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| 1 | using System; | |
| 2 | using System.Collections.Generic; | |
| 3 | using System.Linq; | |
| 4 | using System.Text; | |
| 5 | using Microsoft.Xna.Framework; | |
| 6 | using Microsoft.Xna.Framework.Storage; | |
| 7 | using Microsoft.Xna.Framework.Input; | |
| 8 | using Microsoft.Xna.Framework.Content; | |
| 9 | using Microsoft.Xna.Framework.Graphics; | |
| 10 | ||
| 11 | namespace CatTetris | |
| 12 | {
| |
| 13 | class Block | |
| 14 | {
| |
| 15 | Vector2 origin; | |
| 16 | Vector2 position; | |
| 17 | ||
| 18 | public Sprite sprite1; | |
| 19 | public Sprite sprite2; | |
| 20 | public Sprite sprite3; | |
| 21 | public Sprite sprite4; | |
| 22 | ||
| 23 | public Vector2 mDirection = Vector2.Zero; | |
| 24 | public Vector2 mSpeed = Vector2.Zero; | |
| 25 | ||
| 26 | //Amount of Incremental movement | |
| 27 | public int increment = 50; | |
| 28 | ||
| 29 | //Limits of the play area | |
| 30 | public int LEFT_LIMIT = 150; | |
| 31 | public int RIGHT_LIMIT = 450; | |
| 32 | public int BOTTOM_LIMIT = 600; | |
| 33 | ||
| 34 | //Collision booleans | |
| 35 | public bool pressAgain = true; | |
| 36 | public bool leftWallCollide = false; | |
| 37 | public bool rightWallCollide = false; | |
| 38 | public bool dead = false; | |
| 39 | ||
| 40 | //So I don't have to call every single sprite at once | |
| 41 | public Sprite[] SpriteList; | |
| 42 | ||
| 43 | //Matrix for rotation on the sprite batch | |
| 44 | public Matrix rotationMatrix = Matrix.CreateRotationZ(0); | |
| 45 | ||
| 46 | //radians for the rotation | |
| 47 | public float radians = 0f; | |
| 48 | ||
| 49 | public double elapsedTime = 0; | |
| 50 | ||
| 51 | //a tetrimo is made up of 4 sprites, here we load them individually | |
| 52 | public void LoadSprites(Sprite sprite1, Sprite sprite2, Sprite sprite3, Sprite sprite4, | |
| 53 | Vector2 pos1, Vector2 pos2, Vector2 pos3, Vector2 pos4) | |
| 54 | {
| |
| 55 | this.sprite1 = sprite1; | |
| 56 | this.sprite2 = sprite2; | |
| 57 | this.sprite3 = sprite3; | |
| 58 | this.sprite4 = sprite4; | |
| 59 | ||
| 60 | SpriteList = new Sprite[4] { sprite1, sprite2, sprite3, sprite4 };
| |
| 61 | ||
| 62 | this.position = pos1; | |
| 63 | ||
| 64 | sprite1.Position = pos1; | |
| 65 | sprite2.Position = pos2; | |
| 66 | sprite3.Position = pos3; | |
| 67 | sprite4.Position = pos4; | |
| 68 | ||
| 69 | sprite2.offset = new Vector2(0,-50); | |
| 70 | sprite3.offset = new Vector2(-50,0); | |
| 71 | sprite4.offset = new Vector2(50,0); | |
| 72 | - | private Matrix UpdateMatrix(Vector2 origin, float deltaRadians) |
| 72 | + | |
| 73 | ||
| 74 | - | radians += deltaRadians; |
| 74 | + | |
| 75 | {
| |
| 76 | ||
| 77 | for (int i = 0; i < SpriteList.Length; i++ ) | |
| 78 | {
| |
| 79 | SpriteList[i].Draw(theSpriteBatch); | |
| 80 | } | |
| 81 | ||
| 82 | } | |
| 83 | ||
| 84 | private void UpdateSprite() | |
| 85 | {
| |
| 86 | for (int i = 0; i < SpriteList.Length; i++ ) | |
| 87 | {
| |
| 88 | SpriteList[i].Update(position, SpriteList[i].offset); | |
| 89 | } | |
| 90 | } | |
| 91 | ||
| 92 | private void UpdateOrigin() | |
| 93 | {
| |
| 94 | origin = new Vector2((int)(position.X + sprite1.mSpriteTexture.Width / 2), | |
| 95 | (int)(position.Y + sprite1.mSpriteTexture.Height / 2)); | |
| 96 | } | |
| 97 | - | SpriteList[i].Update(theGameTime, mSpeed, mDirection); |
| 97 | + | |
| 98 | //This updates the rotation matrix | |
| 99 | private Matrix UpdateMatrix() | |
| 100 | {
| |
| 101 | Vector3 matrixOrigin = new Vector3(origin, 0); | |
| 102 | rotationMatrix = Matrix.CreateTranslation(-matrixOrigin) | |
| 103 | * Matrix.CreateRotationZ(radians) | |
| 104 | * Matrix.CreateTranslation(matrixOrigin); | |
| 105 | ||
| 106 | return rotationMatrix; | |
| 107 | } | |
| 108 | ||
| 109 | public Vector2 AngleToVector(float angle) | |
| 110 | {
| |
| 111 | return new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)); | |
| 112 | } | |
| 113 | ||
| 114 | //Method to update all of the sprites | |
| 115 | public void updateSprites(GameTime theGameTime) | |
| 116 | {
| |
| 117 | ||
| 118 | KeyboardState theCurrentKeyboardState = Keyboard.GetState(); | |
| 119 | ||
| 120 | testCollision(); | |
| 121 | ||
| 122 | if (!dead) | |
| 123 | Move(theCurrentKeyboardState, theGameTime); | |
| 124 | ||
| 125 | UpdateSprite(); | |
| 126 | UpdateOrigin(); | |
| 127 | UpdateMatrix(); | |
| 128 | ||
| 129 | waitToPress(theGameTime, theCurrentKeyboardState); | |
| 130 | } | |
| 131 | ||
| 132 | ||
| 133 | //Method for moving the sprites around | |
| 134 | - | UpdateMatrix(sprite1.origin, (float)Math.PI / 2); |
| 134 | + | |
| 135 | {
| |
| 136 | elapsedTime += theGameTime.ElapsedGameTime.TotalMilliseconds; | |
| 137 | ||
| 138 | if (aCurrentKeyboardState.IsKeyDown(Keys.Down) && elapsedTime >= 200) | |
| 139 | {
| |
| 140 | MoveBlockY(increment); | |
| 141 | elapsedTime -= 100; | |
| 142 | } | |
| 143 | else if(elapsedTime >= 1000) | |
| 144 | {
| |
| 145 | MoveBlockY(increment); | |
| 146 | - | SpriteList[i].Position.Y += Y; |
| 146 | + | |
| 147 | Console.WriteLine("Sprite " + 1 + " at " + SpriteList[0].Position.X + " , " + SpriteList[0].Position.Y);
| |
| 148 | Console.WriteLine("Sprite " + 2 + " at " + SpriteList[1].Position.X + " , " + SpriteList[1].Position.Y);
| |
| 149 | Console.WriteLine("Sprite " + 3 + " at " + SpriteList[2].Position.X + " , " + SpriteList[2].Position.Y);
| |
| 150 | Console.WriteLine("Sprite " + 4 + " at " + SpriteList[3].Position.X + " , " + SpriteList[3].Position.Y);
| |
| 151 | Console.WriteLine("-----------------------------------------");
| |
| 152 | ||
| 153 | elapsedTime -= 1000; | |
| 154 | - | SpriteList[i].Position.X += X; |
| 154 | + | |
| 155 | ||
| 156 | if (aCurrentKeyboardState.IsKeyDown(Keys.Left) && pressAgain && !leftWallCollide) | |
| 157 | {
| |
| 158 | MoveBlockX(-increment); | |
| 159 | pressAgain = false; | |
| 160 | } | |
| 161 | ||
| 162 | else if (aCurrentKeyboardState.IsKeyDown(Keys.Right) && pressAgain && !rightWallCollide) | |
| 163 | {
| |
| 164 | MoveBlockX(increment); | |
| 165 | pressAgain = false; | |
| 166 | } | |
| 167 | ||
| 168 | if (aCurrentKeyboardState.IsKeyDown(Keys.Up) && pressAgain) | |
| 169 | {
| |
| 170 | radians += (float)Math.PI / 2; | |
| 171 | pressAgain = false; | |
| 172 | } | |
| 173 | ||
| 174 | } | |
| 175 | ||
| 176 | ||
| 177 | //Methods to move all sprites in X or Y directions | |
| 178 | private void MoveBlockY(int Y) | |
| 179 | {
| |
| 180 | position.Y += Y; | |
| 181 | } | |
| 182 | ||
| 183 | private void MoveBlockX(int X) | |
| 184 | {
| |
| 185 | position.X += X; | |
| 186 | } | |
| 187 | ||
| 188 | private void waitToPress(GameTime theGameTime, KeyboardState theCurrentKeyboardState) {
| |
| 189 | ||
| 190 | if (pressAgain == false) | |
| 191 | - | if (SpriteList[i].Position.Y + 50 >= 600) |
| 191 | + | |
| 192 | if (theCurrentKeyboardState.IsKeyUp(Keys.Left) | |
| 193 | && theCurrentKeyboardState.IsKeyUp(Keys.Right) | |
| 194 | && theCurrentKeyboardState.IsKeyUp(Keys.Up)) | |
| 195 | {
| |
| 196 | pressAgain = true; | |
| 197 | } | |
| 198 | } | |
| 199 | ||
| 200 | }// end waitToPress() | |
| 201 | ||
| 202 | private void testCollision() | |
| 203 | {
| |
| 204 | //check wall collision | |
| 205 | for (int i = 0; i < SpriteList.Length; i++) | |
| 206 | {
| |
| 207 | if (SpriteList[i].BoundingBox().Intersects(GCat.wallLeft.BoundingBox())) | |
| 208 | {
| |
| 209 | leftWallCollide = true; | |
| 210 | break; | |
| 211 | } | |
| 212 | else | |
| 213 | leftWallCollide = false; | |
| 214 | ||
| 215 | if (SpriteList[i].BoundingBox().Intersects(GCat.wallRight.BoundingBox())) | |
| 216 | {
| |
| 217 | rightWallCollide = true; | |
| 218 | break; | |
| 219 | } | |
| 220 | else | |
| 221 | rightWallCollide = false; | |
| 222 | } | |
| 223 | ||
| 224 | //check floor collision | |
| 225 | for (int i = 0; i < SpriteList.Length; i++) | |
| 226 | {
| |
| 227 | if (SpriteList[i].Position.Y >= BOTTOM_LIMIT) | |
| 228 | {
| |
| 229 | position.Y = (BOTTOM_LIMIT - SpriteList[i].offset.Y - 50); | |
| 230 | dead = true; | |
| 231 | break; | |
| 232 | } | |
| 233 | } | |
| 234 | } | |
| 235 | ||
| 236 | } | |
| 237 | ||
| 238 | } |