initial commit
This commit is contained in:
commit
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3
.gitignore
vendored
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3
.gitignore
vendored
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obj/*
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bin/*
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.idea/*
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13
ConsoleTetris.csproj
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13
ConsoleTetris.csproj
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net6.0</TargetFramework>
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<!-- <PublishSingleFile>true</PublishSingleFile>-->
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<SelfContained>true</SelfContained>
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<RuntimeIdentifier>win10-x64</RuntimeIdentifier>
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<PublishReadyToRun>true</PublishReadyToRun>
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<IncludeAllContentForSelfExtract>true</IncludeAllContentForSelfExtract>
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</PropertyGroup>
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</Project>
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686
Program.cs
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686
Program.cs
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using System;
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using System.Threading;
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using System.Diagnostics;
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namespace Tetris {
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public static class Tetris {
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// Static variables
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private static readonly ConsoleColor[] colors = {
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ConsoleColor.Red,
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ConsoleColor.Gray,
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ConsoleColor.Yellow,
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ConsoleColor.Green,
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ConsoleColor.Cyan,
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ConsoleColor.Blue,
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ConsoleColor.Magenta
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};
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private static readonly int[][][] blocks = {
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new[] { new[] { 0, 0 }, new[] { 1, 0 }, new[] { 1, 1 }, new[] { 2, 1 } }, // Spiegel-Z
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new[] { new[] { 1, 0 }, new[] { 1, 1 }, new[] { 1, 2 }, new[] { 2, 2 } }, // Normal-L
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new[] { new[] { 0, 0 }, new[] { 1, 0 }, new[] { 0, 1 }, new[] { 1, 1 } }, // Viereck
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new[] { new[] { 0, 1 }, new[] { 1, 1 }, new[] { 1, 0 }, new[] { 2, 0 } }, // Normal-Z
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new[] { new[] { 2, 0 }, new[] { 2, 1 }, new[] { 2, 2 }, new[] { 2, 3 } }, // Strich
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new[] { new[] { 1, 0 }, new[] { 1, 1 }, new[] { 1, 2 }, new[] { 0, 2 } }, // Spiegel-L
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new[] { new[] { 0, 1 }, new[] { 1, 1 }, new[] { 2, 1 }, new[] { 1, 2 } } }; // T-Block
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// Global Variables
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private static int FPS = 60;
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private static ConsoleColor[,] board = new ConsoleColor[10, 21];
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private static readonly ConsoleColor black = ConsoleColor.Black;
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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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public static void Main() {
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// Initialize board
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if (!hasStarted) {
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initBoard(board);
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hasStarted = true;
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}
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// Initialize stopwatch and Console Color
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Console.ForegroundColor = ConsoleColor.White;
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Stopwatch stopwatch = new();
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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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// Draw line "in the middle"
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Console.ForegroundColor = ConsoleColor.White;
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for (int i = 0; i < 21; i++) {
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Console.SetCursorPosition(10, i+1);
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Console.Write("#");
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}
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Console.SetCursorPosition(12, 1);
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Console.Write("Save:");
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Console.SetCursorPosition(12, 6);
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Console.Write("Next:");
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// Initially draw board
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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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if (!board[i, j].Equals(black)) {
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Console.ForegroundColor = board[i, j];
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Console.SetCursorPosition(i, j + 1);
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Console.Write("O");
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}
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// Inner loop for actual Gameplay
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score = 0;
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gameOver = false;
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ConsoleColor[,] copy = new ConsoleColor[10, 21];
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while (!gameOver) {
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// Handle Keypresses
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if (Console.KeyAvailable && keyHandler()) {
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EndGame();
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break;
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}
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// Move Player down every few frames
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if (frameCount % 30 == 0) {
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initBoard(copy);
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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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if (copy[i, j] != board[i, j])
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copy[i, j] = board[i, j];
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}
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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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ConsoleColor current = board[i, j];
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if (current != copy[i, j]) {
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string nchar = (current != black) ? "O" : " ";
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Console.ForegroundColor = board[i, j];
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Console.SetCursorPosition(i, j + 1);
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Console.Write(nchar);
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}
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}
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// Remove player from Matrix
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Console.ForegroundColor = black;
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foreach (int[] current in player.positions) {
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Console.SetCursorPosition(player.x + current[0], player.y + current[1] + 1);
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Console.Write(" ");
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}
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if (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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// Place player onto Matrix
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Console.ForegroundColor = player.color;
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foreach (int[] current in player.positions) {
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Console.SetCursorPosition(player.x + current[0], player.y + current[1] + 1);
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Console.Write("O");
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}
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}
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// End of Frame
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frameCount = (frameCount+1)%(FPS*4);
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// Fix framerate
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int elapsed = (int)stopwatch.ElapsedMilliseconds;
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if (elapsed < 1000/FPS)
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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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Console.WriteLine("Game Over!");
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Console.WriteLine();
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Console.WriteLine(" ) Weiter!");
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Console.WriteLine(" ) Beenden");
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Console.WriteLine();
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Console.WriteLine($"Score: {score}");
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// Handle key presses for continue game or exit
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if (Console.KeyAvailable) {
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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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}
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// Exit if no response for 30 secs
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if (frameCount >= 300) {
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selection = false;
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startOver = false;
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}
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// Wait for input
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frameCount++;
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Thread.Sleep(100);
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}
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}
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}
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}
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// Method to initialize the Game board
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private static void initBoard(ConsoleColor[,] _board) {
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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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// P
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for (int i = 0; i < 8; i++)
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_board[1, 13 + i] = colors[4];
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_board[2, 13] = colors[4];
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_board[3, 13] = colors[4];
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_board[4, 14] = colors[4];
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_board[4, 15] = colors[4];
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_board[2, 16] = colors[4];
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_board[3, 16] = colors[4];
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// T
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for (int i = 0; i < 8; i++)
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_board[5, 11 + i] = colors[5];
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_board[3, 11] = colors[5];
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_board[4, 11] = colors[5];
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_board[6, 11] = colors[5];
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_board[7, 11] = colors[5];
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// B
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for (int i = 0; i < 8; i++)
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_board[6, 13 + i] = colors[4];
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_board[7, 13] = colors[4];
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_board[8, 13] = colors[4];
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_board[9, 14] = colors[4];
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_board[9, 15] = colors[4];
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_board[7, 16] = colors[4];
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_board[8, 16] = colors[4];
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_board[9, 17] = colors[4];
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_board[9, 18] = colors[4];
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_board[9, 19] = colors[4];
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_board[7, 20] = colors[4];
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_board[8, 20] = colors[4];
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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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if (nx is > 9 or < 0 || ny is > 20 or < 0 || !board[nx, ny].Equals(black))
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return true;
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}
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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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Console.ForegroundColor = player.color;
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foreach (int[] current in player.positions) {
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int x = player.x + current[0];
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int y = player.y + current[1];
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board[x, y] = player.color;
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Console.SetCursorPosition(x, y + 1);
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Console.Write("O");
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}
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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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for (int i = 0; i < board.GetLength(0); i++)
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if (board[i, j].Equals(black)) {
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isRow = false;
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break;
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}
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if (isRow) {
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rows++;
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for (int i = j-1; i >= 0; i--)
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for (int k = 0; k < board.GetLength(0); k++) {
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board[k, i + 1] = board[k, i];
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Console.ForegroundColor = board[k, i];
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Console.SetCursorPosition(k, i + 2);
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Console.Write((board[k, i].Equals(black)) ? " " : "O");
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}
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continue;
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}
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j--;
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}
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// Add to score
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if (rows >= 4) {
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int tetris = rows / 4;
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if (tetris > 1)
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score += 1200 * tetris;
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else
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score += 800;
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} else if (rows == 3)
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score += 400;
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else
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score += 100 * rows;
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Console.ForegroundColor = ConsoleColor.White;
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Console.SetCursorPosition(0, 0);
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Console.WriteLine($"Score: {score}");
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// Remove next from Matrix
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if (next.memDis != null) {
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Console.ForegroundColor = black;
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foreach (int[] b in next.memDis) {
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Console.SetCursorPosition(13 + b[0], 7 + b[1]);
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Console.Write(" ");
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}
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}
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// Generating new Block
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int blockIndex = 0;
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for (int i = 1; i < blocks.Length; i++)
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if (blocks[i].Equals(next.positions)) {
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blockIndex = i;
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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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|
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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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gameOver = true;
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initBoard(board);
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player = new();
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}
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|
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// Remove next from Matrix
|
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if (next.memDis != null) {
|
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Console.ForegroundColor = next.color;
|
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foreach (int[] b in next.memDis) {
|
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Console.SetCursorPosition(13 + b[0], 7 + b[1]);
|
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Console.Write("O");
|
||||
}
|
||||
}
|
||||
}
|
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|
||||
private static bool keyHandler() {
|
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// If key is pressed, handle logic
|
||||
switch (Console.ReadKey(true).Key) {
|
||||
case ConsoleKey.Escape:
|
||||
// Exit program.
|
||||
return true;
|
||||
case ConsoleKey.Spacebar:
|
||||
// Place block on lowest point at current x
|
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placeDownBlock();
|
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break;
|
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case ConsoleKey.DownArrow:
|
||||
// Lower block by 1 on y-axis
|
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moveDownOnce();
|
||||
break;
|
||||
case ConsoleKey.LeftArrow:
|
||||
// Move block to the left on the x axis
|
||||
moveLeftSide();
|
||||
break;
|
||||
case ConsoleKey.RightArrow:
|
||||
// Move block to the right on the x axis
|
||||
moveRightSide();
|
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break;
|
||||
case ConsoleKey.A:
|
||||
// Remove player from Matrix
|
||||
Console.ForegroundColor = black;
|
||||
foreach (int[] current in player.positions) {
|
||||
Console.SetCursorPosition(player.x + current[0], player.y + current[1] + 1);
|
||||
Console.Write("O");
|
||||
}
|
||||
|
||||
// Rotate block counter-clockwise
|
||||
calcBounds();
|
||||
rotateCounterClockwise();
|
||||
adjustXPos();
|
||||
|
||||
// Place player onto Matrix
|
||||
Console.ForegroundColor = player.color;
|
||||
foreach (int[] current in player.positions) {
|
||||
Console.SetCursorPosition(player.x + current[0], player.y + current[1] + 1);
|
||||
Console.Write("O");
|
||||
}
|
||||
break;
|
||||
case ConsoleKey.S:
|
||||
// Swap current block with memory
|
||||
swapMemory();
|
||||
break;
|
||||
case ConsoleKey.D:
|
||||
// Remove player from Matrix
|
||||
Console.ForegroundColor = black;
|
||||
foreach (int[] current in player.positions) {
|
||||
Console.SetCursorPosition(player.x + current[0], player.y + current[1] + 1);
|
||||
Console.Write("O");
|
||||
}
|
||||
|
||||
// Rotate block clockwise
|
||||
calcBounds();
|
||||
rotateClockwise();
|
||||
adjustXPos();
|
||||
|
||||
// Place player onto Matrix
|
||||
Console.ForegroundColor = player.color;
|
||||
foreach (int[] current in player.positions) {
|
||||
Console.SetCursorPosition(player.x + current[0], player.y + current[1] + 1);
|
||||
Console.Write("O");
|
||||
}
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Method to choose what a given index has to do
|
||||
public static void enterSelection() {
|
||||
switch (selectionIndex) {
|
||||
case 1:
|
||||
selection = false;
|
||||
startOver = false;
|
||||
break;
|
||||
case 0:
|
||||
selection = false;
|
||||
frameCount = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Depending on currently used block, save its width and height (they're always the same)
|
||||
public static void calcBounds() {
|
||||
int blockIndex = 0;
|
||||
for (int i = 1; i < blocks.Length; i++)
|
||||
if (blocks[i].Equals(player.positions)) {
|
||||
blockIndex = i;
|
||||
break;
|
||||
}
|
||||
switch (blockIndex) {
|
||||
default:
|
||||
bounds = 3;
|
||||
break;
|
||||
case 2:
|
||||
bounds = 2;
|
||||
break;
|
||||
case 4:
|
||||
bounds = 4;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Adjust x-positions if necessary due to any previous movement
|
||||
public static void adjustXPos() {
|
||||
foreach (int[] b in player.positions) {
|
||||
int nx = player.x + b[0];
|
||||
while (nx > 9) {
|
||||
player.x--;
|
||||
nx = player.x + b[0];
|
||||
}
|
||||
while (nx < 0) {
|
||||
player.x++;
|
||||
nx = player.x + b[0];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Swap current block with the one in memory
|
||||
public static void swapMemory() {
|
||||
if (canSwap) {
|
||||
// Remove memory from Matrix
|
||||
if (player.memDis != null && player.memCol != null) {
|
||||
Console.ForegroundColor = black;
|
||||
foreach (int[] b in player.memDis) {
|
||||
Console.SetCursorPosition(13 + b[0], 2 + b[1]);
|
||||
Console.Write(" ");
|
||||
}
|
||||
}
|
||||
|
||||
// Remove player from Matrix
|
||||
Console.ForegroundColor = black;
|
||||
foreach (int[] current in player.positions) {
|
||||
Console.SetCursorPosition(player.x + current[0], player.y + current[1] + 1);
|
||||
Console.Write("O");
|
||||
}
|
||||
|
||||
// Save all data
|
||||
int[][] tempPos = player.positions;
|
||||
int[][]? tempMem = player.memPos;
|
||||
ConsoleColor tempCol1 = player.color;
|
||||
ConsoleColor? tempCol2 = player.memCol;
|
||||
// Generate new Player and assign saved variables
|
||||
player = new();
|
||||
player.memPos = tempPos;
|
||||
player.memCol = tempCol1;
|
||||
if (tempMem != null && tempCol2 != null) {
|
||||
player.positions = tempMem;
|
||||
player.color = (ConsoleColor)tempCol2;
|
||||
}
|
||||
// Actually clone the content of block in memory to be displayed without rotating later
|
||||
player.memDis = new int[tempPos.Length][];
|
||||
for (int i = 0; i < tempPos.Length; i++) {
|
||||
player.memDis[i] = new int[tempPos[i].Length];
|
||||
for (int j = 0; j < tempPos[i].Length; j++)
|
||||
player.memDis[i][j] = tempPos[i][j];
|
||||
}
|
||||
canSwap = false;
|
||||
|
||||
// Place memory onto Matrix
|
||||
if (player.memDis != null && player.memCol != null) {
|
||||
Console.ForegroundColor = (ConsoleColor)player.memCol;
|
||||
foreach (int[] b in player.memDis) {
|
||||
Console.SetCursorPosition(13 + b[0], 2 + b[1]);
|
||||
Console.Write("O");
|
||||
}
|
||||
}
|
||||
|
||||
// Place player onto Matrix
|
||||
Console.ForegroundColor = player.color;
|
||||
foreach (int[] current in player.positions) {
|
||||
Console.SetCursorPosition(player.x + current[0], player.y + current[1] + 1);
|
||||
Console.Write("O");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Rotate current block Clockwise
|
||||
public static void rotateClockwise() {
|
||||
foreach (int[] a in player.positions) {
|
||||
int temp = a[0];
|
||||
a[0] = bounds - 1 - a[1];
|
||||
a[1] = temp;
|
||||
}
|
||||
}
|
||||
|
||||
// Rotate current block counter-Clockwise
|
||||
public static void rotateCounterClockwise() {
|
||||
foreach (int[] a in player.positions) {
|
||||
int temp = a[1];
|
||||
a[1] = bounds - 1 - a[0];
|
||||
a[0] = temp;
|
||||
}
|
||||
}
|
||||
|
||||
// Move current block to the right
|
||||
public static void moveRightSide() {
|
||||
// Remove player from Matrix
|
||||
Console.ForegroundColor = black;
|
||||
foreach (int[] current in player.positions) {
|
||||
Console.SetCursorPosition(player.x + current[0], player.y + current[1] + 1);
|
||||
Console.Write(" ");
|
||||
}
|
||||
|
||||
if (collisionCheck(++player.x, player.y, player.positions))
|
||||
player.x--;
|
||||
|
||||
// Place player onto Matrix
|
||||
Console.ForegroundColor = player.color;
|
||||
foreach (int[] current in player.positions) {
|
||||
Console.SetCursorPosition(player.x + current[0], player.y + current[1] + 1);
|
||||
Console.Write("O");
|
||||
}
|
||||
}
|
||||
|
||||
// Move current block to the left
|
||||
public static void moveLeftSide() {
|
||||
// Remove player from Matrix
|
||||
Console.ForegroundColor = black;
|
||||
foreach (int[] current in player.positions) {
|
||||
Console.SetCursorPosition(player.x + current[0], player.y + current[1] + 1);
|
||||
Console.Write(" ");
|
||||
}
|
||||
|
||||
if (collisionCheck(--player.x, player.y, player.positions))
|
||||
player.x++;
|
||||
|
||||
// Place player onto Matrix
|
||||
Console.ForegroundColor = player.color;
|
||||
foreach (int[] current in player.positions) {
|
||||
Console.SetCursorPosition(player.x + current[0], player.y + current[1] + 1);
|
||||
Console.Write("O");
|
||||
}
|
||||
}
|
||||
|
||||
// Move current block downwards
|
||||
public static void moveDownOnce() {
|
||||
// Remove player from Matrix
|
||||
Console.ForegroundColor = black;
|
||||
foreach (int[] current in player.positions) {
|
||||
Console.SetCursorPosition(player.x + current[0], player.y + current[1] + 1);
|
||||
Console.Write(" ");
|
||||
}
|
||||
|
||||
if (collisionCheck(player.x, ++player.y, player.positions))
|
||||
player.y--;
|
||||
|
||||
// Place player onto Matrix
|
||||
Console.ForegroundColor = player.color;
|
||||
foreach (int[] current in player.positions) {
|
||||
Console.SetCursorPosition(player.x + current[0], player.y + current[1] + 1);
|
||||
Console.Write("O");
|
||||
}
|
||||
}
|
||||
|
||||
// Method to be called when the button for placing a block is pressed
|
||||
public static void placeDownBlock() {
|
||||
// Remove player from Matrix
|
||||
Console.ForegroundColor = black;
|
||||
foreach (int[] current in player.positions) {
|
||||
Console.SetCursorPosition(player.x + current[0], player.y + current[1] + 1);
|
||||
Console.Write(" ");
|
||||
}
|
||||
|
||||
// Move block to the lowest possible point
|
||||
while (!collisionCheck(player.x, ++player.y, player.positions)) { }
|
||||
player.y--;
|
||||
// Place the block
|
||||
placeBlock();
|
||||
}
|
||||
|
||||
// Method to end the Game
|
||||
public static void EndGame() {
|
||||
gameOver = true;
|
||||
startOver = false;
|
||||
}
|
||||
|
||||
// Data-Class to store a player's variables in
|
||||
private class Player {
|
||||
public int[][] positions;
|
||||
public int[][]? memPos;
|
||||
public int[][]? memDis;
|
||||
public ConsoleColor? memCol;
|
||||
public ConsoleColor color;
|
||||
public int x, y;
|
||||
|
||||
// Constructor to generate new Player
|
||||
public Player(bool displaySelf=false) {
|
||||
int randInt = (new Random()).Next(7);
|
||||
|
||||
if (displaySelf) {
|
||||
int[][] tempPos = blocks[randInt];
|
||||
memDis = new int[tempPos.Length][];
|
||||
for (int i = 0; i < tempPos.Length; i++) {
|
||||
memDis[i] = new int[tempPos[i].Length];
|
||||
for (int j = 0; j < tempPos[i].Length; j++)
|
||||
memDis[i][j] = tempPos[i][j];
|
||||
}
|
||||
}
|
||||
|
||||
positions = blocks[randInt];
|
||||
color = colors[randInt];
|
||||
|
||||
int xB;
|
||||
switch (randInt) {
|
||||
default:
|
||||
xB = 3;
|
||||
break;
|
||||
case 2:
|
||||
xB = 2;
|
||||
break;
|
||||
case 4:
|
||||
xB = 4;
|
||||
break;
|
||||
}
|
||||
|
||||
x = 4 - xB / 2;
|
||||
y = 0;
|
||||
}
|
||||
|
||||
// Constructor to carry over variables
|
||||
public Player(int blockIndex, int[][]? _memPos, int[][]? _memDis, ConsoleColor? _memCol) {
|
||||
memPos = _memPos;
|
||||
memDis = _memDis;
|
||||
memCol = _memCol;
|
||||
|
||||
positions = blocks[blockIndex];
|
||||
color = colors[blockIndex];
|
||||
|
||||
int xB;
|
||||
switch (blockIndex) {
|
||||
default:
|
||||
xB = 3;
|
||||
break;
|
||||
case 2:
|
||||
xB = 2;
|
||||
break;
|
||||
case 4:
|
||||
xB = 4;
|
||||
break;
|
||||
}
|
||||
|
||||
x = 4 - xB / 2;
|
||||
y = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user