示例#1
0
    void moveDown(GameEntity e, IntVector2 position)
    {
        var nextRowPos = GameBoardLogic.GetNextEmptyRow(_context, position);

        if (nextRowPos != position.y)
        {
            e.ReplacePosition(new IntVector2(position.x, nextRowPos));
        }
    }
示例#2
0
    void moveDown(GameEntity e, int column, int row)
    {
        var nextRowPos = GameBoardLogic.GetNextEmptyRow(_context, column, row);

        if (nextRowPos != row)
        {
            e.ReplacePosition(column, nextRowPos);
        }
    }
示例#3
0
    protected override void Execute(List <GameEntity> entities)
    {
        var gameBoard = _context.gameBoard;

        for (int column = 0; column < gameBoard.columns; column++)
        {
            var nextRowPos = GameBoardLogic.GetNextEmptyRow(_context, column, gameBoard.rows);
            while (nextRowPos != gameBoard.rows)
            {
                _context.CreateRandomPiece(column, nextRowPos);
                nextRowPos = GameBoardLogic.GetNextEmptyRow(_context, column, gameBoard.rows);
            }
        }
    }
示例#4
0
    public void Execute(List <Entity> entities)
    {
        var gameBoard = _pool.gameBoard;

        for (int column = 0; column < gameBoard.columns; column++)
        {
            var nextRowPos = GameBoardLogic.GetNextEmptyRow(_pool, column, gameBoard.rows);
            while (nextRowPos != gameBoard.rows)
            {
                _pool.CreateRandomPiece(column, nextRowPos);
                nextRowPos = GameBoardLogic.GetNextEmptyRow(_pool, column, gameBoard.rows);
            }
        }
    }
示例#5
0
    protected override void Execute(List <GameEntity> entities)
    {
        var gameBoard = _context.gameBoard;
        int rows      = gameBoard.rows;
        var position  = new IntVector2(0, rows);

        for (int column = 0; column < gameBoard.columns; column++)
        {
            position.x = column;
            int nextRowPos = GameBoardLogic.GetNextEmptyRow(_context, position);
            int numSpawns  = rows - nextRowPos;
            for (int spawnRow = rows, spawnEnd = rows + numSpawns;
                 spawnRow < spawnEnd; ++spawnRow)
            {
                _context.CreateRandomPiece(column, spawnRow);
            }
        }
    }