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IBlock.cpp
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IBlock.cpp
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#include <vector>
#include "IBlock.h"
#include "coordinate.h"
using namespace std;
IBlock::IBlock(int levelNum)
{
// Set the block's position to its initial position as defined in the specification
// Vertical numbers: row number, Horizontal numbers: column number
// 1 2 3 4
// 1
// 2
// 3
// 4 I I I I
blockParts_.push_back(shared_ptr<coordinate>(new coordinate(4, 1)));//block part 1, denoted as c1
blockParts_.push_back(shared_ptr<coordinate>(new coordinate(4, 2)));//block part 2, denoted as c2
blockParts_.push_back(shared_ptr<coordinate>(new coordinate(4, 3)));//block part 3, denoted as c3
blockParts_.push_back(shared_ptr<coordinate>(new coordinate(4, 4)));//block part 4, denoted as c4
rotationState_ = 1;
levelGenerated_ = levelNum;
}
char IBlock::getType() const{
return 'I';
}
IBlock::~IBlock() {}
void IBlock::rotate(bool clockwise)
{
// The two rotation states:
// Calling rotate will move the block from its current state to the other state
// I.E. State 1 -> State 2 or State 2 -> State 1
// The clockwise value, in this case, is irrelevant
// Vertical numbers: row number, Horizontal numbers: column number
// The block's default position is used for this illustration
// State 1 State 2
// 1 2 3 4 1 2 3 4
// 1 1 I
// 2 2 I
// 3 3 I
// 4 I I I I 4 I
// Rotatation states with specific block parts (see constructor):
// State 1 State 2
// 1 2 3 4 1 2 3 4
// 1 1 c4
// 2 2 c3
// 3 3 c2
// 4 c1 c2 c3 c4 4 c1
if(rotationState_ == 1)//State 1 -> State 2
{
//c1's position doesn't change
blockParts_[1]->shiftRow(-1);
blockParts_[1]->shiftCol(-1);
blockParts_[2]->shiftRow(-2);
blockParts_[2]->shiftCol(-2);
blockParts_[3]->shiftRow(-3);
blockParts_[3]->shiftCol(-3);
}
else//State 2 -> State 1
{
blockParts_[1]->shiftRow(1);
blockParts_[1]->shiftCol(1);
blockParts_[2]->shiftRow(2);
blockParts_[2]->shiftCol(2);
blockParts_[3]->shiftRow(3);
blockParts_[3]->shiftCol(3);
}
changeStateTwo();
}
IBlockFactory::IBlockFactory() {}
shared_ptr<Block> IBlockFactory::createBlock(int levelNum)
{
return shared_ptr<IBlock>(new IBlock(levelNum));
}