public DropPiece(DropPieceSimple simple = null) { Positions = new PlayfieldPoint[NumColumns]; PositionLerp = new float[NumColumns]; // create player block: for (var x = 0; x < NumColumns; x++) { Positions[x] = new PlayfieldPoint(); } CurrentState = State.Whole; DropPieceSimple = simple; }
public void Reset(PlayfieldPoint pos, DropPieceSimple simple) { DropPieceSimple = simple; for (var x = 0; x < NumColumns; x++) { Positions[x].Column = pos.Column + x; Positions[x].Row = pos.Row; } CurrentState = State.Whole; HoldTimer = HoldTime; FastDrop = false; }
public void Reset(PlayfieldPoint pos, bool allowJewel, DropPieceSimple.GetCellState del = null) { DropPieceSimple = new DropPieceSimple(); if (del == null) { del = DropPieceSimple.RandomCell; } for (var x = 0; x < NumColumns; x++) { Positions[x].Column = pos.Column + x; Positions[x].Row = pos.Row; } DropPieceSimple.Reset(allowJewel, del); CurrentState = State.Whole; HoldTimer = HoldTime; FastDrop = false; }
public Cell GetCell(PlayfieldPoint p) => Cells[p.Column][p.Row];