示例#1
0
文件: Block.cs 项目: kcm1700/Getris
 public void RotateCw()
 {
     Cell[,] tmp = new Cell[ROW_SIZE, COL_SIZE];
     for (int i = 0; i < ROW_SIZE; i++)
     {
         for (int j = 0; j < COL_SIZE; j++)
         {
             tmp[i, j] = cells[j, COL_SIZE - i - 1];
         }
     }
     /*
     for (int i = 0; i < ROW_SIZE; i++)
     {
         for (int j = 0; j < COL_SIZE; j++)
         {
             cells[i, j] = tmp[i, j];
         }
     }
      * */
     cells = tmp;
 }
示例#2
0
 /// <summary>
 /// copies board and stores
 /// </summary>
 /// <param name="board">연쇄 전 pile의 board</param>
 public void SetOriginalBoard(Cell[,] board)
 {
     lock (thisLock)
     {
         copiedBoard = (Cell[,])board.Clone();
     }
 }
示例#3
0
文件: Block.cs 项目: kcm1700/Getris
 public void RotateCcw()
 {
     Cell[,] tmp = new Cell[ROW_SIZE, COL_SIZE];
     for (int i = 0; i < ROW_SIZE; i++)
     {
         for (int j = 0; j < COL_SIZE; j++)
         {
             tmp[j, COL_SIZE - i - 1] = cells[i, j];
         }
     }
     //TODO: cells = tmp;라고 하면 안되는 이유가 뭐야? 되지 않나? 어쩌피 레퍼런스 가리키고 있는거 아닌가?
     /*
     for (int i = 0; i < ROW_SIZE; i++)
     {
         for (int j = 0; j < COL_SIZE; j++)
         {
             cells[i, j] = tmp[i, j];
         }
     }
      * */
     cells = tmp;
 }
示例#4
0
文件: Pile.cs 项目: kcm1700/Getris
 private void PutBlock(int row, int col, Block block, Cell[,] board)
 {
     for (int i = 0; i < Block.ROW_SIZE; i++)
     {
         for (int j = 0; j < Block.COL_SIZE; j++)
         {
             if (!(block.IsEmpty(i,j)))
             {
                 board[row + i, col + j] = block[i, j];
             }
         }
     }
 }
示例#5
0
文件: Pile.cs 项目: kcm1700/Getris
 private bool isCellCollision(int row, int col, Cell cell)
 {
     // 빈 칸이면 무조건 안전합니다. 항상 맨 처음 비교합니다.
     if (cell.IsEmpty) return false; // always safe
     if (col < 0) return true; // should not happen
     if (row < 0) return true; // too low
     if (col >= COL_SIZE) return true; // should not happen
     if (row >= ROW_SIZE + 3) return true; // too high
     if (!IsCellEmpty(row,col)) return true; // if board cell is not empty, it collides
     return false;
 }
示例#6
0
文件: Pile.cs 项目: kcm1700/Getris
        private void FloodFill(int row, int col, bool[,] visit, CellColor par, Cell[,] board)
        {
            if (row < 0 || row >= ROW_SIZE + 3) return;
            if (col < 0 || col >= COL_SIZE) return;
            if (visit[row, col]) return;
            if (board[row, col].IsEmpty) return;

            if (board[row, col].Color != par) return;

            // in same color
            visit[row, col] = true;
            if (row + 1 < ROW_SIZE + 3)
                FloodFill(row + 1, col, visit, board[row + 1, col].Color,board); // connect upper
            FloodFill(row - 1, col, visit, par, board);
            FloodFill(row, col + 1, visit, par, board);
            FloodFill(row, col - 1, visit, par, board);
        }
示例#7
0
文件: Pile.cs 项目: kcm1700/Getris
        private bool CalcDrop(List<Animation.Drop> dropCells, Cell[,] board)
        {
            //(1) calculate drops
            bool retVal = false;
            bool[,] visit = new bool[ROW_SIZE + 3, COL_SIZE];//flood fill color array
            bool flgDown; // flag for gravity down

            do
            {
                flgDown = false;
                for (int i = 0; i < ROW_SIZE + 3; i++)
                {
                    for (int j = 0; j < COL_SIZE; j++)
                    {
                        visit[i, j] = false;
                    }
                }

                for (int j = 0; j < COL_SIZE; j++)
                {
                    FloodFill(0, j, visit, board[0, j].Color, board);
                }
                for (int i = 1; i < ROW_SIZE + 3; i++)
                {
                    for (int j = 0; j < COL_SIZE; j++)
                    {
                        if (visit[i, j] == false && ((board[i, j].IsEmpty) == false))
                        {
                            int k;
                            flgDown = true;
                            board[i - 1, j] = board[i, j];
                            board[i, j] = new BlankCell();

                            for (k = 0; k < dropCells.Count; k++)
                            {
                                if (dropCells[k].rowAfter == i && dropCells[k].col == j)
                                {
                                    Animation.Drop newdrop = new Animation.Drop();
                                    newdrop.rowBefore = dropCells[k].rowBefore;
                                    newdrop.rowAfter = i - 1;
                                    newdrop.col = j;
                                    dropCells[k] = newdrop;
                                    break;
                                }
                            }
                            if (k >= dropCells.Count)
                            {
                                Animation.Drop newdrop = new Animation.Drop();
                                newdrop.rowBefore = i;
                                newdrop.rowAfter = i - 1;
                                newdrop.col = j;
                                dropCells.Add(newdrop);
                            }
                        }
                    }
                }
                if (flgDown)
                {
                    retVal = true;
                }
            } while (flgDown);
            return retVal;
        }
示例#8
0
 public Animator(Cell[,] copiedBoard, List<EraseDropPair> animation)
 {
     this.copiedBoard = copiedBoard;
     this.animation = animation;
 }