public Game(Random random) { this.dice = new Dice(random); this.players = new Player[NUMBER_OF_PLAYERS]; this.table = new Table(); this.playerIndex = 0; this.currentPlayerIndex = 0; this.palpitating = new Player[3]; this.palpitatingIndex = 0; this.round = 1; }
void Roll_Dice(object sender, RoutedEventArgs e) { if (start) { //Player must choose piece or nest first if (choosen == false) { BitmapImage choosePiece = new BitmapImage(new Uri("/images/choose.png", UriKind.Relative)); bubble.Source = choosePiece; } else { Button b = e.Source as Button; Dice newDice = new Dice(); int number = newDice.roll_dice(); BitmapImage Img = new BitmapImage(new Uri("/images/bubble" + number.ToString() + ".png", UriKind.Relative)); bubble.Source = Img; BitmapImage theDice = new BitmapImage(new Uri("/images/dice" + number.ToString() + ".jpg", UriKind.Relative)); dice.Source = theDice; // Console.WriteLine("Värde x: " + Pieces[2].X + " värde y: " + Pieces[2].Y); Pieces = pieces; } } }
/// <summary> /// When the "roll dice" button has been clicked - communicate with rule engine /// </summary> /// <param name="sender"></param> /// <param name="e"></param> void RollDiceAndHandleEvents(object sender, RoutedEventArgs e) { if (hasGameStarted) { // Force player to choose the right piece if (!hasChosenPiece) { chooseTalkingBubble("/images/choosepieceid.png"); } else if (hasChosenPiece && (ChosenPieceColor != gameEvent.Player)) { chooseTalkingBubble("/images/chooserightpieceid.png"); } // Piece now chosen,try rolling the dice else { Dice newDice = new Dice(); int diceRoll = newDice.rollDice(); showDice("/images/dice" + diceRoll.ToString() + ".jpg"); // Let the rule engine do its magic and update the game state, then update GUI gameState = parseNewEvent(diceRoll); changePieces(gameState); showInstructions(diceRoll); // Prepare next turn resetInGameValues(); gameEvent.Player = switchTurn(); createTurnString(ref turn); PlayerTurn = turn; } } }