public void TurnManToKingOnBoard(Position i_CurrPiecePosition) { eCellMode currentMode = r_BoardMatrix[i_CurrPiecePosition.Row, i_CurrPiecePosition.Col]; if (currentMode == eCellMode.Player1Piece) { r_BoardMatrix[i_CurrPiecePosition.Row, i_CurrPiecePosition.Col] = eCellMode.Player1King; } else { // currentMode == eCellMode.Player2Piece r_BoardMatrix[i_CurrPiecePosition.Row, i_CurrPiecePosition.Col] = eCellMode.Player2King; } }
// Used by the function that builds the pieces lists according to the positions on the board private bool isPieceBelongsToPlayer(eCellMode i_Cell, Checkers.ePlayerTag i_Player) { bool pieceBelongToPlayer; switch (i_Player) { case Checkers.ePlayerTag.First: pieceBelongToPlayer = i_Cell == eCellMode.Player1Piece || i_Cell == eCellMode.Player1King; break; case Checkers.ePlayerTag.Second: pieceBelongToPlayer = i_Cell == eCellMode.Player2Piece || i_Cell == eCellMode.Player2King; break; default: throw new InvalidEnumArgumentException(); } return(pieceBelongToPlayer); }
// Used by the function that builds the pieces lists according to the positions on the board private bool isPieceBelongsToPlayer(eCellMode i_Cell, Checkers.ePlayerTag i_Player) { bool pieceBelongToPlayer; switch (i_Player) { case Checkers.ePlayerTag.First: pieceBelongToPlayer = i_Cell == eCellMode.Player1Piece || i_Cell == eCellMode.Player1King; break; case Checkers.ePlayerTag.Second: pieceBelongToPlayer = i_Cell == eCellMode.Player2Piece || i_Cell == eCellMode.Player2King; break; default: throw new InvalidEnumArgumentException(); } return pieceBelongToPlayer; }