Ejemplo n.º 1
0
        public Piece GetPiece(BoardGames.Players player)
        {
            switch (player)
            {
            case BoardGames.Players.One: return(piece1);

            case BoardGames.Players.Two: return(piece2);

            default: throw new NotImplementedException(player.ToString());
            }
        }
Ejemplo n.º 2
0
    public static BoardGames.Players Switched(this BoardGames.Players p)
    {
        switch (p)
        {
        case BoardGames.Players.One: return(BoardGames.Players.Two);

        case BoardGames.Players.Two: return(BoardGames.Players.One);

        default: throw new System.NotImplementedException(p.ToString());
        }
    }
Ejemplo n.º 3
0
		public override System.Collections.IEnumerator RunLogicCoroutine()
		{
			//Keep executing turns until the game ends.
			while (true)
			{
				//Update the UI based on whose turn it is.
				for (int i = 0; i < Consts.TextsForPlayers.Length; ++i)
				{
					foreach (SpriteRenderer sr in Consts.TextsForPlayers[i].Texts)
					{
						if ((int)CurrentPlayer == i)
							sr.color = Consts.TextsForPlayers[i].NormalColor;
						else sr.color = Consts.TextsForPlayers[i].NotMyTurnColor;
					}
				}

				//If there is no move for this player, he lost.
				List<Movement> moves =
					new List<Movement>(Board.Instance.GetMoves(Brd.GetPiece(CurrentPlayer)));
				if (moves.Count == 0)
				{
					StateMachine.Instance.CurrentState = new State_EndGame(NextPlayer);
					yield break;
				}

				//Wait until a move is queued up.
				Brd.GetPiece(NextPlayer).MyCollider.enabled = false;
				Brd.GetPiece(CurrentPlayer).MyCollider.enabled = true;
				while (toExecute == null)
					yield return null;


				//Execute the movement and switch turns.
				Board.Instance.ApplyMove(toExecute);
				CurrentPlayer = NextPlayer;
				toExecute = null;
				yield return new WaitForSeconds(Consts.MovePieceTime);
			}
		}
Ejemplo n.º 4
0
		public State_PlayTurns(BoardGames.Players currentPlayer)
		{
			CurrentPlayer = currentPlayer;
		}
Ejemplo n.º 5
0
		public State_EndGame(BoardGames.Players winner)
		{
			Winner = winner;
		}
Ejemplo n.º 6
0
 public Piece(bool isKing, Vector2i pos, BoardGames.Players owner, Board theBoard)
     : base(pos, owner, theBoard)
 {
     IsKing = isKing;
 }
Ejemplo n.º 7
0
 public Piece(Vector2i pos, BoardGames.Players owner, Board theBoard)
     : base(pos, owner, theBoard)
 {
 }
Ejemplo n.º 8
0
		public override System.Collections.IEnumerator RunLogicCoroutine()
		{
			//Keep executing turns until the game ends.
			while (true)
			{
				//Update the UI based on whose turn it is.
				foreach (SpriteRenderer sr in Consts.AttackerTexts)
					sr.color = Consts.InitialAttackerTextColor;
				foreach (SpriteRenderer sr in Consts.DefenderTexts)
					sr.color = Consts.InitialDefenderTextColor;
				if (CurrentPlayer == Piece.Attackers)
				{
					foreach (SpriteRenderer sr in Consts.DefenderTexts)
						sr.color *= Consts.TurnColorMultiplier;
				}
				else
				{
					foreach (SpriteRenderer sr in Consts.AttackerTexts)
						sr.color *= Consts.TurnColorMultiplier;
				}


				//Wait until a move is queued up.
				while (moveToExecute == null)
					yield return null;


				//See if this move will end the game.

				bool endsGame = false;

				if (CurrentPlayer == Piece.Attackers)
				{
					//The attackers win if the king is captured.
					for (int i = 0; i < moveToExecute.Captures.Count; ++i)
					{
						if (moveToExecute.Captures[i].IsKing)
						{
							endsGame = true;
							break;
						}
					}
				}
				else
				{
					//The defenders win if the king escapes, or if not enough attackers will be left.
					if (moveToExecute.IsMoving.IsKing &&
						(moveToExecute.Pos.x == 0 || moveToExecute.Pos.x == Board.BoardSize - 1 ||
						 moveToExecute.Pos.y == 0 || moveToExecute.Pos.y == Board.BoardSize - 1))
					{
						endsGame = true;
					}
					else if (Brd.NAttackerPieces  - moveToExecute.Captures.Count < 3)
					{
						endsGame = true;
					}
				}


				//Execute the movement and switch turns.
				Board.Instance.ApplyMove(moveToExecute);
				CurrentPlayer = (CurrentPlayer == Piece.Attackers ?
									Piece.Defenders :
									Piece.Attackers);
				moveToExecute = null;
				yield return new WaitForSeconds(Consts.MovePieceTime);

				//If that move won the game, then end the game.
				if (endsGame)
				{
					StateMachine.Instance.CurrentState = new State_EndGame(CurrentPlayer == Piece.Attackers ?
																			   Piece.Defenders :
																			   Piece.Attackers);
					yield break;
				}
			}
		}