protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); //figura = new J(Content); Figura.content = Content; gameManager = new GameManager(Content); menuScreen = new MenuScreen(Content); gameOverScreen = new GameOverScreen(Content); scoreScreen = new ScoreScreen(Content); Top5Score = new List <int>(5) { 0, 0, 0, 0, 0 }; }
public void Update(object sender, EventArgs e) { Graphics.Clear(Color.Black); WindowInfo.CursorPosition = PointToClient(Cursor.Position); switch (CurrentState) { case States.PreIntro: { CurrentState = States.Intro; Intro.Start(); break; } case States.Intro: { Intro.Update(); Intro.Draw(); break; } case States.MainMenuInit: { Intro.Dispose(); pictureBox1.Click += MainMenu.OnClick; if (GameOver != null) { pictureBox1.Click -= GameOver.OnClick; GameOver.Dispose(); } if (TetrisGame != null) { TetrisGame.Stop(); } MainMenu.Start(); CurrentState = States.MainMenu; break; } case States.MainMenu: { MainMenu.Update(); MainMenu.Draw(); break; } case States.GamePreload: { TetrisGame = new TetrisGame(this, MainMenu.GameOptions); KeyUp += TetrisGame.OnKeyUp; KeyDown += TetrisGame.OnKeyDown; pictureBox1.Click -= MainMenu.OnClick; MainMenu.Stop(); TetrisGame.Start(); CurrentState = States.FigureFalling; break; } case States.FigureFalling: { TetrisGame.Update(); TetrisGame.Draw(); break; } case States.GameOverInit: { GameOver = new GameOverScreen(this, TetrisGame.Scores); KeyUp -= TetrisGame.OnKeyUp; KeyDown -= TetrisGame.OnKeyDown; TetrisGame.Dispose(); CurrentState = States.GameOver; pictureBox1.Click += GameOver.OnClick; break; } case States.GameOver: { GameOver.Update(); GameOver.Draw(); break; } case States.RowDestroyBegin: { TetrisGame.Draw(); _indexes = new List <int>(); for (int i = 0; i < TetrisGame.Rows; i++) { bool flag = true; for (int j = 0; j < TetrisGame.Cols; j++) { if (TetrisGame.Grid[j][i] == null) { flag = false; break; } } if (flag) { _indexes.Add(i); } } if (_indexes.Count == 0) { CurrentState = States.FigureFalling; } else { _rowBrushes = new List <List <Brush> >(); for (int i = 0; i < _indexes.Count; i++) { _rowBrushes.Add(new List <Brush>()); for (int j = 0; j < TetrisGame.Cols; j++) { _rowBrushes[i].Add(TetrisGame.Grid[j][_indexes[i]].Brush); } } CurrentState = States.RowDestroying; } break; } case States.RowDestroying: { elapsed += 1000 / 60; TetrisGame.Draw(); if (elapsed > 1000 / 4) { elapsed = 0; couner++; if (couner % 2 == 0) { for (int i = 0; i < _indexes.Count; i++) { for (int j = 0; j < TetrisGame.Cols; j++) { TetrisGame.Grid[j][_indexes[i]].Brush = Brushes.Black; } } } else { for (int i = 0; i < _indexes.Count; i++) { for (int j = 0; j < TetrisGame.Cols; j++) { TetrisGame.Grid[j][_indexes[i]].Brush = _rowBrushes[i][j]; } } } if (couner >= 5) { for (int i = 0; i < _indexes.Count; i++) { for (int j = 0; j < TetrisGame.Cols; j++) { TetrisGame.Grid[j][_indexes[i]] = null; } } _indexes.Sort(); _indexes.Reverse(); for (int i = 0; i < _indexes.Count; i++) { for (int j = _indexes[i] + i; j > 0; j--) { for (int c = 0; c < TetrisGame.Cols; c++) { TetrisGame.Grid[c][j] = TetrisGame.Grid[c][j - 1]; } } } TetrisGame.Scores += 100 * _indexes.Count * _indexes.Count; CurrentState = States.FigureFalling; couner = 0; } } break; } default: { break; } } pictureBox1.Image = Bitmap; }