/* Legend: G - gift block X - gift (the block that is dropped after G is hit) E - the exploding block * - TrailObject (used by the meteorite ball or after explosion of ExplodingBlock) @ - bullet fired by the racket % - ExplosionBlockResult blocks */ static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } // build ceiling and left wall for the scene for (int i = 0; i < endCol; i++) { Block ceilingBlock = new IndestructibleBlock(new MatrixCoords(0, i)); Block leftWallBlock = new IndestructibleBlock(new MatrixCoords(i, 0)); engine.AddObject(ceilingBlock); engine.AddObject(leftWallBlock); } // build right wall for the scene for (int i = 0; i < WorldRows; i++) { Block rightWallBlock = new IndestructibleBlock(new MatrixCoords(i, endCol - 1)); engine.AddObject(rightWallBlock); } // meteorite or unstoppable ball test Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // test trail object with random MatrixCoords and lifetime = 15 turns GameObject trailObj = new TrailObject(new MatrixCoords(WorldRows - 6, WorldCols - 12), 15); engine.AddObject(trailObj); // add a gift block Block giftBlock = new GiftBlock(new MatrixCoords(WorldRows - 11, WorldCols - 20)); engine.AddObject(giftBlock); //add unpassable block with random coords Block unpassable = new UnpassableBlock(new MatrixCoords(WorldRows - 15, WorldCols - 10)); engine.AddObject(unpassable); // add exploding block and ordinary blocks around it Block explodingBlock = new ExplodingBlock(new MatrixCoords(WorldRows - 12, WorldCols - 35)); Block leftToExploding = new Block(explodingBlock.TopLeft + new MatrixCoords(0, -1)); Block rightToExploding = new Block(explodingBlock.TopLeft + new MatrixCoords(0, 1)); engine.AddObject(explodingBlock); engine.AddObject(leftToExploding); engine.AddObject(rightToExploding); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } //Ball ball = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(ball); //ex 6 MeteoriteBall mball = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(mball); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); for (int row = 0; row < WorldRows; row++) { IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(leftWall); IndestructibleBlock rigthWall = new IndestructibleBlock(new MatrixCoords(row, WorldCols-1)); engine.AddObject(rigthWall); } //ex 5 //TrailObject lifeObj = new TrailObject(new MatrixCoords(4, 10), new char[,] { { '#' } }, 8); //engine.AddObject(lifeObj); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; Random rnd = new Random(); for (int i = startCol; i < endCol; i++) { if (rnd.Next(startCol, WorldCols*2)> endCol) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } else if (rnd.Next(startCol, WorldCols * 3) > endCol) { ExplodingBlock boomBlock = new ExplodingBlock(new MatrixCoords(startRow, i)); engine.AddObject(boomBlock); } else if (rnd.Next(startCol, WorldCols * 4) > endCol) { GiftBlock giftBlock = new GiftBlock(new MatrixCoords(startRow, i)); engine.AddObject(giftBlock); } else { UnpassableBlock unpBlock = new UnpassableBlock(new MatrixCoords(startRow, i)); engine.AddObject(unpBlock); } } MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); Racket newtheRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength + 1); engine.AddObject(newtheRacket); // Add side wallsя for (int row = 0; row < WorldRows; row++) { IndestructibleBlock leftWallBlock = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(leftWallBlock); IndestructibleBlock rightWallBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(rightWallBlock); } for (int col = 0; col < WorldCols; col++) { IndestructibleBlock roof = new IndestructibleBlock(new MatrixCoords(0, col)); engine.AddObject(roof); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } for (int i = startCol + 10; i < endCol - 5; i++) { UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(startRow + 5, i)); engine.AddObject(currBlock); } for (int i = startCol + 12; i < endCol - 7; i += 3) { ExplodingBlock currBlock = new ExplodingBlock(new MatrixCoords(startRow + 3, i)); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i += 3) { GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow + 8, i)); engine.AddObject(currBlock); } UnstopableBall theBall = new UnstopableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); //Task 1 for (int i = 0; i < WorldRows; i++) { IndestructibleBlock indBlock = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(indBlock); indBlock = new IndestructibleBlock(new MatrixCoords(i, 0)); engine.AddObject(indBlock); } for (int i = 1; i < WorldCols - 1; i++) { IndestructibleBlock indBlock = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(indBlock); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int col = startCol; col < endCol; col++) { if (col == (WorldCols - 2) / 4 || col == WorldCols / 2 || col == WorldCols - 10 || col == WorldCols - 5) // Task 12: Testing the classes Gift and GiftBlock { engine.AddObject(new GiftBlock(new MatrixCoords(startRow, col))); continue; } Block currBlock = new Block(new MatrixCoords(startRow, col)); engine.AddObject(currBlock); } // Task 1: Creating the side walls for (int row = 0; row < WorldRows; row++) { IndestructibleBlock leftSideWallBlock = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(leftSideWallBlock); IndestructibleBlock rightSideWallBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(rightSideWallBlock); } // Task 1: Creating the ceiling wall for (int col = 1; col < WorldCols - 1; col++) { IndestructibleBlock ceilingWallBlock = new IndestructibleBlock(new MatrixCoords(0, col)); engine.AddObject(ceilingWallBlock); } // Task 10: Testing the ExplodingBlock class //engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 3, startCol + 4))); //engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 3, startCol + 3))); //engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 3, startCol + 5))); //engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 3, startCol + 7))); // Task 7: Replacing the normal ball with meteorite ball MeteoriteBall metoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(metoriteBall); //// Task 9: Testing the UnstoppableBall class //UnstoppableBall unstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(unstoppableBall); // Task 9: Testing the UnpassableBlock class for (int col = 5; col < WorldCols; col += 15) { engine.AddObject(new UnpassableBlock(new MatrixCoords(5, col))); } Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } // 01. Adding the ceiling // Adding the top wall startCol -= 2; startRow -= 2; for (int i = startCol; i < WorldCols; i++) { IndestructibleBlock topWall = new IndestructibleBlock(new MatrixCoords(startRow, i)); engine.AddObject(topWall); } // Adding the left wall startRow = 2; startCol = 0; for (int i = startRow; i < WorldRows; i++) { IndestructibleBlock currWall = new IndestructibleBlock(new MatrixCoords(i, startCol)); engine.AddObject(currWall); } // Adding the right wall startRow = 2; startCol = WorldCols - 1; for (int i = startRow; i < WorldRows; i++) { IndestructibleBlock currWall = new IndestructibleBlock(new MatrixCoords(i, startCol)); engine.AddObject(currWall); } Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // 05. Initialize Trailing object // !!! The Object disapears instantly - Must find why!!! TrailObject simpleTrailObject = new TrailObject(new MatrixCoords(10, 10), new char[, ] { { '$' } }, 500); engine.AddObject(simpleTrailObject); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int col = 0; col <WorldCols; col++) { IndestructibleBlock wallLeftBlock = new IndestructibleBlock(new MatrixCoords(0,col)); engine.AddObject(wallLeftBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); if (i == 7) //the seventh block is the first block, being hit by the ball { currBlock = new ExplodingBlock(new MatrixCoords(startRow, i)); } else if (i == endCol-3) //you'll have to wait a little bit to see hit that block with the gift { currBlock = new GiftBlock(new MatrixCoords(startRow, i)); } engine.AddObject(currBlock); } //Add side walls for (int row = 0; row < WorldRows; row++) { IndestructibleBlock wallLeftBlock = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(wallLeftBlock); IndestructibleBlock wallRightBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(wallRightBlock); } //trail object char[,] signOfTrail={{'*'}}; TrailObject trail=new TrailObject(new MatrixCoords(13,13),signOfTrail,10); engine.AddObject(trail); //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //testing the meteorite ball MeteoriteBall secondBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(secondBall); //engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // adding an unpassable block and an unstoppable ball for (int i = 10; i < WorldRows; i++) { engine.AddObject(new UnpassableBlock(new MatrixCoords(i, 8))); } engine.AddObject(new UnstoppableBall(new MatrixCoords(WorldRows - 1, WorldCols / 2 + 1), new MatrixCoords(-1, 1))); }
static void Initialize(Engine engine) { int startRow = 2; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow + 1, i)); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow + 2, i)); engine.AddObject(currBlock); } Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 35), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Ball twoBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(twoBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 2, WorldCols / 2), RacketLength); engine.AddObject(theRacket); for (int row = 0; row < WorldRows; row++) { IndestructibleBlock wallLeft = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(wallLeft); IndestructibleBlock wallRight = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(wallRight); } for (int col = 0; col < WorldCols; col++) { IndestructibleBlock wallDown = new IndestructibleBlock(new MatrixCoords(WorldRows - 1, col)); engine.AddObject(wallDown); IndestructibleBlock wallUp = new IndestructibleBlock(new MatrixCoords(startRow - 2, col)); engine.AddObject(wallUp); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = 0; i < WorldCols; i++) { IndestructibleBlock indBlock = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(indBlock); } for (int i = 1; i < WorldRows; i++) { IndestructibleBlock indBlock = new IndestructibleBlock(new MatrixCoords(i, 0)); engine.AddObject(indBlock); } for (int i = 1; i < WorldRows; i++) { IndestructibleBlock indBlock = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(indBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(theBall); //Ball theMeteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(theMeteoriteBall); Ball theUnsBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theUnsBall); UnpassableBlock theUnpasBlock = new UnpassableBlock(new MatrixCoords(WorldRows - 19, WorldCols - 21)); engine.AddObject(theUnpasBlock); GiftBlock theGiftBlock = new GiftBlock(new MatrixCoords(5, 7)); engine.AddObject(theGiftBlock); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } // Add walls for (int i = 0; i < WorldRows; i++) { IndestructibleBlock currLeftWall = new IndestructibleBlock(new MatrixCoords(i, 0)); engine.AddObject(currLeftWall); IndestructibleBlock currRightWall = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(currRightWall); } //add roof for (int i = 0; i < WorldCols; i++) { IndestructibleBlock currLeftWall = new IndestructibleBlock(new MatrixCoords(0, i), '-'); engine.AddObject(currLeftWall); } Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //Ball theUnstopableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(theUnstopableBall); //engine.AddObject(new UnpassableBlocks(new MatrixCoords(3, 6))); engine.AddObject(new GiftBlock(new MatrixCoords(4, 6))); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 2; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow+1, i)); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow + 2, i)); engine.AddObject(currBlock); } Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 35), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Ball twoBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(twoBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 2, WorldCols / 2), RacketLength); engine.AddObject(theRacket); for (int row = 0; row < WorldRows; row++) { IndestructibleBlock wallLeft = new IndestructibleBlock(new MatrixCoords(row,0)); engine.AddObject(wallLeft); IndestructibleBlock wallRight = new IndestructibleBlock(new MatrixCoords(row, WorldCols-1)); engine.AddObject(wallRight); } for (int col = 0; col < WorldCols; col++) { IndestructibleBlock wallDown = new IndestructibleBlock(new MatrixCoords(WorldRows - 1, col)); engine.AddObject(wallDown); IndestructibleBlock wallUp = new IndestructibleBlock(new MatrixCoords(startRow-2, col)); engine.AddObject(wallUp); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); //if (i == 7)//Task 10 -> the first block that the ball hits is exploadable //{ // currBlock = new ExplodingBlock(new MatrixCoords(startRow, i)); //} //Task 12 - bellow //if (i == endCol - 3) //the second block that the ball hits //{ // currBlock = new GiftBlock(new MatrixCoords(startRow, i)); //} engine.AddObject(currBlock); } // Add walls - Task 1 for (int row = 2; row < WorldRows; row++) { IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(row, 0)); IndestructibleBlock rightWall = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(leftWall); engine.AddObject(rightWall); } for (int col = 0; col < WorldCols; col++) { IndestructibleBlock topWall = new IndestructibleBlock(new MatrixCoords(2, col)); engine.AddObject(topWall); } // Task 9 - the UnpassableBlock, indestructible block //for (int i = 2; i < WorldCols / 2; i += 4) //{ // engine.AddObject(new UnpassableBlock(new MatrixCoords(4, i))); //} //Task 7 --> Test the MeteoriteBall by replacing the normal ball in the AcademyPopcornMain.cs file. //Ball meteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(meteoriteBall); //Task 9 - > the ball destroys all, but bounces off UnpassableBlocks and the wall (so that we can keep playing :) ) Ball theUnstopableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theUnstopableBall); //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } // Task 1 for (int i = 0; i < WorldRows; i++) { IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(i, 0)); engine.AddObject(leftWall); IndestructibleBlock rightWall = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(rightWall); } for (int i = 0; i < WorldCols; i++) { IndestructibleBlock ceiling = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(ceiling); } Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // Task 5, 6, 7 MeteoriteBall meteor = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(meteor); // Task 8, 9 UnstoppableBall unstoppable = new UnstoppableBall(new MatrixCoords(4, 4), new MatrixCoords(1, 1)); engine.AddObject(unstoppable); UnpassableBlock unpassable = new UnpassableBlock(new MatrixCoords(9, 9)); engine.AddObject(unpassable); // Task 10 ExplodingBlock explodeBlock = new ExplodingBlock(new MatrixCoords(8, 8)); engine.AddObject(explodeBlock); // Task 11, 12 GiftBlock gift = new GiftBlock(new MatrixCoords(10, 10)); engine.AddObject(gift); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; //Problem One - Create ceiling wall for (int i = 0; i < WorldCols; i++) { IndestructibleBlock ceilBlock = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(ceilBlock); } //Problem One - Create side walls for (int i = 0; i < WorldRows; i++) { IndestructibleBlock leftBlock = new IndestructibleBlock(new MatrixCoords(i, 0)); IndestructibleBlock rightBlock = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(leftBlock); engine.AddObject(rightBlock); } for (int i = startCol; i < endCol; i++) { //Problem Nine - Test UnpassableBlock //UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(startRow, i)); //Problem Ten - Test ExplodingBlock //ExplodingBlock currBlock = new ExplodingBlock(new MatrixCoords(startRow, i)); //Problem Twelve - Test GiftBlock GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } //Problem Seven - Test MeteoriteBall //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //Problem Nine - Test UnstoppableBall UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); //Problem Thirteen - Test ShootingRacket ShootingRacket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i), new [,] {{'#'}}); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow + 1, i), new[,] { { '#' } }); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow + 2, i), new[,] { { '#' } }); engine.AddObject(currBlock); } Racket someRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(someRacket); for (int row = 3; row < WorldRows; row++) { UnpassableBlock leftWall = new UnpassableBlock(new MatrixCoords(row, 1)); engine.AddObject(leftWall); UnpassableBlock rightWall = new UnpassableBlock(new MatrixCoords(row, endCol)); engine.AddObject(rightWall); } for (int col = 1; col <= endCol; col++) { IndestructibleBlock topWall = new IndestructibleBlock(new MatrixCoords(startRow - 1, col)); engine.AddObject(topWall); } //MeteoriteBall meteoriteBall = new MeteoriteBall(new MatrixCoords(7, 7), new MatrixCoords(1, 1)); //engine.AddObject(meteoriteBall); UnstoppableBall unstoppableBall = new UnstoppableBall(new MatrixCoords(7, 7), new MatrixCoords(1, 1)); engine.AddObject(unstoppableBall); ExplodingBlock explodingBlock = new ExplodingBlock(new MatrixCoords(startRow + 3, 15)); engine.AddObject(explodingBlock); GiftBlock giftBlock = new GiftBlock(new MatrixCoords(startRow + 3, endCol - 1)); engine.AddObject(giftBlock); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } // The normal ball without trail //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(theBall); // Exercise 7: Test the MeteoriteBall by replacing the normal ball in the AcademyPopcornMain.cs file. MeteoriteBall theMeteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theMeteoriteBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // Exercise 1 - Add left and right side walls for (int row = 0; row < WorldRows; row++) { IndestructibleBlock leftWallBlock = new IndestructibleBlock(new MatrixCoords(row, 1)); engine.AddObject(leftWallBlock); IndestructibleBlock rightWallBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(rightWallBlock); } // Exercise 1 - Add ceiling wall for (int col = 1; col < WorldCols; col++) { IndestructibleBlock upperWallBlock = new IndestructibleBlock(new MatrixCoords(1, col)); engine.AddObject(upperWallBlock); } // Exercise 5 - test the trailObject by adding an instance of TrailObject in the engine // it appears in the middle of the game screen and disappears after a certain period of time TrailObject trailObject = new TrailObject(new MatrixCoords((WorldRows / 2), (WorldCols / 2)), new char[,] { { '*' } }, 10); engine.AddObject(trailObject); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); // <Task 1> IndestructibleBlock ceilingBlock = new IndestructibleBlock(new MatrixCoords(startRow - 1, i)); IndestructibleBlock leftSideBlock = new IndestructibleBlock(new MatrixCoords(i, startCol - 1)); IndestructibleBlock rightSideBlock = new IndestructibleBlock(new MatrixCoords(i, endCol)); engine.AddObject(ceilingBlock); engine.AddObject(leftSideBlock); engine.AddObject(rightSideBlock); engine.AddObject(currBlock); } //<Task 5> TrailObject trailBlock = new TrailObject(new MatrixCoords(WorldRows / 2, WorldCols / 2), new char[, ] { { '&' } }, 30); engine.AddObject(trailBlock); /* <Task 6> * MeteoriteBall mBall = new MeteoriteBall(new MatrixCoords(10, 10), new MatrixCoords(1, 1), 3); * engine.AddObject(mBall); * * <Task9> Test UnstoppableBall * Ball theUnstopableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); * engine.AddObject(theUnstopableBall); * * for (int i = 2; i < WorldCols/2; i+=4) * { * engine.AddObject(new UnpassableBlock(new MatrixCoords(4, i))); * } */ Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); // <Task 1> IndestructibleBlock ceilingBlock = new IndestructibleBlock(new MatrixCoords(startRow - 1, i)); IndestructibleBlock leftSideBlock = new IndestructibleBlock(new MatrixCoords(i, startCol - 1)); IndestructibleBlock rightSideBlock = new IndestructibleBlock(new MatrixCoords(i, endCol)); engine.AddObject(ceilingBlock); engine.AddObject(leftSideBlock); engine.AddObject(rightSideBlock); engine.AddObject(currBlock); } //<Task 5> TrailObject trailBlock = new TrailObject(new MatrixCoords(WorldRows / 2, WorldCols / 2), new char[,] { { '&' } }, 30); engine.AddObject(trailBlock); /* <Task 6> MeteoriteBall mBall = new MeteoriteBall(new MatrixCoords(10, 10), new MatrixCoords(1, 1), 3); engine.AddObject(mBall); <Task9> Test UnstoppableBall Ball theUnstopableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theUnstopableBall); for (int i = 2; i < WorldCols/2; i+=4) { engine.AddObject(new UnpassableBlock(new MatrixCoords(4, i))); } */ Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } // Task 1 for (int i = 0; i < WorldRows; i++) { IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(i, 0)); engine.AddObject(leftWall); IndestructibleBlock rightWall = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(rightWall); } for (int i = 0; i < WorldCols; i++) { IndestructibleBlock ceiling = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(ceiling); } Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // Task 5, 6, 7 MeteoriteBall meteor = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(meteor); // Task 8, 9 UnstoppableBall unstoppable = new UnstoppableBall(new MatrixCoords(4,4), new MatrixCoords(1, 1)); engine.AddObject(unstoppable); UnpassableBlock unpassable = new UnpassableBlock(new MatrixCoords(9, 9)); engine.AddObject(unpassable); // Task 10 ExplodingBlock explodeBlock = new ExplodingBlock( new MatrixCoords(8,8)); engine.AddObject(explodeBlock); // Task 11, 12 GiftBlock gift = new GiftBlock(new MatrixCoords(10, 10)); engine.AddObject(gift); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; engine.AddObject(new TailObject(new MatrixCoords(10, 5), new char[1,1] {{'%'}}, 5)); for (int i = startCol; i < endCol; i++) { Block currBlock2 = new Block(new MatrixCoords(startRow + 1, i)); engine.AddObject(currBlock2); ExplodingBlock currBlock3 = new ExplodingBlock(new MatrixCoords(startRow + 2, i)); engine.AddObject(currBlock3); GiftBlock currBlock4 = new GiftBlock(new MatrixCoords(startRow + 3, i)); engine.AddObject(currBlock4); } for (int i = startCol - 1; i <= endCol; i++) { IndestructibleBlock currBlock = new IndestructibleBlock(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } for (int i = startRow; i <= WorldRows; i++) { IndestructibleBlock currBlock1 = new IndestructibleBlock(new MatrixCoords(i, startCol - 1)); IndestructibleBlock currBlock2 = new IndestructibleBlock(new MatrixCoords(i, endCol )); engine.AddObject(currBlock1); engine.AddObject(currBlock2); } //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Gift gift = new Gift(new MatrixCoords(8, 20)); engine.AddObject(gift); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
private static void InitializeWalls(Engine engine) { for (int row = 0; row < WorldRows; row++) { IndestructibleBlock wall = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(wall); wall = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(wall); } //ceiling for (int col = 1; col < WorldCols-1; col++) { IndestructibleBlock wall = new IndestructibleBlock(new MatrixCoords(0, col)); engine.AddObject(wall); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); ExplodingBlock expBlock = new ExplodingBlock(new MatrixCoords(startRow + 2,i)); Block someMoreBlock = new Block(new MatrixCoords(startRow + 1, i)); engine.AddObject(currBlock); engine.AddObject(expBlock); engine.AddObject(someMoreBlock); } MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1),3); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); //add sides for (int row = 0; row < WorldRows; row++) { IndestructibleBlock leftIndestructibleBlock = new IndestructibleBlock(new MatrixCoords(row,0)); engine.AddObject(leftIndestructibleBlock); IndestructibleBlock rightIndestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols-1)); engine.AddObject(rightIndestructibleBlock); } //add roof for (int col = 0; col < WorldCols; col++) { IndestructibleBlock topIndestructibleBlock = new IndestructibleBlock(new MatrixCoords(0,col)); engine.AddObject(topIndestructibleBlock); } Gift gift = new Gift(new MatrixCoords(0,10)); engine.AddObject(gift); GiftBlock giftBlock = new GiftBlock(new MatrixCoords(7,33)); engine.AddObject(giftBlock); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; //task one for (int i = 0; i < WorldCols; i++) { IndestructibleBlock ceilBlock = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(ceilBlock); } for (int i = 0; i < WorldRows; i++) { IndestructibleBlock leftBlock = new IndestructibleBlock(new MatrixCoords(i, 0)); IndestructibleBlock rightBlock = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(leftBlock); engine.AddObject(rightBlock); } // //nineth task //tenth task //twelfth task for (int i = startCol; i < endCol; i++) { GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } //seventh task //nineth task UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); //thirdteenth task ShootingRacket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } //Add left/right/ side walls for (int i = startRow - 1; i < WorldRows + 1; i++) { IndestructibleBlock leftUndestrBlock = new IndestructibleBlock(new MatrixCoords(i, startCol - 2)); engine.AddObject(leftUndestrBlock); IndestructibleBlock rightUndestrBlock = new IndestructibleBlock(new MatrixCoords(i, endCol + 1)); engine.AddObject(rightUndestrBlock); } //Add ceiling for (int i = startCol - 1; i < WorldCols; i++) { IndestructibleBlock topUndestrBlock = new IndestructibleBlock(new MatrixCoords(startRow - 1, i)); engine.AddObject(topUndestrBlock); } //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(theBall); //Meteorite ball MeteoriteBall theMeteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theMeteoriteBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket someRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(someRacket); //ShootingRacket shootingRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); //engine.AddObject(shootingRacket); for (int row = 3; row < WorldRows; row++) { IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(row, 1)); engine.AddObject(leftWall); IndestructibleBlock rightWall = new IndestructibleBlock(new MatrixCoords(row, endCol)); engine.AddObject(rightWall); } for (int col = 1; col <= endCol; col++) { IndestructibleBlock topWall = new IndestructibleBlock(new MatrixCoords(startRow - 1, col)); engine.AddObject(topWall); } //TrailObject trailObject = new TrailObject(new MatrixCoords(7, 7), new[,] { { '*' } }, 15); //engine.AddObject(trailObject); MeteoriteBall meteoriteBall = new MeteoriteBall(new MatrixCoords(7, 7), new MatrixCoords(1, 1)); engine.AddObject(meteoriteBall); }
private static void AddGameFieldWalls(Engine engine) { // add left and right wolls for (int row = 2; row < WorldRows; row++) { var leftWoll = new IndestructibleBlock(new MatrixCoords(row, 0)); var rightWoll = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(leftWoll); engine.AddObject(rightWoll); } // add roof for (int col = 0; col < WorldCols; col++) { var roof = new IndestructibleBlock(new MatrixCoords(1, col)); engine.AddObject(roof); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } // Task 1 for (int j = 1; j < WorldRows; j++) { IndestructibleBlock leftBlock = new IndestructibleBlock(new MatrixCoords(j, 0)); IndestructibleBlock rightBlock = new IndestructibleBlock(new MatrixCoords(j, WorldCols - 1)); engine.AddObject(leftBlock); engine.AddObject(rightBlock); } // Task 1 for (int z = 0; z < WorldCols; z++) { IndestructibleBlock topBlock = new IndestructibleBlock(new MatrixCoords(1, z)); engine.AddObject(topBlock); } UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); //TrailObject trail = new TrailObject(new MatrixCoords(10, 10), new char[,] { {'T'} }, 10); //engine.AddObject(trail); }
static void SetBorders(Engine engine) { //left border for (int row = 0; row < WorldRows; row++) { IndestructibleBlock borderLeft = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(borderLeft); } //right border for (int row = 0; row < WorldRows; row++) { IndestructibleBlock borderRight = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(borderRight); } //top for (int col = 0; col < WorldCols; col++) { IndestructibleBlock borderTop = new IndestructibleBlock(new MatrixCoords(0, col)); engine.AddObject(borderTop); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } // Task7: TestMeteoriteBall MeteoriteBall someMeteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1),3); engine.AddObject(someMeteoriteBall); //================================================================================================================ //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // Task1: CreateWalls for (int row = 0; row < WorldRows; row++) { IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(leftWall); IndestructibleBlock rightWall=new IndestructibleBlock(new MatrixCoords(row,WorldCols-1)); engine.AddObject(rightWall); } for(int col=0;col<WorldCols;col++) { IndestructibleBlock uperWall=new IndestructibleBlock(new MatrixCoords(0,col)); engine.AddObject(uperWall); } //==================================================================================== }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; // Task 1: for (int i = 0; i < WorldCols; i++) { IndestructibleBlock ceilBlock = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(ceilBlock); } for (int i = 0; i < WorldRows; i++) { IndestructibleBlock leftBlock = new IndestructibleBlock(new MatrixCoords(i, 0)); IndestructibleBlock rightBlock = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(leftBlock); engine.AddObject(rightBlock); } //End of task 1. for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } //Task 7: MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < 10; i++) // Task 9 Test { UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } for (int i = 10; i < 20; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } for (int i = 20; i < 30; i++) // Task 12 Test GiftBlock and Gift { GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } for (int i = 30; i < endCol; i++) // Task 10. Exploding Block test { ExplodingBlock currBlock = new ExplodingBlock(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } for (int i = 0; i < WorldRows; i++) // Task 1 Create walls { IndestructibleBlock leftWalls = new IndestructibleBlock(new MatrixCoords(i, 0)); IndestructibleBlock rightWalls = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(leftWalls); engine.AddObject(rightWalls); } for (int i = 0; i < WorldCols; i++) // Task 1 Create ceiling { IndestructibleBlock ceiling = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(ceiling); } MeteoriteBall meteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // Task 7 Add Meteorite Ball new MatrixCoords(-1, 1)); engine.AddObject(meteoriteBall); //UnstoppableBall unstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), // Task 9 Test Unstoppable ball // new MatrixCoords(-1, 1)); //engine.AddObject(unstoppableBall); //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; #region Add some layers of ordinary blocks and a layer of exploding block in the middle for (int i = startCol; i < endCol; i++) { Block currBlock1 = new Block(new MatrixCoords(startRow, i)); Block currBlock2 = new Block(new MatrixCoords(startRow + 1, i)); Block currBlock3 = new Block(new MatrixCoords(startRow + 2, i)); engine.AddObject(currBlock1); engine.AddObject(currBlock2); engine.AddObject(currBlock3); } for (int i = startCol; i < endCol; i++) { ExplodingBlock currBlock = new ExplodingBlock(new MatrixCoords(startRow + 3, i)); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock1 = new Block(new MatrixCoords(startRow + 4, i)); Block currBlock2 = new Block(new MatrixCoords(startRow + 5, i)); Block currBlock3 = new Block(new MatrixCoords(startRow + 6, i)); engine.AddObject(currBlock1); engine.AddObject(currBlock2); engine.AddObject(currBlock3); } #endregion #region Add a layer of gift objects //for (int i = startCol; i < endCol; i++) //{ // GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow, i)); // engine.AddObject(currBlock); //} #endregion #region Create side walls and a ceiling // create side walls for (int i = 0; i < WorldRows; i++) { // create a block for the left wall IndestructibleBlock leftWallBlock = new IndestructibleBlock(new MatrixCoords(i, 0)); // create a block for the right wall IndestructibleBlock rightWallBlock = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(leftWallBlock); engine.AddObject(rightWallBlock); } for (int i = 0; i < WorldCols; i++) { // create a block for the ceiling IndestructibleBlock ceilingBlock = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(ceilingBlock); } #endregion #region Add an impassable wall //for (int i = startRow + 1; i < WorldRows; i++) //{ // // create an impassable block // ImpassableBlock impassableBlock = new ImpassableBlock(new MatrixCoords(i, 2 * WorldCols / 3 + 2)); // engine.AddObject(impassableBlock); //} #endregion #region Create an ordinary ball //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); #endregion #region Replace the ordinary ball with a MeteoriteBall object //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1), 3); #endregion #region Replace the ordinary ball with an UnstoppableBall object UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); #endregion engine.AddObject(theBall); #region Add the racket Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); #endregion #region Add an instance of the TrailObject class //TrailObject ephemera = new TrailObject( // new MatrixCoords(WorldRows / 3, WorldCols / 3), new char[,] { { '@' } }, 10); //engine.AddObject(ephemera); #endregion #region Add a single gift Gift gift = new Gift(new MatrixCoords(WorldRows / 3, WorldCols / 3), new char[, ] { { '@' } }); engine.AddObject(gift); #endregion }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; //01. The AcademyPopcorn class contains an IndestructibleBlock class. // Use it to create side and ceiling walls to the game. You can // ONLY edit the AcademyPopcornMain.cs file. for (int i = 0; i < WorldRows; i++) { Block LeftBorder = new IndestructibleBlock(new MatrixCoords(i, 0)); Block RigthBorder = new IndestructibleBlock(new MatrixCoords(i, WorldCols-1)); engine.AddObject(LeftBorder); engine.AddObject(RigthBorder); } for (int i = 0; i < WorldCols-1; i++) { Block UpBorder = new IndestructibleBlock(new MatrixCoords(0,i)); engine.AddObject(UpBorder); } ////Task 02 - test sleeptime //engine.SleepTime = 100; ////Task 05 - test the TrailObject by adding an instance of it in the engine through the AcademyPopcornMain.cs file. //TrailObject trail = new TrailObject(new MatrixCoords(WorldRows / 2, WorldCols / 2), new char[,] { { '%' } }, 20); //engine.AddObject(trail); ////07. Test the MeteoriteBall by replacing the normal ball in the AcademyPopcornMain.cs file. //Ball theMeteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(theMeteoriteBall); Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); ////09. Test the UnpassableBlock and the UnstoppableBall by adding them to the engine in AcademyPopcornMain.cs file //for (int i = 10; i < WorldCols - 10; i++) //{ // //create an unpassable block // UnpassableBlock unpassableBlock = new UnpassableBlock(new MatrixCoords(10, i)); // engine.AddObject(unpassableBlock); //} //UnstoppableBall ultimateBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 10), new MatrixCoords(-1, 1)); //engine.AddObject(ultimateBall); ////10. Test ExplodingBlock //for (int i = startCol; i < endCol; i++) //{ // if (i % 2 == 0) // { // ExplodingBlock currBlock = new ExplodingBlock(new MatrixCoords(startRow + 1, i)); // engine.AddObject(currBlock); // } // else // { // Block currBlock = new Block(new MatrixCoords(startRow + 1, i)); // engine.AddObject(currBlock); // } //} ////12. Test the Gift and GiftBlock classes by adding them through the AcademyPopcornMain.cs file. //for (int i = startCol + 5; i < endCol - 5; i++) //{ // GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow + 10, i)); // engine.AddObject(currBlock); //} for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); //TODO - Task 13: Implementing Shooting Ability Racket newRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; // "paint" blocks for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 2), new MatrixCoords(-1, 1)); engine.AddObject(theBall); //TrailObject trailObject = new TrailObject(new MatrixCoords(4, 4), 3); //engine.AddObject(trailObject); // Таск 7 // Test the MeteoriteBall by replacing the normal ball in the AcademyPopcornMain.cs file. //MeteoriteBall mBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2 + 1, 1), new MatrixCoords(-1, 1), 3); //engine.AddObject(mBall); // task 9 // Test the UnpassableBlock and the UnstoppableBall by adding them // to the engine in AcademyPopcornMain.cs file UnstoppableBall unBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 2), new MatrixCoords(-1, 1)); //engine.AddObject(unBall); // "paint" unpassable blocks //for (int i = startCol; i < endCol; i++) //{ // UnpassableBlock currBlockTwo = new UnpassableBlock(new MatrixCoords(startRow + 2, i)); // engine.AddObject(currBlockTwo); //} // task 10 //for (int i = startCol; i < endCol; i++) //{ // ExplodingBlock exBlock = new ExplodingBlock(new MatrixCoords(startRow + 2, i)); // engine.AddObject(exBlock); //} // task 11 Gift gift = new Gift(new MatrixCoords(7, 15), new MatrixCoords(1, 0)); engine.AddObject(gift); // task 12 GiftBlock giftBlock = new GiftBlock(new MatrixCoords(5, 8)); engine.AddObject(giftBlock); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // task 1 // The AcademyPopcorn class contains an IndestructibleBlock class. // Use it to create side and ceiling walls to the game. // You can ONLY edit the AcademyPopcornMain.cs file. for (int row = 0; row < WorldRows; row++) { IndestructibleBlock borderBlockLeft = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(borderBlockLeft); } for (int row = 0; row < WorldRows; row++) { IndestructibleBlock borderBlockRight = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(borderBlockRight); } for (int coll = 0; coll < WorldCols; coll++) { IndestructibleBlock borderBlockRight = new IndestructibleBlock(new MatrixCoords(0, coll)); engine.AddObject(borderBlockRight); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock0 = new Block(new MatrixCoords(startRow - 1, i)); Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); engine.AddObject(currBlock0); } //ExplodingBlock makes trails ExplodingBlock explodingBlock = new ExplodingBlock(new MatrixCoords(4, 7)); engine.AddObject(explodingBlock); //Ordinary ball //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(theBall); //Meteorite Ball makes trails when it moves //MeteoriteBall meteroitBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); // engine.AddObject(meteroitBall); //Unstoppable Ball, can be stopped only by Unpassable Block UnstoppableBall unstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(unstoppableBall); //Falling gift Gift giftObject = new Gift(new MatrixCoords(5, 15), new MatrixCoords(-1, 0)); engine.AddObject(giftObject); //Gift Block GiftBlock giftBlock = new GiftBlock(new MatrixCoords(10, 10)); engine.AddObject(giftBlock); //UnpassableBlock UnpassableBlock unpassableBlock = new UnpassableBlock(new MatrixCoords(15, 15)); engine.AddObject(unpassableBlock); UnpassableBlock unpassableBlock1 = new UnpassableBlock(new MatrixCoords(15, 16)); engine.AddObject(unpassableBlock1); UnpassableBlock unpassableBlock2 = new UnpassableBlock(new MatrixCoords(15, 17)); engine.AddObject(unpassableBlock2); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); //Creating second Racket //When you add second racket by addObject method, it checks whether the game has already a racket //If it does, we are removing the previous, and adding the new one. //Racket secondRacket = new Racket(new MatrixCoords(WorldRows -10, WorldCols / 2), RacketLength); //engine.AddObject(secondRacket); TrailObject trailObject = new TrailObject(new MatrixCoords(1, 1), 20); engine.AddObject(trailObject); for (int i = 0; i < WorldRows; i++) { IndestructibleBlock indestructibleBlockLeft = new IndestructibleBlock(new MatrixCoords(i, 0)); IndestructibleBlock indestructibleBlockRight = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(indestructibleBlockLeft); engine.AddObject(indestructibleBlockRight); } for (int i = 0; i < WorldCols; i++) { IndestructibleBlock indestructibleBlockCeiling = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(indestructibleBlockCeiling); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startRow; i < WorldRows; ++i) { IndestructibleBlock indestructibleBlockLeft = new IndestructibleBlock(new MatrixCoords(i, 0)); IndestructibleBlock indestructibleBlockRight = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(indestructibleBlockLeft); engine.AddObject(indestructibleBlockRight); } for (int i = 0; i < WorldCols; ++i) { IndestructibleBlock indestructibleBlockTop = new IndestructibleBlock(new MatrixCoords(startRow - 1, i)); engine.AddObject(indestructibleBlockTop); } Random random = new Random(); for (int row = 0; row < 3; ++row) { for (int i = startCol; i < endCol; i++) { int rand = random.Next(4); Block currBlock; if (rand == 0) { currBlock = new ExplodingBlock(new MatrixCoords(startRow + row, i)); } else if (rand == 1) { currBlock = new GiftBlock(new MatrixCoords(startRow + row, i)); } else if (rand == 2) { currBlock = new UnpassableBlock(new MatrixCoords(startRow + row, i)); } else { currBlock = new Block(new MatrixCoords(startRow + row, i)); } engine.AddObject(currBlock); } } MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, WorldCols / 2), new MatrixCoords(-1, 1)); engine.AddObject(theBall); ShootingRacket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); engine.AddObject(new TrailObject(new MatrixCoords(WorldRows - 1, 2), 5)); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { if (i == 11) // Testing the explosion object { engine.AddObject(new Block(new MatrixCoords(startRow, i))); engine.AddObject(new Block(new MatrixCoords(startRow + 1, i))); engine.AddObject(new ExplodingBlock(new MatrixCoords(startRow + 2, i))); } else if (i == 35) // Testing the gift Object { engine.AddObject(new Block(new MatrixCoords(startRow, i))); engine.AddObject(new Block(new MatrixCoords(startRow + 1, i))); engine.AddObject(new GiftBlock(new MatrixCoords(startRow + 2, i))); } else { engine.AddObject(new Block(new MatrixCoords(startRow, i))); engine.AddObject(new Block(new MatrixCoords(startRow + 1, i))); engine.AddObject(new Block(new MatrixCoords(startRow + 2, i))); } } // 09. Adding Unpassable wall for (int i = endCol / 2; i < endCol / 2 + 4; i++) { engine.AddObject(new UnpassableBlock(new MatrixCoords(startRow + 3, i))); } // 01. Adding the ceiling // Adding the top wall startCol -= 2; startRow -= 2; for (int i = startCol; i < WorldCols; i++) { IndestructibleBlock topWall = new IndestructibleBlock(new MatrixCoords(startRow, i)); engine.AddObject(topWall); } // Adding the left wall startRow = 2; startCol = 0; for (int i = startRow; i < WorldRows; i++) { IndestructibleBlock currWall = new IndestructibleBlock(new MatrixCoords(i, startCol)); engine.AddObject(currWall); } // Adding the right wall startRow = 2; startCol = WorldCols - 1; for (int i = startRow; i < WorldRows; i++) { IndestructibleBlock currWall = new IndestructibleBlock(new MatrixCoords(i, startCol)); engine.AddObject(currWall); } // 07. Testing the metheorite ball Ball theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); // 09. Testing the unstappable ball //UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // 05. Initialize Trailing object //TrailObject simpleTrailObject = new TrailObject(new MatrixCoords(10, 10), new char[,] {{'o'}}, 10); //engine.AddObject(simpleTrailObject); // 11. Testing the gift Object //Gift testGift = new Gift(new MatrixCoords(WorldRows / 2, 10), new char[,] {{'8'}}, new MatrixCoords(1, 0)); //engine.AddObject(testGift); }
public void Initialize(Engine engine) { // Initialize ceiling for (int i = wallStartRow; i < WorldCols; i++) { Block ceiling = new IndestructibleBlock(new MatrixCoords(wallStartRow, i)); engine.AddObject(ceiling); } // Initialize indestructible walls for (int i = wallStartRow + 1; i < WorldRows; i++) { Block leftWallBlock = new IndestructibleBlock(new MatrixCoords(i, 0)); Block rightWallBlock = new IndestructibleBlock(new MatrixCoords(i, GetCols - 1)); engine.AddObject(leftWallBlock); engine.AddObject(rightWallBlock); } // Initialize exploding Blocks for (int i = startCol; i < endCol; i++) { if (i % 7 == 0) { Block explBlock = new ExplodingBlock(new MatrixCoords(startRow + 1, i)); engine.AddObject(explBlock); } } // Initialize Unpassable Blocks for (int i = startCol; i < endCol; i++) { if (i % 5 == 0) { Block unpassableBlock = new UnpassableBlock(new MatrixCoords(WorldRows / 2, i)); engine.AddObject(unpassableBlock); } } // Initialize Gift Blocks for (int i = startCol; i < endCol; i++) { if (i % 8 == 0) { Block currBlock = new GiftBlock(new MatrixCoords(startRow - 1, i)); engine.AddObject(currBlock); } } // Original Blocks for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } // Original Ball //ball theball = new ball(new matrixcoords(worldrows / 2, 0), //new matrixcoords(-1, 1)); //engine.addobject(theball); // Meteorite Ball Test //Ball theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(theBall); // Unstoppable Ball Test Ball theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, GetCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; //The AcademyPopcorn class contains an IndestructibleBlock class. Use it to create side and ceiling walls to the game. You can ONLY edit the AcademyPopcornMain.cs file IndestructibleBlock indestructibleBlock = null; for (int row = 0; row < WorldRows; row++) { for (int col = 0; col < WorldCols; col++) { if (row == 0) { indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, col)); engine.AddObject(indestructibleBlock); } else if (col == 0 || col == WorldCols - 1) { indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, col)); engine.AddObject(indestructibleBlock); } } } for (int i = startCol; i < endCol; i++) { switch (i % 5) { case 0: ExplodingBlock explodingBlock = new ExplodingBlock(new MatrixCoords(startRow, i)); engine.AddObject(explodingBlock); break; default: switch (i % 3) { case 0: GiftBlock giftBlock = new GiftBlock(new MatrixCoords(startRow, i)); engine.AddObject(giftBlock); break; default: Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); break; } break; } } for (int i = 4; i < endCol; i += 3) { UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(8, i)); engine.AddObject(currBlock); } TrailObject to = new TrailObject(new MatrixCoords(5, 6), 15); engine.AddObject(to); UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); ShootingRacket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); // Exercise 1 - add side walls and ceiling wall for (int col = 0; col < WorldCols; col++) { Block indestructibleBlock = new IndestructibleBlock(new MatrixCoords(0, col)); engine.AddObject(indestructibleBlock); } for (int row = 0; row < WorldRows; row++) { Block indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, 0)); engine.AddObject(indestructibleBlock); indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(indestructibleBlock); } // Exercise 5 - TrailObject test //TrailObject trailObject = new TrailObject(new MatrixCoords(10, 15), LifeTime); //engine.AddObject(trailObject); // Exercise 7 - Replace the normal ball with a meteorite ball //Ball meteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1), TrailLifeTime); //engine.AddObject(meteoriteBall); // Exercise 9 - Test the UnstoppableBall and the UnpassableBlock //for (int i = startCol; i < endCol / 2; i++) //{ // Block currBlock = new UnpassableBlock(new MatrixCoords(startRow + 1, i)); // engine.AddObject(currBlock); //} //Ball ustoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(ustoppableBall); // Exercise 10 - Test the Explosion and the ExplosionBlock //Block explosionBlock = new ExplosionBlock(new MatrixCoords(startRow + 1, 7)); //engine.AddObject(explosionBlock); //for (int i = endCol / 2; i < endCol; i++) //{ // Block expBlock = new ExplosionBlock(new MatrixCoords(startRow + 1, i)); // engine.AddObject(expBlock); //} // Exercise 12 - Test the GiftBlock and the Gift //for (int i = startCol; i < endCol; i++) //{ // Block giftBlock = new GiftBlock(new MatrixCoords(startRow + 1, i)); // engine.AddObject(giftBlock); //} // Exercise 13 - Shooting racket test for (int i = startCol; i < endCol; i++) { Block giftBlock = new GiftBlock(new MatrixCoords(startRow + 1, i)); engine.AddObject(giftBlock); } Racket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i += 2) { ExplodingBlock currBlock = new ExplodingBlock(new MatrixCoords(startRow + 1, i)); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i++) { GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow + 2, i), new char[, ] { { '%' } }); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow + 4, i)); engine.AddObject(currBlock); } for (int i = startCol + 5; i < endCol - 5; i++) { UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(startRow + 3, i)); engine.AddObject(currBlock); } for (int i = 1; i < WorldRows; i++) { IndestructibleBlock newIndestructubleBlock = new IndestructibleBlock(new MatrixCoords(i, 0), '║'); engine.AddObject(newIndestructubleBlock); newIndestructubleBlock = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1), '║'); engine.AddObject(newIndestructubleBlock); } for (int i = 1; i < WorldCols - 1; i++) { IndestructibleBlock newIndestructubleBlock = new IndestructibleBlock(new MatrixCoords(0, i), '═'); engine.AddObject(newIndestructubleBlock); newIndestructubleBlock = new IndestructibleBlock(new MatrixCoords(WorldRows - 1, i), '_'); engine.AddObject(newIndestructubleBlock); } UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow + 1, i)); engine.AddObject(currBlock); } for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow + 2, i)); engine.AddObject(currBlock); } for (int i = startCol; i < endCol / 3; i++) { UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(startRow + 4, i)); engine.AddObject(currBlock); } // Exploding blocks. Chain reaction :) for (int i = endCol / 2; i < endCol; i++) { ExplodingBlock currBlock = new ExplodingBlock(new MatrixCoords(startRow + 3, i)); engine.AddObject(currBlock); } //Gift testGift = new Gift(new MatrixCoords(10, 20)); //engine.AddObject(testGift); GiftBlock giftBlock = new GiftBlock(new MatrixCoords(7, 25)); engine.AddObject(giftBlock); // TASK 1 startCol = 0; endCol = WorldRows - 1; for (int i = startRow; i < endCol; i++) // LEFT SIDE { IndestructibleBlock currBlock = new IndestructibleBlock(new MatrixCoords(i, startCol)); engine.AddObject(currBlock); } startCol = WorldCols - 1; for (int i = startRow; i < endCol; i++) // RIGHT SIDE { IndestructibleBlock currBlock = new IndestructibleBlock(new MatrixCoords(i, startCol)); engine.AddObject(currBlock); } startRow = 2; startCol = 0; endCol = WorldCols; for (int i = startCol; i < endCol; i++) // CEILING { IndestructibleBlock currBlock = new IndestructibleBlock(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } // END TASK 1 // Bellow the three balls are added to the engine Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); MeteoriteBall theMeteoriteBall = new MeteoriteBall(new MatrixCoords(20, 9), new MatrixCoords(-1, 1)); UnstoppableBall theUnstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 25), new MatrixCoords(-1, 1)); engine.AddObject(theBall); engine.AddObject(theMeteoriteBall); engine.AddObject(theUnstoppableBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // Part of TASK 5 //TrailObject trailObject = new TrailObject(new MatrixCoords(10, 20), 5); //engine.AddObject(trailObject); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; //The AcademyPopcorn class contains an IndestructibleBlock class. Use it to create side and ceiling walls to the game. You can ONLY edit the AcademyPopcornMain.cs file IndestructibleBlock indestructibleBlock = null; for (int row = 0; row < WorldRows; row++) { for (int col = 0; col < WorldCols; col++) { if (row == 0) { indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, col)); engine.AddObject(indestructibleBlock); } else if (col == 0 || col == WorldCols - 1) { indestructibleBlock = new IndestructibleBlock(new MatrixCoords(row, col)); engine.AddObject(indestructibleBlock); } } } for (int i = startCol; i < endCol; i++) { switch (i % 5) { case 0: ExplodingBlock explodingBlock = new ExplodingBlock(new MatrixCoords(startRow, i)); engine.AddObject(explodingBlock); break; default: switch (i % 3) { case 0: GiftBlock giftBlock = new GiftBlock(new MatrixCoords(startRow, i)); engine.AddObject(giftBlock); break; default: Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); break; } break; } } for (int i = 4; i < endCol; i+=3) { UnpassableBlock currBlock = new UnpassableBlock(new MatrixCoords(8, i)); engine.AddObject(currBlock); } TrailObject to = new TrailObject(new MatrixCoords(5, 6), 15); engine.AddObject(to); UnstoppableBall theBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); ShootingRacket theRacket = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); if (i == 7) // first hit is that brick { currBlock = new ExplodeBlock(new MatrixCoords(startRow, i)); } if (i == 17) // adding gift object { currBlock = new GiftBlock(new MatrixCoords(startRow, i)); } engine.AddObject(currBlock); } // Adding Unpassable Blocks for (int i = 10; i < 15; i++) { UnpassableBlock unpassableBlock = new UnpassableBlock(new MatrixCoords(5, i)); engine.AddObject(unpassableBlock); } // Adding Unstoppable Ball //UnstoppableBall unstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(unstoppableBall); Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); //MeteoriteBall meteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(meteoriteBall); //engine.AddObject(meteoriteBall.Tail); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); for (int i = 0; i < WorldRows; i++) { IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(i, 0)); engine.AddObject(leftWall); IndestructibleBlock rightWall = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(rightWall); } for (int i = 0; i < WorldCols; i++) { IndestructibleBlock ceiling = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(ceiling); } }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } //10 ExplodingBlock exBlock = new ExplodingBlock(new MatrixCoords(4, 30)); engine.AddObject(exBlock); //END 10 //01.The AcademyPopcorn class contains an IndestructibleBlock class. //Use it to create side and ceiling walls to the game. You can ONLY edit the //AcademyPopcornMain.cs file. for (int row = 0; row < 40; row++) { IndestructibleBlock leftSideBlock = new IndestructibleBlock(new MatrixCoords(row, 0)); IndestructibleBlock rightSideBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(leftSideBlock); engine.AddObject(rightSideBlock); } for (int col = 0; col < WorldCols; col++) { IndestructibleBlock ceilingBlock = new IndestructibleBlock(new MatrixCoords(0, col)); engine.AddObject(ceilingBlock); } //END 01 //05 TrailObject trailObj = new TrailObject(new MatrixCoords(8, 8), 8); //engine.AddObject(trailObj); //END 05 //07.Test the MeteoriteBall by replacing the normal ball in the AcademyPopcornMain.cs file. MeteoriteBall metBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(metBall); //END 07 //09 ImpassableBlock imPassBlock = new ImpassableBlock(new MatrixCoords(4, 7)); engine.AddObject(imPassBlock); UnstoppableBall unstopBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(unstopBall); //END 09 //12 GiftBlock gift = new GiftBlock(new MatrixCoords(7, 25)); engine.AddObject(gift); //END 12 //Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; //1. The AcademyPopcorn class contains an IndestructibleBlock class. //Use it to create side and ceiling walls to the game. //You can ONLY edit the AcademyPopcornMain.cs file. //LeftWall for (int i = 0; i < endCol; i++) { IndestructibleBlock leftWall = new IndestructibleBlock(new MatrixCoords(i, 0)); engine.AddObject(leftWall); } //RightWall for (int i = 0; i < endCol; i++) { IndestructibleBlock rightWall = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(rightWall); } //Ceiling for (int i = 1; i < WorldCols - 1; i++) { IndestructibleBlock rightWall = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(rightWall); } //10. Testing the exploding block. for (int i = startCol; i < endCol; i++) { //if (i == 7) //{ // ExplodingBlock boomBlock = new ExplodingBlock(new MatrixCoords(startRow, i)); // // engine.AddObject(boomBlock); //} //else //{ Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); //} } //12. Testing Gift and GiftBlock for (int i = startCol; i < endCol; i++) { GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow + 5, i)); engine.AddObject(currBlock); } //7. Test the MeteoriteBall by replacing the normal ball in the AcademyPopcornMain.cs file. //MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); // //engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); //5. Testing TrailObject //TrailObject trail = new TrailObject(new MatrixCoords(10, 10), 5); // //engine.AddObject(trail); //9. Test the UnpassableBlock and the UnstopableBall by adding them to the engine in AcademyPopcornMain.cs file. //for (int i = 5; i < 20; i++) //{ // UnpassableBlock unpassableBlock = new UnpassableBlock(new MatrixCoords(8, i)); // // engine.AddObject(unpassableBlock); //} // //UnstopableBall theBall = new UnstopableBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); // //engine.AddObject(theBall); Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); //Implement MetheoridBall //MeteoriteBall meteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(meteoriteBall); //Implement UnstopableBall and UnpassableBlocks //UnstoppableBall theUnstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(theUnstoppableBall); for (int i = 0; i < WorldRows; i++) { UnpassableBlock LeftWall = new UnpassableBlock(new MatrixCoords(i, 0)); UnpassableBlock RightWall = new UnpassableBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(LeftWall); engine.AddObject(RightWall); } for (int i = 1; i < WorldCols - 1; i++) { UnpassableBlock UppertWall = new UnpassableBlock(new MatrixCoords(0, i)); engine.AddObject(UppertWall); } //Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); //engine.AddObject(theRacket); //Add indistructuble blocks for (int i = 1; i < WorldRows; i++) { IndestructibleBlock LeftWall = new IndestructibleBlock(new MatrixCoords(i, 1)); IndestructibleBlock RightWall = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 2)); engine.AddObject(LeftWall); engine.AddObject(RightWall); } for (int i = 2; i < WorldCols - 2; i++) { IndestructibleBlock UppertWall = new IndestructibleBlock(new MatrixCoords(1, i)); engine.AddObject(UppertWall); } //Adding several explosion blocks for (int i = 7; i < WorldCols-2; i+=7) { ExplodingBlock explosion = new ExplodingBlock(new MatrixCoords(3, i)); engine.AddObject(explosion); } //Add several gift blocks for (int i = 2; i < WorldCols - 2; i += 7) { GiftBlock giftBlock = new GiftBlock(new MatrixCoords(4, i)); engine.AddObject(giftBlock); } //Add shooting rocket ShootingRacket shoot = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(shoot); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); //Implement MetheoridBall //MeteoriteBall meteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(meteoriteBall); //Implement UnstopableBall and UnpassableBlocks //UnstoppableBall theUnstoppableBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 0), // new MatrixCoords(-1, 1)); //engine.AddObject(theUnstoppableBall); for (int i = 0; i < WorldRows; i++) { UnpassableBlock LeftWall = new UnpassableBlock(new MatrixCoords(i, 0)); UnpassableBlock RightWall = new UnpassableBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(LeftWall); engine.AddObject(RightWall); } for (int i = 1; i < WorldCols - 1; i++) { UnpassableBlock UppertWall = new UnpassableBlock(new MatrixCoords(0, i)); engine.AddObject(UppertWall); } //Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); //engine.AddObject(theRacket); //Add indistructuble blocks for (int i = 1; i < WorldRows; i++) { IndestructibleBlock LeftWall = new IndestructibleBlock(new MatrixCoords(i, 1)); IndestructibleBlock RightWall = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 2)); engine.AddObject(LeftWall); engine.AddObject(RightWall); } for (int i = 2; i < WorldCols - 2; i++) { IndestructibleBlock UppertWall = new IndestructibleBlock(new MatrixCoords(1, i)); engine.AddObject(UppertWall); } //Adding several explosion blocks for (int i = 7; i < WorldCols - 2; i += 7) { ExplodingBlock explosion = new ExplodingBlock(new MatrixCoords(3, i)); engine.AddObject(explosion); } //Add several gift blocks for (int i = 2; i < WorldCols - 2; i += 7) { GiftBlock giftBlock = new GiftBlock(new MatrixCoords(4, i)); engine.AddObject(giftBlock); } //Add shooting rocket ShootingRacket shoot = new ShootingRacket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(shoot); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; // standart blocks #region Standart Blocks for (int row = 2; row < 5; row++) { for (int col = startCol; col < endCol; col++) { Block standartBlock = new Block(new MatrixCoords(row, col)); engine.AddObject(standartBlock); } } #endregion #region GameField Walls for (int row = 0; row < WorldRows - 2; row++) { IndestructibleBlock leftWallBlock = new IndestructibleBlock(new MatrixCoords(row + 2, startCol - 2)); IndestructibleBlock rightWallBlock = new IndestructibleBlock(new MatrixCoords(row + 2, endCol + 1)); engine.AddObject(rightWallBlock); engine.AddObject(leftWallBlock); } for (int col = 0; col < WorldCols; col++) { IndestructibleBlock topWallBlock = new IndestructibleBlock(new MatrixCoords(startRow - 2, col)); engine.AddObject(topWallBlock); } #endregion #region Impassable Blocks for (int col = 1; col < WorldCols - 1; col++) { //if (col == 1 || col == 2) continue; ImpassableBlock imBlock = new ImpassableBlock(new MatrixCoords(11, col)); engine.AddObject(imBlock); } #endregion #region Explosion Blocks for (int col = 2; col < WorldCols - 1; col += 1) { ExplodingBlock expBlock = new ExplodingBlock(new MatrixCoords(5, col)); engine.AddObject(expBlock); } #endregion #region Gift Blocks for (int col = 1; col < WorldCols - 1; col += 5) { GiftBlock giftBlocks = new GiftBlock(new MatrixCoords(6, col)); engine.AddObject(giftBlocks); } #endregion Ball theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow + 3, i)); engine.AddObject(currBlock); Block otherBlock = new Block(new MatrixCoords(19, i)); engine.AddObject(otherBlock); if (i > 19 && i < 30) { // add unpassableBlocks UnpassableBlock currUnpassableBlock = new UnpassableBlock(new MatrixCoords(18, i + 1)); engine.AddObject(currUnpassableBlock); } } // add GiftBlock GiftBlock giftBlock = new GiftBlock(new MatrixCoords(8, 15)); engine.AddObject(giftBlock); // add explodingBlock ExplodingBlock explodingBlock = new ExplodingBlock(new MatrixCoords(startRow + 4, startCol + 1)); ExplodingBlock explodingBlock1 = new ExplodingBlock(new MatrixCoords(startRow + 14, startCol + 19)); engine.AddObject(explodingBlock); engine.AddObject(explodingBlock1); // add disapiared object TrailObject trailObject = new TrailObject(new MatrixCoords(17, 5), new char[, ] { { 'X', 'X', 'X' } }, 100); engine.AddObject(trailObject); for (int row = startRow - 1; row < WorldRows; row++) { IndestructibleBlock leftWallBlock = new IndestructibleBlock(new MatrixCoords(row, 0)); IndestructibleBlock rightWallBlock = new IndestructibleBlock(new MatrixCoords(row, WorldCols - 1)); engine.AddObject(leftWallBlock); engine.AddObject(rightWallBlock); } for (int col = 0; col < WorldCols; col++) { IndestructibleBlock upWallBlock = new IndestructibleBlock(new MatrixCoords(1, col)); engine.AddObject(upWallBlock); } // change ball MeteoriteBall theBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); // test we should remove the previous racket from this.allObjects //engine.AddObject(theRacket); }
static void Initialize(Engine engine) { int startRow = 3; int startCol = 2; int endCol = WorldCols - 2; //01. The AcademyPopcorn class contains an IndestructibleBlock class. // Use it to create side and ceiling walls to the game. You can // ONLY edit the AcademyPopcornMain.cs file. for (int i = 0; i < WorldRows; i++) { Block LeftBorder = new IndestructibleBlock(new MatrixCoords(i, 0)); Block RigthBorder = new IndestructibleBlock(new MatrixCoords(i, WorldCols - 1)); engine.AddObject(LeftBorder); engine.AddObject(RigthBorder); } for (int i = 0; i < WorldCols - 1; i++) { Block UpBorder = new IndestructibleBlock(new MatrixCoords(0, i)); engine.AddObject(UpBorder); } ////Task 02 - test sleeptime //engine.SleepTime = 100; ////Task 05 - test the TrailObject by adding an instance of it in the engine through the AcademyPopcornMain.cs file. //TrailObject trail = new TrailObject(new MatrixCoords(WorldRows / 2, WorldCols / 2), new char[,] { { '%' } }, 20); //engine.AddObject(trail); ////07. Test the MeteoriteBall by replacing the normal ball in the AcademyPopcornMain.cs file. //Ball theMeteoriteBall = new MeteoriteBall(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); //engine.AddObject(theMeteoriteBall); Ball theBall = new Ball(new MatrixCoords(WorldRows / 2, 0), new MatrixCoords(-1, 1)); engine.AddObject(theBall); ////09. Test the UnpassableBlock and the UnstoppableBall by adding them to the engine in AcademyPopcornMain.cs file //for (int i = 10; i < WorldCols - 10; i++) //{ // //create an unpassable block // UnpassableBlock unpassableBlock = new UnpassableBlock(new MatrixCoords(10, i)); // engine.AddObject(unpassableBlock); //} //UnstoppableBall ultimateBall = new UnstoppableBall(new MatrixCoords(WorldRows / 2, 10), new MatrixCoords(-1, 1)); //engine.AddObject(ultimateBall); ////10. Test ExplodingBlock //for (int i = startCol; i < endCol; i++) //{ // if (i % 2 == 0) // { // ExplodingBlock currBlock = new ExplodingBlock(new MatrixCoords(startRow + 1, i)); // engine.AddObject(currBlock); // } // else // { // Block currBlock = new Block(new MatrixCoords(startRow + 1, i)); // engine.AddObject(currBlock); // } //} ////12. Test the Gift and GiftBlock classes by adding them through the AcademyPopcornMain.cs file. //for (int i = startCol + 5; i < endCol - 5; i++) //{ // GiftBlock currBlock = new GiftBlock(new MatrixCoords(startRow + 10, i)); // engine.AddObject(currBlock); //} for (int i = startCol; i < endCol; i++) { Block currBlock = new Block(new MatrixCoords(startRow, i)); engine.AddObject(currBlock); } Racket theRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); //TODO - Task 13: Implementing Shooting Ability Racket newRacket = new Racket(new MatrixCoords(WorldRows - 1, WorldCols / 2), RacketLength); engine.AddObject(theRacket); }