示例#1
0
        /// <summary>
        /// Main game function, performs game logic
        /// </summary>
        public void Update()
        {
            if (_currentscore >= MaxScore)
            {
                _timeBetweenFrames = _level >= 4 ?
                                     _timeBetweenFrames.Add(TimeSpan.FromMilliseconds(-35))
                    :
                                     _timeBetweenFrames.Add(TimeSpan.FromMilliseconds(-100));

                _currentscore = 0;
                _level       += 1;
                GameProgressChanged?.Invoke(this, new GameProgressChangedEventArgs(_level, LevelProgress));
                Thread.Sleep(TimeSpan.FromMilliseconds((int)(TimeBeforeGameStart * 0.52)));
                ResetScreen();
                Thread.Sleep(TimeSpan.FromMilliseconds((int)(TimeBeforeGameStart * 0.37)));
                return;
            }

            if (_newShapeNeeded)
            {
                _shape.Location      = new Vector2(3, 0);
                _shape.ShapeOnMatrix = _futureShapeOnMatrix;
                _shape.Color         = _futureColor;
                _shape.UpdateActiveShape();

                if (_shape.ActiveShape.Any(vec => GetBrickAtPosition(vec.X, vec.Y).Color != EmptyCellColor))
                {
                    _isGameRunning = false;
                    _level         = 1;
                    _currentscore  = 0;
                    GameProgressChanged?.Invoke(this, new GameProgressChangedEventArgs(_level, LevelProgress));
                    _timeBetweenFrames = TimeSpan.FromMilliseconds(DefaultTime);
                    return;
                }

                ColorShape();
                SetupFutureShape();
                _futureShapeOnMatrix.ResetShape();
                var preview = _futureShapeOnMatrix.GetListForPreview();

                for (int i = 0; i < preview.Count; i++)
                {
                    _nextShape[i].Color = preview[i] ? _futureColor : EmptyCellColor;
                }

                _newShapeNeeded = false;
                return;
            }

            MoveShape(Direction.Bottom);
        }
示例#2
0
        /// <summary>
        /// Performs row clear if it is needed
        /// </summary>
        /// <param name="y">Row to check</param>
        private void CheckClearGridRow(int y)
        {
            if (_currentscore >= 3)
            {
                return;
            }

            int start = y == _height - 1 ? 2 : 0;
            int end   = y == _height - 1 ? _width - 2 : _width;

            for (int i = start; i < end; i++)
            {
                if (GetBrickAtPosition(i, y).Color == EmptyCellColor)
                {
                    return;
                }
            }

            int half = _width / 2;
            int numOfColorsInGradient = 10;

            Color[][] colorTab = new Color[_width][];

            for (int i = start; i < end; i++)
            {
                colorTab[i] = GenerateGradient(GetBrickAtPosition(i, y).Color, SparkColor, numOfColorsInGradient - 2);
            }

            for (int j = 0; j < numOfColorsInGradient; j++)
            {
                for (int i = start; i < end; i++)
                {
                    GetBrickAtPosition(i, y).Color = colorTab[i][j];
                }

                Thread.Sleep(50);
            }

            for (int i = start; i < end; i++)
            {
                colorTab[i] = GenerateGradient(SparkColor, EmptyCellColor, numOfColorsInGradient - 2);
            }

            for (int j = 0; j < numOfColorsInGradient; j++)
            {
                for (int i = start; i < end; i++)
                {
                    GetBrickAtPosition(i, y).Color = colorTab[i][j];
                }

                Thread.Sleep(35);
            }

            for (int j = y; j > 0; j--)
            {
                for (int i = start; i < end; i++)
                {
                    GetBrickAtPosition(i, j).Color = GetBrickAtPosition(i, j - 1).Color;
                }
            }

            _currentscore += 1;
            GameProgressChanged?.Invoke(this, new GameProgressChangedEventArgs(_level, LevelProgress));

            if (y == _height - 1)
            {
                CheckClearGridRow(_height - 1);
            }
        }