

Every shape has a total of four points and each point is stored in this property. Points as Collection(Of Point) - This property stores a logical grid of all the points for the current shape. Here is the basic outline for the shape class: This class is basically the heart of the logical layer. To correct this issue, we decided to create a class called Shape.
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This almost immediately led to cumbersome code that would inevitably lead to long and confusing code statements. To begin the logical layer, we must now answer the question, "How do you store pieces on the board?" As a class, we started by adding one point at a time to the board and then manipulating the four points for the movement of the pieces. This way, only the graphical layer had to be changed when the program was transferred to XNA. Of course, this will not happen as the class has moved to a different program, but to help facilitate this I wrote this program with the logical and graphical aspects separate. When my programming class initially chose falling blocks, one of the goals was to move the program to XNA so the game could be transferred to the XBOX 360. The last question that can really be answered right now is the inter-mingling of the logical and graphical aspects of the program. For this program, I use the Collection(Of type) class in the namespace. or for a more maneuverable approach, a collection. For storing pieces, I can only think of one way to store everything. For example, the official dimension of a falling blocks board is 10x20. A few of the questions can be answered with simple Google searches. This is just a sampling of all the questions that must be asked before you can start the falling blocks making process.
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Download solution and executable - 123.31 KB.
