// Dillon Gould public L1Shape(Block anchor, ShapeRenderer.Orientation orientation = ShapeRenderer.Orientation.ORIENT_0) : base(anchor, orientation) { this.color = ShapeRenderer.GetL1Color(); anchor.SetColor(this.color); // Draw a grid and determine what the shape looks like when it is at 0, 90, 180, and 270 degrees. // Then determine the other block offsets. The anchor is (x, y), the block immediately on the right is (x+1, y), the block immediately below is (x, y-1), etc. // Handle adding/creating the other blocks for each potential orientation this.blocks.Add(anchor); switch (orientation) { case ShapeRenderer.Orientation.ORIENT_0: // 0 - Anchor is on the top left this.blocks.Add(anchor.Copy(new Vector2(0, -1))); // Block the the left 2 this.blocks.Add(anchor.Copy(new Vector2(1, 0))); // Block to the right 3 this.blocks.Add(anchor.Copy(new Vector2(2, 0))); // Block below 4 break; case ShapeRenderer.Orientation.ORIENT_1: // 90 - anchor is on the top right this.blocks.Add(anchor.Copy(new Vector2(1, 0))); // Block above 2 this.blocks.Add(anchor.Copy(new Vector2(0, 1))); // Block below 3 this.blocks.Add(anchor.Copy(new Vector2(0, 2))); // Block to the left 4 break; case ShapeRenderer.Orientation.ORIENT_2: // 180 - anchor is on the bottom right this.blocks.Add(anchor.Copy(new Vector2(0, 1))); // Block to the right 2 this.blocks.Add(anchor.Copy(new Vector2(-1, 0))); // Block to the left 3 this.blocks.Add(anchor.Copy(new Vector2(-2, 0))); // Block above 4 break; case ShapeRenderer.Orientation.ORIENT_3: // 270 - anchor is on the bottom left this.blocks.Add(anchor.Copy(new Vector2(-1, 0))); // Block below 2 this.blocks.Add(anchor.Copy(new Vector2(0, -1))); // Block above 3 this.blocks.Add(anchor.Copy(new Vector2(0, -2))); // Block to the right 4 break; default: throw new ArgumentException("Unexpected ShapeRenderer::Orientation in L1Shape constructor: " + orientation); } anchor.SetColor(ShapeRenderer.GetL1AnchorColor()); //rotation offset dictionary this.nextOriToOffsets = new Dictionary <ShapeRenderer.Orientation, List <Vector2> >(); // Note: Set the first Vector2 to (0, 0) to not move the anchor // 270 -> 0 nextOriToOffsets.Add(ShapeRenderer.Orientation.ORIENT_0, new[] { new Vector2(0, 0), new Vector2(1, -1), new Vector2(1, 1), new Vector2(2, 2) }.ToList()); // 0 -> 90 nextOriToOffsets.Add(ShapeRenderer.Orientation.ORIENT_1, new[] { new Vector2(0, 0), new Vector2(1, 1), new Vector2(-1, 1), new Vector2(-2, 2) }.ToList()); // 90 -> 180 nextOriToOffsets.Add(ShapeRenderer.Orientation.ORIENT_2, new[] { new Vector2(0, 0), new Vector2(-1, 1), new Vector2(-1, -1), new Vector2(-2, -2) }.ToList()); // 180 -> 270 nextOriToOffsets.Add(ShapeRenderer.Orientation.ORIENT_3, new[] { new Vector2(0, 0), new Vector2(-1, -1), new Vector2(1, -1), new Vector2(2, -2) }.ToList()); }