private void btnReset_Click(object sender, EventArgs e) { lbxAttacking.Items.Clear(); lbxDefending.Items.Clear(); lbxUsLibrary.Items.Clear(); lbxUsHand.Items.Clear(); lbxUsField.Items.Clear(); lbxUsGraveyard.Items.Clear(); lbxUsExile.Items.Clear(); lbxEnemyLibrary.Items.Clear(); lbxEnemyField.Items.Clear(); lbxEnemyGraveyard.Items.Clear(); lbxEnemyExile.Items.Clear(); btnStartGame.Enabled = true; tbxAction.Text = ""; tbxPhase.Text = ""; currentPhase = GameState.phase.SetupGame; }
private void btnStartGame_Click(object sender, EventArgs e) { setupGame(); currentPhase = GameState.phase.SetupGame; }
private void advancePhase() { switch (currentPhase) { case GameState.phase.SetupGame: currentPhase = GameState.phase.StartGame; firstTurn = true; StartGame(); break; case GameState.phase.StartGame: if (rbtThem.Checked) { activePlayer = GameState.activePlayer.Enemy; currentPhase = GameState.phase.EnemyUntap; tbxPhase.Text = "Enemy Untap"; EnemyUntap(); } else { activePlayer = GameState.activePlayer.Us; currentPhase = GameState.phase.UsUntap; tbxPhase.Text = "Our Untap"; UsUntap(); } break; case GameState.phase.UsUntap: currentPhase = GameState.phase.UsUpkeep; tbxPhase.Text = "Our Upkeep"; UsUpkeep(); break; case GameState.phase.UsUpkeep: currentPhase = GameState.phase.UsDraw; tbxPhase.Text = "Our Draw"; UsDraw(); break; case GameState.phase.UsDraw: currentPhase = GameState.phase.UsFirstMain; tbxPhase.Text = "Our First Main"; UsFirstMain(); break; case GameState.phase.UsFirstMain: currentPhase = GameState.phase.UsDeclareAttackers; tbxPhase.Text = "Our Declare Attackers"; UsDeclareAttackers(); break; case GameState.phase.UsDeclareAttackers: currentPhase = GameState.phase.UsDeclareDefenders; tbxPhase.Text = "Our Enemy Declares Defenders"; UsDeclareDefenders(); break; case GameState.phase.UsDeclareDefenders: //enemy declares defenders while we're main player currentPhase = GameState.phase.UsDamage; tbxPhase.Text = "Damage Calculation"; UsDamage(); break; case GameState.phase.UsDamage: currentPhase = GameState.phase.UsSecondMain; tbxPhase.Text = "Our Second Main"; UsSecondMain(); break; case GameState.phase.UsSecondMain: currentPhase = GameState.phase.UsEndCleanup; tbxPhase.Text = "Our End/Cleanup"; UsEndCleanup(); break; case GameState.phase.UsEndCleanup: activePlayer = GameState.activePlayer.Enemy; currentPhase = GameState.phase.EnemyUntap; tbxPhase.Text = "Enemy Untap"; EnemyUntap(); break; case GameState.phase.EnemyUntap: currentPhase = GameState.phase.EnemyUpkeep; tbxPhase.Text = "Enemy Upkeep"; EnemyUpkeep(); break; case GameState.phase.EnemyUpkeep: currentPhase = GameState.phase.EnemyDraw; tbxPhase.Text = "Enemy Draw"; EnemyDraw(); break; case GameState.phase.EnemyDraw: currentPhase = GameState.phase.EnemyFirstMain; tbxPhase.Text = "Enemy First Main"; EnemyFirstMain(); break; case GameState.phase.EnemyFirstMain: currentPhase = GameState.phase.EnemyDeclareAttackers; tbxPhase.Text = "Enemy Declares Attackers"; EnemyDeclareAttackers(); break; case GameState.phase.EnemyDeclareAttackers: currentPhase = GameState.phase.EnemyDeclareDefenders; tbxPhase.Text = "Our Declare Defenders"; EnemyDeclareDefenders(); break; case GameState.phase.EnemyDeclareDefenders: //we declare defenders while enemy is main player currentPhase = GameState.phase.EnemyDamage; tbxPhase.Text = "Damage Calculations"; EnemyDamage(); break; case GameState.phase.EnemyDamage: currentPhase = GameState.phase.EnemySecondMain; tbxPhase.Text = "Enemy Second Main"; EnemySecondMain(); break; case GameState.phase.EnemySecondMain: currentPhase = GameState.phase.EnemyEndCleanup; tbxPhase.Text = "Enemy End/Cleanup"; EnemyEndCleanup(); break; case GameState.phase.EnemyEndCleanup: activePlayer = GameState.activePlayer.Us; currentPhase = GameState.phase.UsUntap; tbxPhase.Text = "Our Untap"; UsUntap(); break; case GameState.phase.EndGame: currentPhase = GameState.phase.SetupGame; tbxPhase.Text = "Game Start. Please select starting player"; EndGame(); break; default: break; } }