📄 selectblock.cs
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using System;
using DiamondPet.UserLayer;
namespace DiamondPet.LogicLayer.GameStateRunLogic
{
/// <summary>
/// SelectBlock 的摘要说明。
/// 选择模块
/// </summary>
public class SelectBlock : RunningState
{
public SelectBlock()
{}
public SelectBlock(RunStateManager r) : base(r)
{}
#region 游戏主循环
public override void RunStateLogic()
{
//判断是否死掉了
if(this.IsDie())
{
runStateManager.ChangeState(UserLayer.RunStateManager.LOSTORWIN);
return;
}
this.runStateManager.gameDate.curGameItems.GetNewItems();
this.runStateManager.downSlow.Initialize();
this.runStateManager.gameDate.nextItemsQueue.ProduceBlockAddQueue(1);
this.DrawAll();
runStateManager.ChangeState(UserLayer.RunStateManager.DOWNSLOW);
//判断时间是否已经到了
base.JudgeTimeOver();
}
#endregion
#region 贴图
protected override void DrawAll()
{
//在cleanblock状态中先
//将静态的图形绘制的一张buffer上
this.DrawMainBg();
this.DrawMainBlock();
Draw.DrawTempToImage();
this.DrawMoveBlock();
this.DrawScore();
this.DrawPropetyBar();
this.DrawLevel();
}
#endregion
}
}
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