consolidate all repos to one for archive
63
semester_4/razvoj_programskih_sistemov/tetris/.gitattributes
vendored
Normal file
@@ -0,0 +1,63 @@
|
||||
###############################################################################
|
||||
# Set default behavior to automatically normalize line endings.
|
||||
###############################################################################
|
||||
* text=auto
|
||||
|
||||
###############################################################################
|
||||
# Set default behavior for command prompt diff.
|
||||
#
|
||||
# This is need for earlier builds of msysgit that does not have it on by
|
||||
# default for csharp files.
|
||||
# Note: This is only used by command line
|
||||
###############################################################################
|
||||
#*.cs diff=csharp
|
||||
|
||||
###############################################################################
|
||||
# Set the merge driver for project and solution files
|
||||
#
|
||||
# Merging from the command prompt will add diff markers to the files if there
|
||||
# are conflicts (Merging from VS is not affected by the settings below, in VS
|
||||
# the diff markers are never inserted). Diff markers may cause the following
|
||||
# file extensions to fail to load in VS. An alternative would be to treat
|
||||
# these files as binary and thus will always conflict and require user
|
||||
# intervention with every merge. To do so, just uncomment the entries below
|
||||
###############################################################################
|
||||
#*.sln merge=binary
|
||||
#*.csproj merge=binary
|
||||
#*.vbproj merge=binary
|
||||
#*.vcxproj merge=binary
|
||||
#*.vcproj merge=binary
|
||||
#*.dbproj merge=binary
|
||||
#*.fsproj merge=binary
|
||||
#*.lsproj merge=binary
|
||||
#*.wixproj merge=binary
|
||||
#*.modelproj merge=binary
|
||||
#*.sqlproj merge=binary
|
||||
#*.wwaproj merge=binary
|
||||
|
||||
###############################################################################
|
||||
# behavior for image files
|
||||
#
|
||||
# image files are treated as binary by default.
|
||||
###############################################################################
|
||||
#*.jpg binary
|
||||
#*.png binary
|
||||
#*.gif binary
|
||||
|
||||
###############################################################################
|
||||
# diff behavior for common document formats
|
||||
#
|
||||
# Convert binary document formats to text before diffing them. This feature
|
||||
# is only available from the command line. Turn it on by uncommenting the
|
||||
# entries below.
|
||||
###############################################################################
|
||||
#*.doc diff=astextplain
|
||||
#*.DOC diff=astextplain
|
||||
#*.docx diff=astextplain
|
||||
#*.DOCX diff=astextplain
|
||||
#*.dot diff=astextplain
|
||||
#*.DOT diff=astextplain
|
||||
#*.pdf diff=astextplain
|
||||
#*.PDF diff=astextplain
|
||||
#*.rtf diff=astextplain
|
||||
#*.RTF diff=astextplain
|
363
semester_4/razvoj_programskih_sistemov/tetris/.gitignore
vendored
Normal file
@@ -0,0 +1,363 @@
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Oo]ut/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
11
semester_4/razvoj_programskih_sistemov/tetris/README.md
Normal file
@@ -0,0 +1,11 @@
|
||||
# TetrisRPS
|
||||
|
||||
This is a tetris mini-project that we did for a lecture in our 2.Year 2.Semester "Razvoj Programskih Sistemov"
|
||||
|
||||
Game was heavily inspired by a youtube video by OttoBotCode:
|
||||
https://www.youtube.com/watch?v=jcUctrLC-7M
|
||||
<p align="center">
|
||||
<img src="https://user-images.githubusercontent.com/81517631/226171390-224c8107-3503-4196-892a-d7071d94aca6.png" width="520" height="400"/>
|
||||
</p>
|
||||
Features are the same as in normal tetris. Game also works as a multiplayer game.
|
||||
|
25
semester_4/razvoj_programskih_sistemov/tetris/TetrisRPS.sln
Normal file
@@ -0,0 +1,25 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.5.33424.131
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TetrisRPS", "TetrisRPS\TetrisRPS.csproj", "{65715E53-90AD-4BF7-9F9C-C9909CEC8EE3}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{65715E53-90AD-4BF7-9F9C-C9909CEC8EE3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{65715E53-90AD-4BF7-9F9C-C9909CEC8EE3}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{65715E53-90AD-4BF7-9F9C-C9909CEC8EE3}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{65715E53-90AD-4BF7-9F9C-C9909CEC8EE3}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {676683D6-57E7-423C-9A5A-74A1AB571B0E}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
@@ -0,0 +1,9 @@
|
||||
<Application x:Class="TetrisRPS.App"
|
||||
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
||||
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
|
||||
xmlns:local="clr-namespace:TetrisRPS"
|
||||
StartupUri="MainWindow.xaml">
|
||||
<Application.Resources>
|
||||
|
||||
</Application.Resources>
|
||||
</Application>
|
@@ -0,0 +1,17 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Configuration;
|
||||
using System.Data;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows;
|
||||
|
||||
namespace TetrisRPS
|
||||
{
|
||||
/// <summary>
|
||||
/// Interaction logic for App.xaml
|
||||
/// </summary>
|
||||
public partial class App : Application
|
||||
{
|
||||
}
|
||||
}
|
@@ -0,0 +1,10 @@
|
||||
using System.Windows;
|
||||
|
||||
[assembly: ThemeInfo(
|
||||
ResourceDictionaryLocation.None, //where theme specific resource dictionaries are located
|
||||
//(used if a resource is not found in the page,
|
||||
// or application resource dictionaries)
|
||||
ResourceDictionaryLocation.SourceAssembly //where the generic resource dictionary is located
|
||||
//(used if a resource is not found in the page,
|
||||
// app, or any theme specific resource dictionaries)
|
||||
)]
|
@@ -0,0 +1,79 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
|
||||
namespace TetrisRPS
|
||||
{
|
||||
class GameNetwork
|
||||
{
|
||||
TcpListener? tcpListener;
|
||||
TcpClient? tcpClient;
|
||||
NetworkStream? networkStream;
|
||||
|
||||
public GameNetwork() { }
|
||||
|
||||
public void StartListener()
|
||||
{
|
||||
tcpListener = new TcpListener(IPAddress.Any, 8000);
|
||||
tcpListener.Start();
|
||||
tcpClient = tcpListener.AcceptTcpClient();
|
||||
networkStream = tcpClient.GetStream();
|
||||
}
|
||||
|
||||
public void StopListener()
|
||||
{
|
||||
networkStream?.Close();
|
||||
tcpClient?.Close();
|
||||
tcpListener?.Stop();
|
||||
}
|
||||
|
||||
public void StartClient(string ip)
|
||||
{
|
||||
tcpClient = new TcpClient(ip, 8000);
|
||||
networkStream = tcpClient.GetStream();
|
||||
}
|
||||
|
||||
public void StopClient()
|
||||
{
|
||||
networkStream?.Close();
|
||||
tcpClient?.Close();
|
||||
}
|
||||
|
||||
public delegate void EventReceived(int e);
|
||||
public event EventReceived? OnEventReceived;
|
||||
byte[] data = new byte[4];
|
||||
|
||||
public void BeginRead()
|
||||
{
|
||||
if (networkStream == null) return;
|
||||
networkStream?.BeginRead(data, 0, data.Length, OnReadComplete, null);
|
||||
}
|
||||
|
||||
private void OnReadComplete (IAsyncResult ar)
|
||||
{
|
||||
try
|
||||
{
|
||||
int bytesRead = networkStream.EndRead(ar);
|
||||
if (bytesRead > 0)
|
||||
{
|
||||
int ret = BitConverter.ToInt32(data);
|
||||
OnEventReceived?.Invoke(ret);
|
||||
}
|
||||
}
|
||||
catch (Exception ex) { }
|
||||
}
|
||||
|
||||
public void SendData(int key)
|
||||
{
|
||||
try
|
||||
{
|
||||
byte[] bytes = BitConverter.GetBytes(key);
|
||||
networkStream?.Write(bytes, 0, bytes.Length);
|
||||
}catch(Exception e) { }
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,142 @@
|
||||
<Window x:Class="TetrisRPS.MainWindow"
|
||||
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
||||
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
|
||||
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
|
||||
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
|
||||
xmlns:local="clr-namespace:TetrisRPS"
|
||||
mc:Ignorable="d"
|
||||
Title="Dual-Tetris" Height="600" Width="900"
|
||||
MinWidth="900" MinHeight="600"
|
||||
Foreground="White" FontWeight="Bold" FontFamily="Segoe UI" FontSize="25"
|
||||
Icon="assets/icon.png" KeyDown="WindowKeyDown">
|
||||
<!--Add the Function for detecing player input-->
|
||||
<!--Key down event handler-->
|
||||
<!--KeyDown="Name of the function for detection"-->
|
||||
<Grid>
|
||||
<Grid.RowDefinitions>
|
||||
<RowDefinition Height="auto"/>
|
||||
<RowDefinition Height="auto"/>
|
||||
<RowDefinition Height="*"/>
|
||||
</Grid.RowDefinitions>
|
||||
|
||||
<Grid.ColumnDefinitions>
|
||||
<ColumnDefinition Width="*"/>
|
||||
<ColumnDefinition Width="auto"/>
|
||||
<ColumnDefinition Width="50"/>
|
||||
<ColumnDefinition Width="auto"/>
|
||||
<ColumnDefinition Width="*"/>
|
||||
</Grid.ColumnDefinitions>
|
||||
|
||||
<Grid.Background>
|
||||
<ImageBrush ImageSource="assets\background.jpg"/>
|
||||
</Grid.Background>
|
||||
|
||||
<!--For entering the IP address-->
|
||||
<TextBlock Grid.Row="0" Grid.Column="1"
|
||||
VerticalAlignment="Top" HorizontalAlignment="Center"
|
||||
Text="Enter IP address:"
|
||||
FontSize="20" Margin="0,5,0,50"/>
|
||||
|
||||
<TextBox Grid.Row="0" Grid.Column="1"
|
||||
VerticalAlignment="Center" HorizontalAlignment="Center"
|
||||
TextWrapping="Wrap" Width="175" Height="25" FontSize="15"
|
||||
FontWeight="Light" Margin="0,15,0,0"
|
||||
Name="IPInput"/>
|
||||
|
||||
<Button Grid.Row="0" Grid.Column="1"
|
||||
VerticalAlignment="Bottom" HorizontalContentAlignment="Center"
|
||||
Content="Start" Width="75" Height="18" FontWeight="Light" FontSize="10"
|
||||
Click="Star_Click"
|
||||
Name="StartButton"
|
||||
/>
|
||||
|
||||
<!--For choosing to either be a host or not-->
|
||||
<TextBlock Grid.Row="0" Grid.Column="3"
|
||||
VerticalAlignment="Top" HorizontalAlignment="Center"
|
||||
Margin="0,10,0,0"
|
||||
Text="SinglePlayer:" FontWeight="Bold" FontSize="20"/>
|
||||
<CheckBox Grid.Row="0" Grid.Column="3" Margin="0,5,0,0"
|
||||
VerticalAlignment="Center" HorizontalAlignment="Center"
|
||||
Name="IsSinglePlayer"
|
||||
/>
|
||||
|
||||
<!--Current players game view-->
|
||||
<Viewbox Grid.Row="2" Grid.Column="1" Margin="0,15,0,15">
|
||||
|
||||
<!--Add the Function for loading the game into the Loaded argument-->
|
||||
<!--The loading argument goes inside the Canvas-->
|
||||
<!--Loaded="Function Name For Loading"-->
|
||||
<Canvas x:Name="firstCanvas"
|
||||
Grid.Row="1"
|
||||
Grid.Column="1"
|
||||
Width="250"
|
||||
Height="500"
|
||||
ClipToBounds="True"
|
||||
Background="#545454"/>
|
||||
</Viewbox>
|
||||
|
||||
<!--The block that is currently being held-->
|
||||
<StackPanel Grid.Row="2"
|
||||
Grid.Column="0"
|
||||
VerticalAlignment="Top"
|
||||
HorizontalAlignment="Right">
|
||||
<TextBlock Text="Hold" TextAlignment="Center"/>
|
||||
|
||||
<Image x:Name="holdImage" Margin="20" Width="120"/>
|
||||
</StackPanel>
|
||||
|
||||
<!--The game view of the opposing player-->
|
||||
<Viewbox Grid.Row="2" Grid.Column="3" Margin="0,15,0,15">
|
||||
|
||||
<!--Add the Function for loading the game into the Loaded argument-->
|
||||
<!--The loading argument goes inside the Canvas-->
|
||||
<!--Loaded="Function Name For Loading"-->
|
||||
<Canvas x:Name="secondCanvas"
|
||||
Grid.Row="1"
|
||||
Grid.Column="1"
|
||||
Width="250"
|
||||
Height="500"
|
||||
ClipToBounds="True"
|
||||
Background="#545454"/>
|
||||
</Viewbox>
|
||||
|
||||
<!--The opponet of the player-->
|
||||
<!--Dynamically change the text to either player 1 or 2-->
|
||||
<TextBlock x:Name="againstPlayer"
|
||||
Grid.Row="1"
|
||||
Grid.Column="3"
|
||||
Text="Opponent"
|
||||
TextAlignment="Center"
|
||||
VerticalAlignment="Center"/>
|
||||
|
||||
<!--Text in the middle "VS"-->
|
||||
<TextBlock Grid.Row="2" Grid.Column="2" TextAlignment="Center" VerticalAlignment="Center" Text="VS"/>
|
||||
|
||||
<StackPanel Grid.Row="1" Grid.Column="4">
|
||||
</StackPanel>
|
||||
|
||||
<!--This is the overlay for when the game is over-->
|
||||
<!--Change the visibility to "Visible" once the game is over-->
|
||||
<Grid x:Name="gameOverScreen"
|
||||
Background="#CC000000"
|
||||
Grid.RowSpan="3"
|
||||
Grid.ColumnSpan="5" Visibility="Hidden">
|
||||
|
||||
<StackPanel HorizontalAlignment="Center" VerticalAlignment="Center">
|
||||
|
||||
<!--This is the winning players textBlock change it based on the winner-->
|
||||
<TextBlock x:Name="playerWinText" FontSize="48" TextAlignment="Center"/>
|
||||
|
||||
<!--Play again button-->
|
||||
<!--You can add the Click event/argument to reset the game-->
|
||||
<Button Content="Play Again"
|
||||
Background="LightCyan"
|
||||
Margin="0, 20, 0, 0"
|
||||
Padding="5"
|
||||
Click="End_Click"
|
||||
/>
|
||||
</StackPanel>
|
||||
</Grid>
|
||||
|
||||
</Grid>
|
||||
</Window>
|
@@ -0,0 +1,238 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows;
|
||||
using System.Windows.Controls;
|
||||
using System.Windows.Data;
|
||||
using System.Windows.Documents;
|
||||
using System.Windows.Input;
|
||||
using System.Windows.Media;
|
||||
using System.Windows.Media.Imaging;
|
||||
using System.Windows.Navigation;
|
||||
using System.Windows.Shapes;
|
||||
using System.Windows.Threading;
|
||||
|
||||
namespace TetrisRPS
|
||||
{
|
||||
/// <summary>
|
||||
/// Interaction logic for MainWindow.xaml
|
||||
/// </summary>
|
||||
public partial class MainWindow : Window
|
||||
{
|
||||
// Array containg the tile images
|
||||
// Order goes first with the empty tile then corresponds to each blocks ID
|
||||
private readonly ImageSource[] tileImages = new ImageSource[]
|
||||
{
|
||||
new BitmapImage(new Uri("assets/TileEmpty.png", UriKind.Relative)),
|
||||
new BitmapImage(new Uri("assets/TileCyan.png", UriKind.Relative)),
|
||||
new BitmapImage(new Uri("assets/TileBlue.png", UriKind.Relative)),
|
||||
new BitmapImage(new Uri("assets/TileOrange.png", UriKind.Relative)),
|
||||
new BitmapImage(new Uri("assets/TileYellow.png", UriKind.Relative)),
|
||||
new BitmapImage(new Uri("assets/TileGreen.png", UriKind.Relative)),
|
||||
new BitmapImage(new Uri("assets/TilePurple.png", UriKind.Relative)),
|
||||
new BitmapImage(new Uri("assets/TileRed.png", UriKind.Relative))
|
||||
};
|
||||
|
||||
// Array contains full picture of the blocks
|
||||
// Used in holding and upcoming block
|
||||
// The order matches each blocks ID
|
||||
private readonly ImageSource[] blockImages = new ImageSource[]
|
||||
{
|
||||
new BitmapImage(new Uri("assets/Block-Empty.png", UriKind.Relative)),
|
||||
new BitmapImage(new Uri("assets/Block-I.png", UriKind.Relative)),
|
||||
new BitmapImage(new Uri("assets/Block-J.png", UriKind.Relative)),
|
||||
new BitmapImage(new Uri("assets/Block-L.png", UriKind.Relative)),
|
||||
new BitmapImage(new Uri("assets/Block-O.png", UriKind.Relative)),
|
||||
new BitmapImage(new Uri("assets/Block-S.png", UriKind.Relative)),
|
||||
new BitmapImage(new Uri("assets/Block-T.png", UriKind.Relative)),
|
||||
new BitmapImage(new Uri("assets/Block-Z.png", UriKind.Relative))
|
||||
};
|
||||
|
||||
// For each of the game grid cells there is and image control
|
||||
private readonly Image[,] firstImageControls;
|
||||
private readonly Image[,] secondImageControls;
|
||||
|
||||
private GameState firstGameState = new GameState();
|
||||
private GameState secondGameState = new GameState();
|
||||
|
||||
DispatcherTimer timer = new DispatcherTimer();
|
||||
|
||||
GameNetwork gameNetwork = new GameNetwork();
|
||||
public const int Tick = 180;
|
||||
|
||||
public MainWindow()
|
||||
{
|
||||
InitializeComponent();
|
||||
firstImageControls = SetupGameCanvas(firstGameState.GameGrid, firstCanvas);
|
||||
secondImageControls = SetupGameCanvas(secondGameState.GameGrid, secondCanvas);
|
||||
timer.Tick += Game_Tick;
|
||||
timer.Interval = TimeSpan.FromMilliseconds(500);
|
||||
|
||||
gameNetwork.OnEventReceived += GameNetwork_OnEventReceived;
|
||||
}
|
||||
|
||||
private void GameNetwork_OnEventReceived(int e)
|
||||
{
|
||||
if(e == Tick) secondGameState.MoveBlockDown();
|
||||
secondGameState.MoveBlock(e);
|
||||
if (!secondGameState.IsGameOver) gameNetwork.BeginRead();
|
||||
}
|
||||
|
||||
private void Game_Tick(object? sender, EventArgs e)
|
||||
{
|
||||
if (!firstGameState.IsGameOver && !secondGameState.IsGameOver)
|
||||
{
|
||||
firstGameState.MoveBlockDown();
|
||||
Draw(firstGameState, firstImageControls);
|
||||
DrawHeldBlock(firstGameState.HeldBlock);
|
||||
gameNetwork.SendData(Tick);
|
||||
}
|
||||
else
|
||||
{
|
||||
gameOverScreen.Visibility = Visibility.Visible;
|
||||
if (firstGameState.IsGameOver)
|
||||
playerWinText.Text = "You Lose";
|
||||
else
|
||||
playerWinText.Text = "You Win";
|
||||
|
||||
|
||||
if (!isSingle)
|
||||
{
|
||||
if (isHost)
|
||||
gameNetwork.StopListener();
|
||||
else
|
||||
gameNetwork.StopClient();
|
||||
}
|
||||
|
||||
|
||||
|
||||
timer.Stop();
|
||||
}
|
||||
Draw(secondGameState, secondImageControls);
|
||||
}
|
||||
|
||||
private Image[,] SetupGameCanvas(GameGrid grid, Canvas canvas)
|
||||
{
|
||||
Image[,] ImageControls = new Image[grid.Rows, grid.Columns];
|
||||
int cellSize = 25;
|
||||
|
||||
for (int r = 0; r < grid.Rows; r++)
|
||||
{
|
||||
for (int c = 0; c < grid.Columns; c++)
|
||||
{
|
||||
Image imageControl = new Image
|
||||
{
|
||||
Width = cellSize,
|
||||
Height = cellSize
|
||||
};
|
||||
Canvas.SetTop(imageControl, (r - 2) * cellSize);
|
||||
Canvas.SetLeft(imageControl, c * cellSize);
|
||||
canvas.Children.Add(imageControl);
|
||||
ImageControls[r, c] = imageControl;
|
||||
}
|
||||
}
|
||||
return ImageControls;
|
||||
}
|
||||
|
||||
private void DrawGrid(GameGrid grid, Image[,] control)
|
||||
{
|
||||
for (int r = 0; r < grid.Rows; r++)
|
||||
{
|
||||
for (int c = 0; c < grid.Columns; c++)
|
||||
{
|
||||
int id = grid[r, c];
|
||||
control[r, c].Source = tileImages[id];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawBlock(Block block, Image[,] control)
|
||||
{
|
||||
foreach (Position p in block.TilePositions())
|
||||
{
|
||||
control[p.Row, p.Column].Source = tileImages[block.Id];
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawHeldBlock(Block heldBlock)
|
||||
{
|
||||
if (heldBlock == null)
|
||||
{
|
||||
holdImage.Source = blockImages[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
holdImage.Source = blockImages[heldBlock.Id];
|
||||
}
|
||||
}
|
||||
|
||||
private void Draw(GameState gameState, Image[,] control)
|
||||
{
|
||||
DrawGrid(gameState.GameGrid, control);
|
||||
DrawBlock(gameState.currentBlock, control);
|
||||
}
|
||||
|
||||
// Detecting player input
|
||||
private void WindowKeyDown(object sender, KeyEventArgs e)
|
||||
{
|
||||
if (firstGameState.IsGameOver || secondGameState.IsGameOver)
|
||||
return;
|
||||
firstGameState.MoveBlock((int)e.Key);
|
||||
gameNetwork.SendData((int)e.Key);
|
||||
Draw(firstGameState, firstImageControls);
|
||||
DrawHeldBlock(firstGameState.HeldBlock);
|
||||
Draw(secondGameState, secondImageControls);
|
||||
}
|
||||
|
||||
private void End_Click(object sender, RoutedEventArgs e)
|
||||
{
|
||||
gameOverScreen.Visibility = Visibility.Hidden;
|
||||
IPInput.IsEnabled = true;
|
||||
StartButton.IsEnabled = true;
|
||||
IsSinglePlayer.IsEnabled = true;
|
||||
|
||||
|
||||
|
||||
Draw(firstGameState, firstImageControls);
|
||||
DrawHeldBlock(firstGameState.HeldBlock);
|
||||
Draw(secondGameState, secondImageControls);
|
||||
}
|
||||
|
||||
private bool isSingle = true;
|
||||
private bool isHost = false;
|
||||
private void Star_Click(object sender, RoutedEventArgs e)
|
||||
{
|
||||
IPInput.IsEnabled = false;
|
||||
StartButton.IsEnabled = false;
|
||||
IsSinglePlayer.IsEnabled = false;
|
||||
this.Focus();
|
||||
|
||||
firstGameState = new GameState();
|
||||
secondGameState = new GameState();
|
||||
|
||||
if (IsSinglePlayer.IsChecked is bool a)
|
||||
{
|
||||
isSingle = a;
|
||||
if (!a)
|
||||
{
|
||||
if (IPInput.Text == "")
|
||||
{
|
||||
gameNetwork.StartListener();
|
||||
isHost = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
gameNetwork.StartClient(IPInput.Text);
|
||||
isHost = false;
|
||||
}
|
||||
gameNetwork.BeginRead();
|
||||
}
|
||||
}
|
||||
|
||||
timer.Start();
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,52 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<TargetFramework>net6.0-windows</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<UseWPF>true</UseWPF>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<None Remove="assets\background.jpg" />
|
||||
<None Remove="assets\Block-Empty.png" />
|
||||
<None Remove="assets\Block-I.png" />
|
||||
<None Remove="assets\Block-J.png" />
|
||||
<None Remove="assets\Block-L.png" />
|
||||
<None Remove="assets\Block-O.png" />
|
||||
<None Remove="assets\Block-S.png" />
|
||||
<None Remove="assets\Block-T.png" />
|
||||
<None Remove="assets\Block-Z.png" />
|
||||
<None Remove="assets\icon.png" />
|
||||
<None Remove="assets\TileBlue.png" />
|
||||
<None Remove="assets\TileCyan.png" />
|
||||
<None Remove="assets\TileEmpty.png" />
|
||||
<None Remove="assets\TileGreen.png" />
|
||||
<None Remove="assets\TileOrange.png" />
|
||||
<None Remove="assets\TilePurple.png" />
|
||||
<None Remove="assets\TileRed.png" />
|
||||
<None Remove="assets\TileYellow.png" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Resource Include="assets\background.jpg" />
|
||||
<Resource Include="assets\Block-Empty.png" />
|
||||
<Resource Include="assets\Block-I.png" />
|
||||
<Resource Include="assets\Block-J.png" />
|
||||
<Resource Include="assets\Block-L.png" />
|
||||
<Resource Include="assets\Block-O.png" />
|
||||
<Resource Include="assets\Block-S.png" />
|
||||
<Resource Include="assets\Block-T.png" />
|
||||
<Resource Include="assets\Block-Z.png" />
|
||||
<Resource Include="assets\icon.png" />
|
||||
<Resource Include="assets\TileBlue.png" />
|
||||
<Resource Include="assets\TileCyan.png" />
|
||||
<Resource Include="assets\TileEmpty.png" />
|
||||
<Resource Include="assets\TileGreen.png" />
|
||||
<Resource Include="assets\TileOrange.png" />
|
||||
<Resource Include="assets\TilePurple.png" />
|
||||
<Resource Include="assets\TileRed.png" />
|
||||
<Resource Include="assets\TileYellow.png" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
After Width: | Height: | Size: 4.7 KiB |
After Width: | Height: | Size: 5.8 KiB |
After Width: | Height: | Size: 5.8 KiB |
After Width: | Height: | Size: 5.8 KiB |
After Width: | Height: | Size: 5.8 KiB |
After Width: | Height: | Size: 5.9 KiB |
After Width: | Height: | Size: 5.8 KiB |
After Width: | Height: | Size: 5.9 KiB |
After Width: | Height: | Size: 1.3 KiB |
After Width: | Height: | Size: 1.4 KiB |
After Width: | Height: | Size: 949 B |
After Width: | Height: | Size: 1.3 KiB |
After Width: | Height: | Size: 1.3 KiB |
After Width: | Height: | Size: 1.3 KiB |
After Width: | Height: | Size: 1.3 KiB |
After Width: | Height: | Size: 1.4 KiB |
After Width: | Height: | Size: 193 KiB |
After Width: | Height: | Size: 4.4 KiB |
@@ -0,0 +1,59 @@
|
||||
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace TetrisRPS;
|
||||
|
||||
public abstract class Block
|
||||
{
|
||||
protected abstract Position[][] Tiles { get; }
|
||||
|
||||
public abstract Position StartOffset { get; }
|
||||
|
||||
public abstract int Id { get; }
|
||||
|
||||
private int rotationState;
|
||||
private Position offset;
|
||||
|
||||
public Block()
|
||||
{
|
||||
offset = new Position(StartOffset.Row, StartOffset.Column);
|
||||
}
|
||||
|
||||
public IEnumerable<Position> TilePositions()
|
||||
{
|
||||
foreach (var tile in Tiles[rotationState])
|
||||
{
|
||||
yield return new Position(tile.Row + offset.Row, tile.Column + offset.Column);
|
||||
}
|
||||
}
|
||||
|
||||
public void RotateCW()
|
||||
{
|
||||
rotationState = (rotationState + 1) % Tiles.Length;
|
||||
}
|
||||
public void RotateCCW()
|
||||
{
|
||||
if (rotationState == 0)
|
||||
{
|
||||
rotationState = Tiles.Length - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
rotationState--;
|
||||
}
|
||||
}
|
||||
//Move by x rows and y columns.
|
||||
public void Move(int row, int column)
|
||||
{
|
||||
offset.Row += row;
|
||||
offset.Column += column;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
rotationState = 0;
|
||||
offset.Row = StartOffset.Row;
|
||||
offset.Column = StartOffset.Column;
|
||||
}
|
||||
}
|
@@ -0,0 +1,43 @@
|
||||
using System;
|
||||
using Microsoft.VisualBasic;
|
||||
|
||||
namespace TetrisRPS;
|
||||
|
||||
public class BlockQueue
|
||||
{
|
||||
private readonly Block[] blocks = new Block[]
|
||||
{
|
||||
new IBlock(),
|
||||
new JBlock(),
|
||||
new LBlock(),
|
||||
new OBlock(),
|
||||
new SBlock(),
|
||||
new TBlock(),
|
||||
new ZBlock()
|
||||
};
|
||||
private readonly Random random = new();
|
||||
|
||||
public Block NextBlock { get; private set; }
|
||||
int curBlockID = 0;
|
||||
public BlockQueue()
|
||||
{
|
||||
NextBlock = RandomBlock();
|
||||
}
|
||||
private Block RandomBlock()
|
||||
{
|
||||
curBlockID++;
|
||||
curBlockID %= blocks.Length;
|
||||
return blocks[curBlockID].GetType().GetConstructor(Type.EmptyTypes).Invoke(null) as Block;
|
||||
}
|
||||
|
||||
public Block GetAndReplaceNextBlock()
|
||||
{
|
||||
Block block = NextBlock;
|
||||
do
|
||||
{
|
||||
NextBlock = RandomBlock();
|
||||
} while (block.Id == NextBlock.Id);
|
||||
return block;
|
||||
}
|
||||
|
||||
}
|
@@ -0,0 +1,101 @@
|
||||
namespace TetrisRPS
|
||||
{
|
||||
public class GameGrid
|
||||
{
|
||||
private readonly int[,] grid;
|
||||
public int Rows { get; }
|
||||
public int Columns { get; }
|
||||
|
||||
// Easy access to the grid values.
|
||||
public int this[int row, int column]
|
||||
{
|
||||
get => grid[row, column];
|
||||
set => grid[row, column] = value;
|
||||
}
|
||||
|
||||
//So it could be made for differently sized grids.
|
||||
public GameGrid(int rows, int columns)
|
||||
{
|
||||
Rows = rows;
|
||||
Columns = columns;
|
||||
grid = new int[rows, columns];
|
||||
}
|
||||
|
||||
public bool IsInsideGrid(int row, int column)
|
||||
{
|
||||
return row >= 0 && row < Rows && column >= 0 && column < Columns;
|
||||
}
|
||||
|
||||
// Must be inside array and the value must be 0. -> all empty values are 0.
|
||||
public bool IsEmpty(int row, int column)
|
||||
{
|
||||
return IsInsideGrid(row, column) && grid[row, column] == 0;
|
||||
}
|
||||
|
||||
//Goes trough the entire row, if it isn't all zeroes it returns false.
|
||||
public bool IsRowFull(int row)
|
||||
{
|
||||
for (int column = 0; column < Columns; column++)
|
||||
{
|
||||
if (grid[row, column] == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//Goes trough the entire row, if it isn't all zeroes it returns false.
|
||||
public bool IsRowEmpty(int row)
|
||||
{
|
||||
for (int column = 0; column < Columns; column++)
|
||||
{
|
||||
if (grid[row, column] != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//Set entire row to 0.
|
||||
private void ClearRow(int row)
|
||||
{
|
||||
for (int column = 0; column < Columns; column++)
|
||||
{
|
||||
grid[row, column] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
private void MoveRowDown(int row, int numOfRows)
|
||||
{
|
||||
for (int column = 0; column < Columns; column++)
|
||||
{
|
||||
grid[row + numOfRows, column] = grid[row, column];
|
||||
grid[row, column] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public int ClearFullRows()
|
||||
{
|
||||
int clearedRows = 0;
|
||||
for (int row = Rows - 1; row >= 0; row--)
|
||||
{
|
||||
if (IsRowFull(row))
|
||||
{
|
||||
ClearRow(row);
|
||||
clearedRows++;
|
||||
}
|
||||
else if (clearedRows > 0)
|
||||
{
|
||||
MoveRowDown(row, clearedRows);
|
||||
}
|
||||
}
|
||||
|
||||
return clearedRows;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -0,0 +1,189 @@
|
||||
using System.ComponentModel.Design;
|
||||
using System.Windows.Ink;
|
||||
using System.Windows.Input;
|
||||
|
||||
namespace TetrisRPS;
|
||||
|
||||
public class GameState
|
||||
{
|
||||
public Block currentBlock { get; set; }
|
||||
|
||||
public Block CurrentBlock
|
||||
{
|
||||
get => currentBlock;
|
||||
private set
|
||||
{
|
||||
currentBlock = value;
|
||||
currentBlock.Reset();
|
||||
}
|
||||
}
|
||||
public GameGrid GameGrid { get; }
|
||||
public BlockQueue BlockQueue { get; }
|
||||
|
||||
public bool IsGameOver { get; private set; }
|
||||
public Block HeldBlock { get; private set; }
|
||||
public bool CanHold { get; private set; }
|
||||
|
||||
public GameState()
|
||||
{
|
||||
GameGrid = new GameGrid(22, 10);
|
||||
BlockQueue = new BlockQueue();
|
||||
CurrentBlock = BlockQueue.GetAndReplaceNextBlock();
|
||||
CanHold = true;
|
||||
}
|
||||
// Holding the block
|
||||
public void HoldBlock()
|
||||
{
|
||||
if (!CanHold)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (HeldBlock == null)
|
||||
{
|
||||
HeldBlock = CurrentBlock;
|
||||
CurrentBlock = BlockQueue.GetAndReplaceNextBlock();
|
||||
}
|
||||
else
|
||||
{
|
||||
Block tmp = CurrentBlock;
|
||||
CurrentBlock = HeldBlock;
|
||||
HeldBlock = tmp;
|
||||
}
|
||||
CanHold = false;
|
||||
}
|
||||
|
||||
|
||||
// If any block is out of bounds, it will return true.
|
||||
private bool IsBlockOutOfBounds()
|
||||
{
|
||||
foreach (Position position in CurrentBlock.TilePositions())
|
||||
{
|
||||
if (!GameGrid.IsEmpty(position.Row, position.Column))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
// If the block is out of bounds, it will rotate it back.
|
||||
private void RotateBlockCW()
|
||||
{
|
||||
CurrentBlock.RotateCW();
|
||||
if (IsBlockOutOfBounds())
|
||||
{
|
||||
CurrentBlock.RotateCCW();
|
||||
}
|
||||
}
|
||||
private void RotateBlockCCW()
|
||||
{
|
||||
CurrentBlock.RotateCCW();
|
||||
if (IsBlockOutOfBounds())
|
||||
{
|
||||
CurrentBlock.RotateCW();
|
||||
}
|
||||
}
|
||||
// If the block is out of bounds, it will move it back.
|
||||
private void MoveBlockLeft()
|
||||
{
|
||||
CurrentBlock.Move(0, -1);
|
||||
if (IsBlockOutOfBounds())
|
||||
{
|
||||
CurrentBlock.Move(0, 1);
|
||||
}
|
||||
}
|
||||
private void MoveBlockRight()
|
||||
{
|
||||
CurrentBlock.Move(0, 1);
|
||||
if (IsBlockOutOfBounds())
|
||||
{
|
||||
CurrentBlock.Move(0, -1);
|
||||
}
|
||||
}
|
||||
private bool IsGameOverCheck()
|
||||
{
|
||||
return !(GameGrid.IsRowEmpty(0) && GameGrid.IsRowEmpty(1));
|
||||
}
|
||||
|
||||
private void PlaceBlock()
|
||||
{
|
||||
foreach (Position position in CurrentBlock.TilePositions())
|
||||
{
|
||||
GameGrid[position.Row, position.Column] = CurrentBlock.Id;
|
||||
}
|
||||
GameGrid.ClearFullRows();
|
||||
if (IsGameOverCheck())
|
||||
{
|
||||
IsGameOver = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentBlock = BlockQueue.GetAndReplaceNextBlock();
|
||||
CanHold = true;
|
||||
}
|
||||
}
|
||||
public void MoveBlockDown()
|
||||
{
|
||||
CurrentBlock.Move(1, 0);
|
||||
if (IsBlockOutOfBounds())
|
||||
{
|
||||
CurrentBlock.Move(-1, 0);
|
||||
PlaceBlock();
|
||||
}
|
||||
}
|
||||
|
||||
private int TileDropDistance(Position p)
|
||||
{
|
||||
int drop = 0;
|
||||
|
||||
while (GameGrid.IsEmpty(p.Row + drop + 1, p.Column))
|
||||
{
|
||||
drop++;
|
||||
}
|
||||
return drop;
|
||||
}
|
||||
|
||||
private int BlockDropDistance()
|
||||
{
|
||||
int drop = GameGrid.Rows;
|
||||
foreach (Position p in CurrentBlock.TilePositions())
|
||||
{
|
||||
drop = System.Math.Min(drop, TileDropDistance(p));
|
||||
}
|
||||
return drop;
|
||||
}
|
||||
private void DropBlock()
|
||||
{
|
||||
CurrentBlock.Move(BlockDropDistance(), 0);
|
||||
PlaceBlock();
|
||||
}
|
||||
|
||||
public void MoveBlock(int key)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case 18:
|
||||
DropBlock();
|
||||
break;
|
||||
case 23:
|
||||
MoveBlockLeft();
|
||||
break;
|
||||
case 24:
|
||||
RotateBlockCW();
|
||||
break;
|
||||
case 25:
|
||||
MoveBlockRight();
|
||||
break;
|
||||
case 26:
|
||||
MoveBlockDown();
|
||||
break;
|
||||
case 46:
|
||||
HoldBlock();
|
||||
break;
|
||||
case 68:
|
||||
RotateBlockCCW();
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,15 @@
|
||||
namespace TetrisRPS;
|
||||
|
||||
public class IBlock : Block
|
||||
{
|
||||
private readonly Position[][] tiles = new Position[][]
|
||||
{
|
||||
new Position[] { new(1, 0), new(1, 1), new(1, 2), new(1, 3) },
|
||||
new Position[] { new(0, 2), new(1, 2), new(2, 2), new(3, 2) },
|
||||
new Position[] { new(2, 0), new(2, 1), new(2, 2), new(2, 3) },
|
||||
new Position[] { new(0, 1), new(1, 1), new(2, 1), new(3, 1) }
|
||||
};
|
||||
public override Position StartOffset => new(-1, 3);
|
||||
public override int Id => 1;
|
||||
protected override Position[][] Tiles => tiles;
|
||||
}
|
@@ -0,0 +1,15 @@
|
||||
namespace TetrisRPS;
|
||||
|
||||
public class JBlock : Block
|
||||
{
|
||||
private readonly Position[][] tiles = new Position[][]
|
||||
{
|
||||
new Position[] { new(0, 0), new(1, 0), new(2, 0), new(2, 1) },
|
||||
new Position[] { new(1, 0), new(1, 1), new(1, 2), new(0, 2) },
|
||||
new Position[] { new(0, 1), new(1, 1), new(2, 1), new(0, 0) },
|
||||
new Position[] { new(0, 0), new(0, 1), new(0, 2), new(1, 2 ) }
|
||||
};
|
||||
public override Position StartOffset => new(0, 3);
|
||||
public override int Id => 2;
|
||||
protected override Position[][] Tiles => tiles;
|
||||
}
|
@@ -0,0 +1,15 @@
|
||||
namespace TetrisRPS;
|
||||
|
||||
public class LBlock : Block
|
||||
{
|
||||
private readonly Position[][] tiles = new Position[][]
|
||||
{
|
||||
new Position[] { new(0, 2), new(1, 0), new(1, 1), new(1, 2) },
|
||||
new Position[] { new(0, 1), new(1, 1), new(2, 1), new(2, 2) },
|
||||
new Position[] { new(1, 0), new(1, 1), new(1, 2), new(2, 0) },
|
||||
new Position[] { new(0, 0), new(0, 1), new(1, 1), new(2, 1) }
|
||||
};
|
||||
public override Position StartOffset => new(0, 3);
|
||||
public override int Id => 3;
|
||||
protected override Position[][] Tiles => tiles;
|
||||
}
|
@@ -0,0 +1,12 @@
|
||||
namespace TetrisRPS;
|
||||
|
||||
public class OBlock : Block
|
||||
{
|
||||
private readonly Position[][] tiles = new Position[][]
|
||||
{
|
||||
new Position[] { new(0, 0), new(0, 1), new(1, 0), new(1, 1) }
|
||||
};
|
||||
public override Position StartOffset => new(0, 4);
|
||||
public override int Id => 4;
|
||||
protected override Position[][] Tiles => tiles;
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
namespace TetrisRPS;
|
||||
|
||||
public class Position
|
||||
{
|
||||
public int Row { get; set; }
|
||||
public int Column { get; set; }
|
||||
|
||||
public Position(int row, int column)
|
||||
{
|
||||
Row = row;
|
||||
Column = column;
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
namespace TetrisRPS;
|
||||
|
||||
public class SBlock : Block
|
||||
{
|
||||
private readonly Position[][] tiles = new Position[][]
|
||||
{
|
||||
new Position[] { new(0, 1), new(0, 2), new(1, 0), new(1, 1) },
|
||||
new Position[] { new(0, 0), new(1, 0), new(1, 1), new(2, 1) }
|
||||
};
|
||||
public override Position StartOffset => new(0, 3);
|
||||
public override int Id => 5;
|
||||
protected override Position[][] Tiles => tiles;
|
||||
}
|
@@ -0,0 +1,15 @@
|
||||
namespace TetrisRPS;
|
||||
|
||||
public class TBlock : Block
|
||||
{
|
||||
private readonly Position[][] tiles = new Position[][]
|
||||
{
|
||||
new Position[] { new(0, 1), new(1, 0), new(1, 1), new(1, 2) },
|
||||
new Position[] { new(0, 1), new(1, 1), new(1, 2), new(2, 1) },
|
||||
new Position[] { new(1, 0), new(1, 1), new(1, 2), new(2, 1) },
|
||||
new Position[] { new(0, 1), new(1, 0), new(1, 1), new(2, 1) }
|
||||
};
|
||||
public override Position StartOffset => new(0, 3);
|
||||
public override int Id => 6;
|
||||
protected override Position[][] Tiles => tiles;
|
||||
}
|
@@ -0,0 +1,25 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace TetrisRPS
|
||||
{
|
||||
internal class Tetris
|
||||
{
|
||||
public int[,] array = new int[10, 20];
|
||||
// public int holding;
|
||||
// public int next;
|
||||
public int button;
|
||||
public void ButtonPress(int butt)
|
||||
{
|
||||
button = butt;
|
||||
}
|
||||
|
||||
public void Tick()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,13 @@
|
||||
namespace TetrisRPS;
|
||||
|
||||
public class ZBlock : Block
|
||||
{
|
||||
private readonly Position[][] tiles = new Position[][]
|
||||
{
|
||||
new Position[] { new(0, 0), new(0, 1), new(1, 1), new(1, 2) },
|
||||
new Position[] { new(0, 1), new(1, 0), new(1, 1), new(2, 0) }
|
||||
};
|
||||
public override Position StartOffset => new(0, 3);
|
||||
public override int Id => 7;
|
||||
protected override Position[][] Tiles => tiles;
|
||||
}
|