
     return trail;
 }