internal static void CreatePlayground() { // Set Console Window View Console.SetBufferSize(80, 25); //Size Console.CursorVisible = false; //Invisible Cursor //Create Walls walls.Draw(); //SandBox brick = new Brick(BrickStartPoint(xLeft, xRight, yTop), Brick.Form.I); }
/// <summary> /// Sets a brick by a secific point. /// </summary> /// <param name="point">The point which the brick is set to.</param> /// <param name="brick">The brick to set into the board.</param> public void SetBrick(Point point, Brick brick) { bricks[(int)point.X, (int)point.Y] = brick; }
/// <summary> /// Sets the brick on a specific point on the board. /// </summary> /// <param name="x">The x direction on the board.</param> /// <param name="y">The y direction on the board.</param> /// <param name="brick">The brick to be set onto the board.</param> public void SetBrick(int x, int y, Brick brick) { bricks[x, y] = brick; }
/// <summary> /// Moves or roatates the brick cluster by a enum direction input. /// </summary> /// <param name="direction">A enum for the direction.</param> public void MoveOrRotate(Brick.Direction direction) { if (direction.Equals(Brick.Direction.ROTATE)) { this.rotate = (rotate + 1) % this.maxRotations; } else { this.centerPos = Point.Add(centerPos, Brick.Dir[direction]); } SetBrickPosition(); }
/// <summary> /// Creats a list of bricks by the form template and the diffrent rotations. /// </summary> /// <returns>A list of bricks.</returns> private List<Brick>[] createBrickList() { List<Brick>[] tempList = new List<Brick>[this.maxRotations]; for (int j = 0; j < brickForm.Transformations.GetLength(1); j++) { for (int i = 0; i < maxRotations; i++) { if (tempList[i] == null) { tempList[i] = new List<Brick>(); } int x = brickForm.Transformations[i, j, 0]; int y = brickForm.Transformations[i, j, 1]; Point p = new Point(x, y); Brick brick = new Brick(p, true, brickForm.BrickColor); tempList[i].Add(brick); } } return tempList; }
public Tetris() { m_matrixP = new Matrix(); m_matrizBricks = new Brick[constants.numbrick]; string formaBrick1 = ""; string formaBrick2 = ""; string formaBrick3 = ""; string formaBrick4 = ""; // ** // Brick ** // hình vuông formaBrick1 += "1100"; formaBrick1 += "1100"; formaBrick1 += "0000"; formaBrick1 += "0000"; m_matrizBricks[0] = new Brick(formaBrick1, formaBrick1, formaBrick1, formaBrick1, 7); // // Brick **** // hình dài formaBrick1 = ""; formaBrick1 += "1000"; formaBrick1 += "1000"; formaBrick1 += "1000"; formaBrick1 += "1000"; formaBrick2 = ""; formaBrick2 += "0000"; formaBrick2 += "1111"; formaBrick2 += "0000"; formaBrick2 += "0000"; m_matrizBricks[1] = new Brick(formaBrick1, formaBrick2, formaBrick1, formaBrick2, 1); // * // Brick *** //hình L formaBrick1 = ""; formaBrick1 += "1100"; formaBrick1 += "1000"; formaBrick1 += "1000"; formaBrick1 += "0000"; formaBrick2 = ""; formaBrick2 += "1110"; formaBrick2 += "0010"; formaBrick2 += "0000"; formaBrick2 += "0000"; formaBrick3 = ""; formaBrick3 += "0100"; formaBrick3 += "0100"; formaBrick3 += "1100"; formaBrick3 += "0000"; formaBrick4 = ""; formaBrick4 += "1000"; formaBrick4 += "1110"; formaBrick4 += "0000"; formaBrick4 += "0000"; m_matrizBricks[2] = new Brick(formaBrick1, formaBrick2, formaBrick3, formaBrick4, 2); // * // Brick *** //hình T formaBrick1 = ""; formaBrick1 += "1000"; formaBrick1 += "1100"; formaBrick1 += "1000"; formaBrick1 += "0000"; formaBrick2 = ""; formaBrick2 += "1110"; formaBrick2 += "0100"; formaBrick2 += "0000"; formaBrick2 += "0000"; formaBrick3 = ""; formaBrick3 += "0100"; formaBrick3 += "1100"; formaBrick3 += "0100"; formaBrick3 += "0000"; formaBrick4 = ""; formaBrick4 += "0100"; formaBrick4 += "1110"; formaBrick4 += "0000"; formaBrick4 += "0000"; m_matrizBricks[3] = new Brick(formaBrick1, formaBrick2, formaBrick3, formaBrick4, 3); // ** // Brick ** // hình Z ngược formaBrick1 = ""; formaBrick1 += "0110"; formaBrick1 += "1100"; formaBrick1 += "0000"; formaBrick1 += "0000"; formaBrick2 = ""; formaBrick2 += "1000"; formaBrick2 += "1100"; formaBrick2 += "0100"; formaBrick2 += "0000"; m_matrizBricks[4] = new Brick(formaBrick1, formaBrick2, formaBrick1, formaBrick2, 4); // ** // Brick ** // hình Z formaBrick1 = ""; formaBrick1 += "1100"; formaBrick1 += "0110"; formaBrick1 += "0000"; formaBrick1 += "0000"; formaBrick2 = ""; formaBrick2 += "0100"; formaBrick2 += "1100"; formaBrick2 += "1000"; formaBrick2 += "0000"; m_matrizBricks[5] = new Brick(formaBrick1, formaBrick2, formaBrick1, formaBrick2, 5); // * // Brick *** //hình L formaBrick1 = ""; formaBrick1 += "1100"; formaBrick1 += "0100"; formaBrick1 += "0100"; formaBrick1 += "0000"; formaBrick2 = ""; formaBrick2 += "1110"; formaBrick2 += "1000"; formaBrick2 += "0000"; formaBrick2 += "0000"; formaBrick3 = ""; formaBrick3 += "1000"; formaBrick3 += "1000"; formaBrick3 += "1100"; formaBrick3 += "0000"; formaBrick4 = ""; formaBrick4 += "0010"; formaBrick4 += "1110"; formaBrick4 += "0000"; formaBrick4 += "0000"; m_matrizBricks[6] = new Brick(formaBrick1, formaBrick2, formaBrick3, formaBrick4, 6); r = new Random(unchecked ((int)DateTime.Now.Ticks)); m_end = true; //game over }