clean up and commentary
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Tetris.cs
90
Tetris.cs
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@ -26,29 +26,33 @@ namespace Tetris {
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// Global Variables
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private static int FPS = 60;
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public static int frameCount = 0;
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private static Color[,] board = new Color[10, 21];
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private static readonly Color black = new(0, 0, 0);
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private static bool canSwap = true, gameOver = false, startOver = true;
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private static int score = 0, bounds = 0;
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public static int selectionIndex = 0;
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public static bool selection = false;
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private static bool canSwap = true, gameOver, startOver = true, hasStarted;
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private static Player player = new(), next = new(true);
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public static int selectionIndex, frameCount;
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private static int score, bounds;
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public static bool selection;
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// Matrix variables
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private static RGBLedMatrix? _matrix = null;
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private static RGBLedCanvas? _canvas = null;
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private static RGBLedMatrix? _matrix;
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private static RGBLedCanvas? _canvas;
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// Method to initialize the Game
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public static void Init(RGBLedMatrix matrix, RGBLedCanvas canvas) {
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_matrix = matrix;
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_canvas = canvas;
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for (int i = 0; i < board.GetLength(0); i++)
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for (int j = 0; j < board.GetLength(1); j++)
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board[i, j] = black;
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}
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public static void Main() {
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// Initialize board
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if (!hasStarted) {
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for (int i = 0; i < board.GetLength(0); i++)
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for (int j = 0; j < board.GetLength(1); j++)
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board[i, j] = black;
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hasStarted = true;
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}
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// Initialize RGBLedMatrix
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RGBLedMatrix matrix;
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RGBLedCanvas canvas;
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@ -72,16 +76,20 @@ namespace Tetris {
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// Initialize stopwatch to measure calculation and display time
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Stopwatch stopwatch = new();
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// Initialize Console Color and Text-Font and -Color
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RGBLedFont font = new("fonts/5x8.bdf");
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Console.ForegroundColor = ConsoleColor.White;
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Color col = new(255, 255, 255), grey = new(127, 127, 127);
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// Outer loop for restarting the Game
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startOver = true;
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while (startOver) {
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// Reset loop
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Console.Clear();
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canvas.Clear();
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canvas = matrix.SwapOnVsync(canvas);
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// Inner loop for actual Gameplay
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gameOver = false;
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while (!gameOver) {
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// Start of Frame
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@ -95,7 +103,7 @@ namespace Tetris {
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break;
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}
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// Gameplay hahaha
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// Display board onto Matrix
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for (int i = 0; i < board.GetLength(0); i++)
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for (int j = 0; j < board.GetLength(1); j++) {
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Color current = board[i, j];
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@ -105,19 +113,14 @@ namespace Tetris {
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canvas.SetPixel(i * 3 + k, j * 3 + l, current);
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}
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// Display player onto Matrix
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foreach (var current in player.positions) {
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for (int k = 0; k < 3; k++)
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for (int l = 0; l < 3; l++)
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canvas.SetPixel((player.x + current[0]) * 3 + k, (player.y + current[1]) * 3 + l, player.color);
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}
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// Move Block down every few frames
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if (frameCount % 30 == 0 && collisionCheck(player.x, ++player.y, player.positions)) {
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player.y--;
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placeBlock();
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}
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// Draw line
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// Draw line "in the middle"
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for (int i = 0; i < 64; i++)
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canvas.SetPixel(30, i, grey);
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@ -128,6 +131,7 @@ namespace Tetris {
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for (int k = 0; k < 3; k++)
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for (int l = 0; l < 3; l++)
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canvas.SetPixel((14 + b[0]) * 3 + k, (4+ b[1]) * 3 + l, (Color)player.memCol);
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// Statically display next item below the previous
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canvas.DrawText(font, 38, 40, col, "Next:");
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if (next.memDis != null)
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@ -136,8 +140,13 @@ namespace Tetris {
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for (int l = 0; l < 3; l++)
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canvas.SetPixel((14 + b[0]) * 3 + k, (15+ b[1]) * 3 + l, (Color)next.color);
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// Move Player down every few frames
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if (frameCount % 30 == 0 && collisionCheck(player.x, ++player.y, player.positions)) {
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player.y--;
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placeBlock();
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}
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// End of Frame
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// End of Frame
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canvas = matrix.SwapOnVsync(canvas);
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frameCount = (frameCount+1)%(FPS*4);
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@ -147,14 +156,18 @@ namespace Tetris {
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Thread.Sleep(1000/FPS - elapsed);
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}
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// If Player has lost but not yet quit
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if (startOver) {
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// Start loop to select next step in
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frameCount = 0;
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selection = true;
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while (selection) {
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// Display Options and Cursor on Matrix
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canvas.Clear();
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canvas.DrawText(font, 0, 8, col, "Game Over!");
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canvas.DrawText(font, 0, 24, col, " ) Beenden");
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canvas.DrawText(font, 0, 32, col, " ) Weiter");
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canvas.DrawText(font, 0, 24, col, " ) Weiter");
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canvas.DrawText(font, 0, 40, col, " ) Beenden");
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// Cursor is a '#' at (0, 24 + i * 8) where i may be [0, 1]
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canvas.DrawText(font, 0, 24+selectionIndex*8, col, "#");
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canvas = matrix.SwapOnVsync(canvas);
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@ -163,18 +176,22 @@ namespace Tetris {
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frameCount = 0;
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switch (Console.ReadKey(true).Key) {
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case ConsoleKey.Escape:
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// Exit Game
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selection = false;
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startOver = false;
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break;
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case ConsoleKey.DownArrow:
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// Increment index
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if (selectionIndex < 1)
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selectionIndex++;
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break;
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case ConsoleKey.UpArrow:
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// Decrement index
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if (selectionIndex > 0)
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selectionIndex--;
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break;
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case ConsoleKey.Enter:
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// Enter selected option
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enterSelection();
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break;
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}
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@ -194,6 +211,7 @@ namespace Tetris {
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}
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}
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// Method to check whether a block at given coordinates collides with any other block or border
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private static bool collisionCheck(int x, int y, int[][] block) {
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foreach (int[] b in block) {
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int nx = x + b[0], ny = y + b[1];
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@ -203,12 +221,13 @@ namespace Tetris {
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return false;
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}
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// Method to place currently held block
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private static void placeBlock() {
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// Block placing
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foreach (int[] current in player.positions)
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board[player.x + current[0], player.y + current[1]] = player.color;
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// Count rows lines
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// Count completed rows
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int rows = 0;
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for (int j = board.GetLength(1)-1; j >= 0;) {
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bool isRow = true;
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@ -247,18 +266,21 @@ namespace Tetris {
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break;
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}
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// Generate new player with given parameters
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player = new(
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blockIndex,
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player.memPos,
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player.memDis,
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player.memCol
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);
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// Generate new "next Block" with displaySelf State
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next = new(true);
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// If new block doesnt collide with any other, keep playing (also re-enable swapping)
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if (!collisionCheck(player.x, player.y, player.positions))
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canSwap = true;
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// Otherwise reset game, because player has lost
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else {
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// Reset Game
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gameOver = true;
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for (int i = 0; i < board.GetLength(0); i++)
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for (int j = 0; j < board.GetLength(1); j++)
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@ -310,6 +332,7 @@ namespace Tetris {
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return false;
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}
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// Method to choose what a given index has to do
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public static void enterSelection() {
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switch (selectionIndex) {
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case 0:
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@ -323,6 +346,7 @@ namespace Tetris {
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}
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}
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// Depending on currently used block, save its width and height (they're always the same)
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public static void calcBounds() {
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int blockIndex = 0;
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for (int i = 1; i < blocks.Length; i++)
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@ -343,8 +367,8 @@ namespace Tetris {
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}
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}
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// Adjust x-positions if necessary due to any previous movement
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public static void adjustXPos() {
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// Adjust x-postions if necessary
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foreach (int[] b in player.positions) {
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int nx = player.x + b[0];
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while (nx > 9) {
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@ -358,12 +382,15 @@ namespace Tetris {
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}
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}
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// Swap current block with the one in memory
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public static void swapMemory() {
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if (canSwap) {
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// Save all data
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int[][] tempPos = player.positions;
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int[][]? tempMem = player.memPos;
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Color tempCol1 = player.color;
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Color? tempCol2 = player.memCol;
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// Generate new Player and assign saved variables
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player = new();
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player.memPos = tempPos;
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player.memCol = tempCol1;
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player.positions = tempMem;
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player.color = (Color)tempCol2;
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}
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// Actually clone the content of block in memory to be displayed without rotating later
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player.memDis = new int[tempPos.Length][];
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for (int i = 0; i < tempPos.Length; i++) {
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player.memDis[i] = new int[tempPos[i].Length];
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@ -381,6 +409,7 @@ namespace Tetris {
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}
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}
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// Rotate current block Clockwise
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public static void rotateClockwise() {
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foreach (int[] a in player.positions) {
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int temp = a[0];
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}
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}
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// Rotate current block counter-Clockwise
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public static void rotateCounterClockwise() {
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foreach (int[] a in player.positions) {
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int temp = a[1];
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}
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}
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// Move current block to the right
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public static void moveRightSide() {
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if (collisionCheck(++player.x, player.y, player.positions))
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player.x--;
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}
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// Move current block to the left
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public static void moveLeftSide() {
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if (collisionCheck(--player.x, player.y, player.positions))
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player.x++;
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}
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// Move current block downwards
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public static void moveDownOnce() {
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if (collisionCheck(player.x, ++player.y, player.positions))
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player.y--;
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}
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// Method to be called when the button for placing a block is pressed
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public static void placeDownBlock() {
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// Move block to the lowest possible point
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while (!collisionCheck(player.x, ++player.y, player.positions)) { }
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player.y--;
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// Place the block
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placeBlock();
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}
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// Method to end the Game
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public static void EndGame() {
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gameOver = true;
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startOver = false;
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}
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// Data-Class to store a player's variables in
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private class Player {
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public int[][] positions;
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public int[][]? memPos;
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public Color color;
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public int x, y;
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// Constructor to generate new Player
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public Player(bool displaySelf=false) {
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int randInt = (new Random()).Next(7);
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y = 0;
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}
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// Constructor to carry over variables
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public Player(int blockIndex, int[][]? _memPos, int[][]? _memDis, Color? _memCol) {
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memPos = _memPos;
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memDis = _memDis;
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