// // Method: NewGame(); // private void NewGame() { TetrixState = TetrixStateEnum.StoppedState; m_objEngine = new Engine(ROWS, COLS); m_intShape = m_objEngine.GetShape(); m_intShapeHeight = m_objEngine.ShapeHeight; m_intShapeWidth = m_objEngine.ShapeWidth; timer1.Interval = TIMER_START; m_intScore = 0; m_intLevel = 1; m_intRowCount = 0; m_intShapeCount = 0; Refresh(); }
// // Method: Rotate tetramino orientation left or right // public void Rotate(Engine.ShapeRotateEnum rotate) { int tmpInt = m_currentOrientation; switch (rotate) { case Engine.ShapeRotateEnum.RotateCounterClockwise: tmpInt = (tmpInt + 3) % MAX_ORIENTATION; break; case Engine.ShapeRotateEnum.RotateClockwise: tmpInt = (tmpInt + 1) % MAX_ORIENTATION; break; case Engine.ShapeRotateEnum.RotateNone: default: throw new Exception("Invalid rotation orientation!"); } m_currentOrientation = tmpInt; }