TriadGame.cs :  » Game » SDL » SdlDotNetExamples » Triad » C# / CSharp Open Source

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C# / CSharp Open Source » Game » SDL 
SDL » SdlDotNetExamples » Triad » TriadGame.cs
#region LICENSE
//*****************************************************************************
//  This program is free software; you can redistribute it and/or
//  modify it under the terms of the GNU General Public License
//  as published by the Free Software Foundation; either version 2
//  of the License, or (at your option) any later version.
//  This program is distributed in the hope that it will be useful,
//  but WITHOUT ANY WARRANTY; without even the implied warranty of
//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//  GNU General Public License for more details.
//  You should have received a copy of the GNU General Public License
//  along with this program; if not, write to the Free Software
//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
//  
//  Created by Michael Rosario
//  July 29th,2003
//  Contact me at mrosario@scrypt.net  
//*****************************************************************************
#endregion LICENSE

using System;
using System.Drawing;

using SdlDotNet.Graphics;

namespace SdlDotNetExamples.Triad{
    /// <summary>
    /// 
    /// </summary>
    public class TriadGame : GameObject, IDisposable
    {
        /// <summary>
        /// 
        /// </summary>
        /// <param name="blockGridObject"></param>
        public TriadGame(BlockGrid blockGridObject)
        {
            if (blockGridObject == null)
            {
                throw new ArgumentNullException("blockGridObject");
            }
            this.topBlock = new Block();
            this.middleBlock = new Block();
            this.bottomBlock = new Block();
            this.blockGrid = blockGridObject;

            int startColumn = blockGrid.GridSize.Width / 2;
            this.X = startColumn * Block.BlockWidth;
            this.Y = 0;
        }

        void placeBlocks()
        {
            this.topBlock.X = this.X;
            this.topBlock.Y = this.Y;
            this.middleBlock.X = this.X;
            this.middleBlock.Y = this.Y + Block.BlockWidth;
            this.bottomBlock.X = this.X;
            this.bottomBlock.Y = this.Y + (Block.BlockWidth * 2);
        }

        Block topBlock;
        Block middleBlock;
        Block bottomBlock;
        BlockGrid blockGrid;
        /// <summary>
        /// 
        /// </summary>
        public Block TopBlock
        {
            get
            {
                return topBlock;
            }
        }

        /// <summary>
        /// 
        /// </summary>
        public Block MiddleBlock
        {
            get
            {
                return middleBlock;
            }
        }

        /// <summary>
        /// 
        /// </summary>
        public Block BottomBlock
        {
            get
            {
                return bottomBlock;
            }
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="surface"></param>
        protected override void DrawGameObject(Surface surface)
        {
            this.topBlock.Parent = this.Parent;
            this.middleBlock.Parent = this.Parent;
            this.bottomBlock.Parent = this.Parent;

            topBlock.Draw(surface);
            middleBlock.Draw(surface);
            bottomBlock.Draw(surface);
        }

        static int halfOfBlock;
        bool canMoveLeftRightBy(int deltaX)
        {
            if (halfOfBlock == 0)
            {
                halfOfBlock = (Block.BlockWidth / 2);
            }

            //Calc three points to represent the position of the tree blocks of the Triad...
            Point newPoint = new Point(this.ScreenLocation.X + deltaX + halfOfBlock, this.ScreenLocation.Y + halfOfBlock);
            Point newPoint2 = new Point(this.ScreenLocation.X + deltaX + halfOfBlock, this.ScreenLocation.Y + Block.BlockWidth + halfOfBlock);
            Point newPoint3 = new Point(this.ScreenLocation.X + deltaX + halfOfBlock, this.ScreenLocation.Y + Block.BlockWidth + Block.BlockWidth + halfOfBlock);

            bool isInsideBlockGrid = blockGrid.Contains(newPoint);

            bool isInsideBlockGridChildren = false;
            foreach (GameObject obj in blockGrid.GameObjectList)
            {
                if (obj.Contains(newPoint) || obj.Contains(newPoint2) || obj.Contains(newPoint3))
                {
                    isInsideBlockGridChildren = true;
                    break;
                }
            }

            return isInsideBlockGrid && !isInsideBlockGridChildren;
        }

        /// <summary>
        /// 
        /// </summary>
        public void MoveLeft()
        {
            int deltaX = -Block.BlockWidth;
            if (canMoveLeftRightBy(deltaX))
            {
                this.X -= Block.BlockWidth;
            }
        }

        /// <summary>
        /// 
        /// </summary>
        public void MoveRight()
        {
            int deltaX = Block.BlockWidth;
            if (canMoveLeftRightBy(deltaX))
            {
                this.X += Block.BlockWidth;
            }

        }

        /// <summary>
        /// 
        /// </summary>
        /// <returns></returns>
        public bool CanMoveDown()
        {
            return canMoveDown(Block.BlockWidth);
        }

        bool canMoveDown(int deltaY)
        {
            if (halfOfBlock == 0)
            {
                halfOfBlock = (Block.BlockWidth / 2);
            }

            Point newPoint = new Point(this.ScreenLocation.X + halfOfBlock, this.ScreenLocation.Y + Block.BlockWidth + Block.BlockWidth + halfOfBlock + deltaY);

            bool isInsideBlockGrid = blockGrid.Contains(newPoint);

            bool isInsideBlockGridChildren = false;
            foreach (GameObject obj in blockGrid.GameObjectList)
            {
                if (obj.Contains(newPoint))
                {
                    isInsideBlockGridChildren = true;
                    break;
                }
            }
            return isInsideBlockGrid && !isInsideBlockGridChildren;
        }

        /// <summary>
        /// 
        /// </summary>
        public void MoveDown()
        {
            if (canMoveDown(Block.BlockWidth))
            {
                this.Y += Block.BlockWidth;
            }
        }

        /// <summary>
        /// 
        /// </summary>
        public void Permute()
        {
            Block tempBlock = this.bottomBlock;
            this.bottomBlock = this.middleBlock;
            this.middleBlock = this.topBlock;
            this.topBlock = tempBlock;
        }

        /// <summary>
        /// 
        /// </summary>
        public override void Update()
        {
            placeBlocks();
        }

        #region IDisposable Members

        private bool disposed;

        /// <summary>
        /// Destroy sprite
        /// </summary>
        /// <param name="disposing">If true, remove all unamanged resources</param>
        protected virtual void Dispose(bool disposing)
        {
            if (!this.disposed)
            {
                if (disposing)
                {
                    this.blockGrid.Dispose();
                    this.bottomBlock.Dispose();
                    this.middleBlock.Dispose(); ;
                    this.Parent = null;
                    this.topBlock.Dispose();
                    GC.SuppressFinalize(this);
                }
                this.disposed = true;
            }
        }
        /// <summary>
        /// Destroy object
        /// </summary>
        public void Dispose()
        {
            this.Dispose(true);
        }

        /// <summary>
        /// Destroy object
        /// </summary>
        public void Close()
        {
            Dispose();
        }

        /// <summary>
        /// Destroy object
        /// </summary>
        ~TriadGame()
        {
            Dispose(false);
        }
        #endregion
    }
}
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