/// <summary> /// Instantiates an instance of the DrawFromMultiImageArray class from an imaage array and a block. /// </summary> /// <param name="images">The Image array to fill.</param> /// <param name="block">The block to use as a reference for drawing images</param> public DrawFromMultiImageArray(Bitmap[] images, Block block) { this.block = block; this.images = images; this.animationMaxIndex = this.images.Count() - 2; this.image = images[animationCounterIndex]; BlockFlashing = new TimedEffect(500, TimeUnit.Milliseconds); this.flipAnimation = false; } // end constructor method DrawFromMultiImageArray
/// <summary> /// Instantiates an instance of the Game class from a Location point, a random, and a BlockType enum. /// </summary> /// <param name="location">The location of the gaming grid.</param> /// <param name="random">A random to use for the game's functions that use random.</param> /// <param name="BlockType">The type of blocks that will be generated in the game.</param> public Game(Point location, Random random, BlockType BlockType) { this.Location = location; this.random = random; this.gridPile = new Pile(); gridSize = new Size( (Block.BlockLength * gridWidth) , (Block.BlockLength * gridHeight)); Boundaries = new Rectangle(Location, gridSize); shapeGenerationPoint = new Point((Boundaries.Left) + BlocksOver(4), Boundaries.Top - BlocksOver(1)); shapeFactory = new ShapeFactory(); dropShapes = new List <Shape>(); linesToClear = new List <List <Block> >(); GenerateBackgroundBlockGrid(); lockDelay = new TimedEffect(500, TimeUnit.Milliseconds); this.BlockType = BlockType; } // end constructor method Game