public string MakeMove(int move, string makeMove) { switch (gamePlayer) { case playerType.X: if (playerX.MakeMove(gameArray, move)) { gameArray[move] = "X"; makeMove = "X"; gamePlayer = IsPlaying(playerType.X); } break; case playerType.O: if (playerX.MakeMove(gameArray, move)) { gameArray[move] = "O"; makeMove = "O"; gamePlayer = IsPlaying(playerType.O); } break; default: break; } return(makeMove); }
public Board(int boardSize, playerType player) { this.boardSize = boardSize; this.battleGround = new Ship[boardSize, boardSize]; this.player = player; createBoard(); }
public Game(int i_BoardSize, playerType i_PlayerType) { m_FirstPlayer = getDataPlayer(colorType.X, playerType.Manual, true, false); m_SecondPlayer = getSecondPlayer(m_SecondPlayer, false, i_PlayerType); m_BoardSize = i_BoardSize; InitNewGame(); }
public Player(string i_Name, playerType i_Type, colorType i_Color, bool i_CurrentTurn) { m_CurrentTurn = i_CurrentTurn; m_Name = i_Name; m_Type = i_Type; m_Color = i_Color; }
internal player(string QQ, string FromGroup, WhoIsSpy Match) { qq = QQ; this.FromGroup = FromGroup; match = Match; PlayerType = playerType.normal; Described = false; }
public Player GetPlayer(playerType type) { if (type == playerType.NUTUAL) { return(null); } return(players[(int)type]); }
public void MakePlayer(playerType p) { playerName = p.playerName; speed = p.speed; dashTime = p.dashTime; dashSpeed = p.dashSpeed; currSpeed = speed; gun.SetCurrentGun(this, p.gun); }
public void resetRound() // czyscimy na koniec rundy { votedOnMe.Clear(); myVotes = 0; result = 0; type = playerType.unsign; cards[0] = -1; cards[1] = -1; cards[2] = -1; }
public PropertyData(playerType playertype, string textureName, int atk, int hp, int maxhp, atkType atktype, CharType charType) { this.playertype = playertype; this.textureName = textureName; this.atk = atk; this.hp = hp; this.maxhp = maxhp; this.atktype = atktype; this.charType = charType; }
// get a player from the list of players public Player GetPlayer(playerType type) { foreach (Player player in _players) { if (player.type == type) { return(player); } } return(null); }
public Player(string name, playerType type) { if (name.Length == 0) { throw new Exception("A player's name may not be blank."); } //maybe make it "[]" instead else { this.name = name; } this.type = type; }
void Start () { if (SystemInfo.deviceType == DeviceType.Desktop) { PlayerObj = DesktopObj; assignType = playerType.desktop; spawnPoint = DesktopSpawn; } if (SystemInfo.deviceType == DeviceType.Handheld) { PlayerObj = MobileObj; assignType = playerType.mobile; spawnPoint = MobileSpawn; } player = Instantiate (PlayerObj, spawnPoint.position, spawnPoint.rotation) as GameObject; }
public void SetName(playerType type, string goName) { switch (type) { case playerType.ONE_P: name.text = $"1P {goName}"; break; case playerType.TWO_P: name.text = $"2P {goName}"; break; } }
public playerType IsPlaying(playerType pt) { if (pt == playerType.X) { pt = playerType.O; } else { pt = playerType.X; } return(pt); }
/* called at the start of every player's turn. This function is called by * Tank.cs */ void BeginTurn(playerType player) { switch (player) { case playerType.P1: P1.GetComponent <Tank>().StartTurn(); currentTurn = playerType.P1; break; case playerType.P2: P2.GetComponent <Tank>().StartTurn(); currentTurn = playerType.P2; break; } }
public void AnnounceWinner(playerType player) { string piece = ""; if (player == playerType.X) { piece = "X"; } else if (player == playerType.O) { piece = "O"; } MessageBox.Show("Player " + piece + " won!"); System.Windows.Forms.Application.Exit(); }
public Player(Point pntlocation, double dblBank, NumericUpDown betControl, playerType type, Strategy strategy, CountMethod method) { // Since the game is limited to one split (two hands), just set them up now hands = new Hand[2]; hands[0] = new Hand(new Point(0, 0)); hands[1] = new Hand(new Point(50, 0)); // Player specific variables location = pntlocation; bank = dblBank; plyrStrategy = strategy; plyrMethod = method; plyrType = type; plyrBet = betControl; // Start out with one hand, they may split pairs to get two numberOfHands = 1; }
private Player getSecondPlayer(Player i_SecondPlayer, bool i_CurrentTurn, playerType i_PlayerType) { bool inCorrectData = true; while (inCorrectData) { if (i_PlayerType == playerType.Manual) { i_SecondPlayer = getDataPlayer(colorType.O, playerType.Manual, i_CurrentTurn, true); inCorrectData = false; } else { i_SecondPlayer = new Player(Utils.Constants.k_ComputerName, playerType.Computer, colorType.O, i_CurrentTurn); inCorrectData = false; } } return(i_SecondPlayer); }
public void AnnounceWinner(playerType player) { string piece = ""; if (player == playerType.X) { piece = "X"; } else if (player == playerType.O) { piece = "O"; } Console.SetCursorPosition(10, 18); Console.ForegroundColor = ConsoleColor.Red; Console.Write("Player " + piece + " won!"); Console.ForegroundColor = ConsoleColor.White; Console.SetCursorPosition(0, 0); }
void playerTurnStart(GameObject[,] chessboard) { playerType ptype = players[playerTurn].playertype; for (int i = 0; i < chessboard.GetLength(0); ++i) { for (int j = 0; j < chessboard.GetLength(1); ++j) { if (chessboard[i, j].GetComponent <NPC>().playertype == ptype) { chessboard[i, j].GetComponent <chessUI>().blocker.SetActive(false); } else { chessboard[i, j].GetComponent <chessUI>().blocker.SetActive(true); } } } }
//character constructor takes game information public Character(playerType pType, int playerNumber, Rectangle playerRectangle, Texture2D spriteSheet, SoundEffect attackSound, SoundEffect jumpSound) { //setting preliminary values health = 20; spdScale = 4; xSpd = 0.0f; ySpd = 0.0f; dir = 1; attacked = false; isInvulnerable = false; frameWaitSet = false; currentFrameCount = 24; //animation preliminary values imageHeight = 64; imageWidth = 64; imageYOffset = 64; //twelve for fps looks good for now, can be changed later as needed fps = 12; timePerFrame = 1 / fps; //sound this.attackSound = attackSound; this.jumpSound = jumpSound; //set the spritesheet this.spriteSheet = spriteSheet; //set the rectangle this.playerRectangle = playerRectangle; //create the hitbox manager hitBox = new HitboxManager(); //set the player type this.pType = pType; groundY = playerRectangle.Y; //set the preliminary staes pState = playerState.moveState; mState = moveFSM.idle; jState = jumpState.grounded; //set the player number this.playerNumber = playerNumber; }
public void DisplayGrid(playerType player) { string piece = ""; if (player == playerType.X) { piece = "X"; } else if (player == playerType.O) { piece = "O"; } Console.Clear(); Console.ForegroundColor = ConsoleColor.White; Console.SetCursorPosition(12, 3); Console.Write("TIC TAC TOE GAME!"); Console.SetCursorPosition(10, 15); Console.Write("Player " + piece + "'s turn!"); Console.SetCursorPosition(10, 16); Console.Write("Press a number shown above to occupy that space!"); Console.SetCursorPosition(0, 0); }
public bool IsWinner(string[] currentBoard, playerType player) { int piecesInCombo = 0; string piece = " "; bool isWinner = false; if (player == playerType.X) { piece = "X"; } if (player == playerType.O) { piece = "O"; } for (int x = 0; x < winningCombos.GetLength(0); x++) { for (int y = 0; y < winningCombos.GetLength(1); y++) { if (currentBoard[WinningCombos[x, y]] == piece) { piecesInCombo++; } } if (piecesInCombo < 3) { piecesInCombo = 0; } } if (piecesInCombo >= 3) { isWinner = true; } return(isWinner); }
public void setTyp(playerType a) // procedura ustawiajaca typ gracza { type = a; }
private void AnnounceWinner(playerType player) { tttUI.AnnounceWinner(player); }
public GamePlayer(string nick, playerType type) { _nickname = nick; _playerType = type; }
public Player() { name = ""; this.type = playerType.Computer; }
private void DisplayGrid(playerType player) { tttUI.DisplayGrid(player); }
private void buttonAgainstFriend_Click(object sender, EventArgs e) { m_PlayerType = playerType.Manual; this.Close(); }
// update gracza po msg:&id_gracza, &karta, &ch_flag/g_flag public void updatePlayer(int ownCard, playerType type) { this.type = type; this.cards[0] = ownCard; }
private Player getDataPlayer(colorType i_color, playerType i_type, bool i_CurrentTurn, bool i_SecondPlayer) { return(new Player(null, i_type, i_color, i_CurrentTurn)); }
private playerType IsPlaying(playerType pt) { return(tttLogic.IsPlaying(pt)); }
public void Play() { string[] resetGameArray = { "7", "8", "9", "4", "5", "6", "1", "2", "3" }; bool runGame = true; int move = 0; DisplayWelcome(); do { DisplayGrid(gamePlayer); DisplayBoardGrid(gameArray); switch (gamePlayer) { case playerType.X: move = playerX.MakeMove(gameArray); if (move >= 0) { gameArray[move] = "X"; gamePlayer = IsPlaying(playerType.X); } break; case playerType.O: move = playerO.MakeMove(gameArray); if (move >= 0) { gameArray[move] = "O"; gamePlayer = IsPlaying(playerType.O); } break; default: break; } // Player X wins. if (gameBoard.IsWinner(gameArray, playerType.X)) { AnnounceWinner(playerType.X); runGame = false; } // Player Y wins. else if (gameBoard.IsWinner(gameArray, playerType.O)) { AnnounceWinner(playerType.O); runGame = false; } // Tie. else if (IsTie(gameBoard.IsFull(gameArray), gameBoard.IsWinner(gameArray, gamePlayer), gameBoard.IsWinner(gameArray, gamePlayer))) { runGame = false; } // Resets within the method to prevent recursion. When the // method finishes, so does the app. if (!runGame) { DisplayBoardGrid(gameArray); gameArray = resetGameArray; gamePlayer = playerType.X; runGame = PlayAgain(); } } while (runGame); }