Ejemplo n.º 1
0
 //return to initial board conditions
 private void Reset_Click(object sender, RoutedEventArgs e)
 {
     Menu.ResetFieldColors(Field);                     //set all fields to neutral and free fields above and below the board
     Hints.HintsOff(Field);                            //delete all move permissions and reset highlightings
     Menu.SetPiecePositions(whitePieces, blackPieces); //return all Pieces to starting positions
     Menu.ResetPieceStates(whitePieces, blackPieces);  //return all Piece colors to normal and reset IsCaptured value
     Menu.InitFieldColors(Field);                      //set all now occupied fields to their respective color
     Menu.ResetPieceCounter(blackPieceCounter, whitePieceCounter);
     activePiece  = null;                              //delete active Piece value
     activePlayer = 1;                                 //reset starting player to white
     Menu.SetPlayerText(TurnLine, activePlayer);
 }
Ejemplo n.º 2
0
        public void Move(object sender, RoutedEventArgs e)
        {
            Field activeField = sender as Field;

            if (activeField.GetColor() != 2)
            {
                return;              //don't do anything if the field is occupied (Player should select the Piece on it instead)
            }
            if (activePiece != null) //Do nothing if no Piece is active
            {
                int pieceRow         = Grid.GetRow(activePiece);
                int pieceColumn      = Grid.GetColumn(activePiece);
                int fieldRow         = Grid.GetRow(activeField);
                int fieldColumn      = Grid.GetColumn(activeField);
                int activePieceColor = activePiece.GetColor();

                if (activeField.GetPermission())     //check if Movement is allowed if yes move
                {
                    if (activePiece.GetIsCaptured()) //for pieces outside the board
                    {
                        activePiece.SetIsCaptured(false);
                        if (activePlayer == 1)
                        {
                            whitePieceCounter[pieceColumn - 1].DecreaseCounter();
                        }
                        if (activePlayer == 0)
                        {
                            blackPieceCounter[pieceColumn - 1].DecreaseCounter();
                        }
                    }
                    else
                    {
                        Field[pieceRow, pieceColumn].SetColor(2); //make old field neutral
                    }
                    if (activePieceColor == 1)                    //for white pieces
                    {
                        activePiece.SetColor(1);
                        activeField.SetColor(1);
                        if (fieldRow >= 7 && activePiece.GetIsPromoted() == false)//if reached enemy Territory and is not promoted ask for promotion
                        {
                            MessageBoxResult result;
                            result = MessageBox.Show("Promote?", "", MessageBoxButton.YesNo);
                            if (result == MessageBoxResult.Yes)
                            {
                                activePiece.SetIsPromoted(true);
                            }
                        }
                    }
                    else//for black pieces
                    {
                        activePiece.SetColor(0);
                        activeField.SetColor(0);
                        if (fieldRow <= 3 && activePiece.GetIsPromoted() == false)//if reached enemy Territory and is not promoted ask for promotion
                        {
                            MessageBoxResult result;
                            result = MessageBox.Show("Promote?", "", MessageBoxButton.YesNo);
                            if (result == MessageBoxResult.Yes)
                            {
                                activePiece.SetIsPromoted(true);
                            }
                        }
                    }

                    Hints.HintsOff(Field); //delete all hints and permissions
                    Grid.SetRow(activePiece, fieldRow);
                    Grid.SetColumn(activePiece, fieldColumn);
                    activePiece  = null;
                    activePlayer = activePlayer == 1 ? 0 : 1;
                    Menu.SetPlayerText(TurnLine, activePlayer);
                }
                else //if move not allowed
                {
                    Hints.HintsOff(Field); //delete all hints and permissions
                    if (activePieceColor == 1)
                    {
                        activePiece.SetColor(1);
                    }
                    else
                    {
                        activePiece.SetColor(0);
                    }
                    activePiece = null;
                }
            }
        }
Ejemplo n.º 3
0
        //shows possible movements and moves pieces
        public void Highlight(object sender, RoutedEventArgs e)
        {
            Piece selectedPiece = sender as Piece;

            int selectedPieceColor = selectedPiece.GetColor();

            if (activePiece == null) //first selection
            {
                if (selectedPieceColor == activePlayer)
                {
                    activePiece            = selectedPiece;
                    activePiece.Background = Brushes.Red;
                    if (activePiece.GetIsCaptured())
                    {
                        Hints.HintsCapturedPieceOn(Field);                              //if it's a previously captured Piece
                    }
                    else
                    {
                        Hints.HintsOn(activePiece, Field);  //Show where the Piece may move and set respective Permissions
                    }
                }
            }
            else //with active piece
            {
                Console.WriteLine(activePiece);
                int activePieceColor = activePiece.GetColor();

                if (activePieceColor == selectedPieceColor) //switch pieces if seletion is of same color
                {
                    if (activePieceColor == 1)
                    {
                        activePiece.SetColor(1);
                    }
                    else
                    {
                        activePiece.SetColor(0);
                    }

                    Hints.HintsOff(Field); //Remove all active hints and delete all active Permissions
                    activePiece            = selectedPiece;
                    activePiece.Background = Brushes.Red;
                    if (activePiece.GetIsCaptured())
                    {
                        Hints.HintsCapturedPieceOn(Field);                              //if it's a previously captured Piece
                    }
                    else
                    {
                        Hints.HintsOn(activePiece, Field);  //Show where the Piece may move and set respective Permissions
                    }
                }
                else //move and/or capture pieces
                {
                    int selectedPieceRow    = Grid.GetRow(selectedPiece);
                    int selectedPieceColumn = Grid.GetColumn(selectedPiece);
                    int activePieceRow      = Grid.GetRow(activePiece);
                    int activePieceColumn   = Grid.GetColumn(activePiece);

                    if (Field[selectedPieceRow, selectedPieceColumn].GetPermission())//if movement is allowed
                    {
                        int gameOver = 0;

                        if (activePieceColor == 1) //if captured piece is black
                        {
                            if (selectedPiece is Pawn)
                            {
                                Grid.SetColumn(selectedPiece, 1);
                                whitePieceCounter[0].IncreaseCounter();
                            }
                            if (selectedPiece is Lance)
                            {
                                Grid.SetColumn(selectedPiece, 2);
                                whitePieceCounter[1].IncreaseCounter();
                            }
                            if (selectedPiece is Knight)
                            {
                                Grid.SetColumn(selectedPiece, 3);
                                whitePieceCounter[2].IncreaseCounter();
                            }
                            if (selectedPiece is SilverGeneral)
                            {
                                Grid.SetColumn(selectedPiece, 4);
                                whitePieceCounter[3].IncreaseCounter();
                            }
                            if (selectedPiece is GoldGeneral)
                            {
                                Grid.SetColumn(selectedPiece, 5);
                                whitePieceCounter[4].IncreaseCounter();
                            }
                            if (selectedPiece is Tower)
                            {
                                Grid.SetColumn(selectedPiece, 6);
                                whitePieceCounter[5].IncreaseCounter();
                            }
                            if (selectedPiece is Bishop)
                            {
                                Grid.SetColumn(selectedPiece, 7);
                                whitePieceCounter[6].IncreaseCounter();
                            }
                            Grid.SetRow(selectedPiece, 0);                        //move captured piece to designated spot outside of board
                            selectedPiece.SetColor(1);                            //change captured piece color to white
                            selectedPiece.SetIsCaptured(true);                    //flag captured piece as captured
                            selectedPiece.SetIsPromoted(false);                   //strip capturedPiece of Promotion
                            activePiece.SetColor(1);                              //reset activePiece color
                            if (Menu.WinCondition(selectedPiece is King, 1) == 1) //check if captured piece is King and possibly reset board
                            {
                                Hints.HintsOff(Field);
                                Menu.SetPiecePositions(whitePieces, blackPieces);
                                Menu.ResetPieceStates(whitePieces, blackPieces);
                                Menu.ResetPieceCounter(blackPieceCounter, whitePieceCounter);
                                Menu.ResetFieldColors(Field);
                                Menu.InitFieldColors(Field);
                                activePiece  = null;
                                activePlayer = 1;
                                Menu.SetPlayerText(TurnLine, activePlayer);
                                gameOver = 1;
                            }
                        }
                        if (activePieceColor == 0) //if captured piece is white
                        {
                            if (selectedPiece is Pawn)
                            {
                                Grid.SetColumn(selectedPiece, 1);
                                blackPieceCounter[0].IncreaseCounter();
                            }
                            if (selectedPiece is Lance)
                            {
                                Grid.SetColumn(selectedPiece, 2);
                                blackPieceCounter[1].IncreaseCounter();
                            }
                            if (selectedPiece is Knight)
                            {
                                Grid.SetColumn(selectedPiece, 3);
                                blackPieceCounter[2].IncreaseCounter();
                            }
                            if (selectedPiece is SilverGeneral)
                            {
                                Grid.SetColumn(selectedPiece, 4);
                                blackPieceCounter[3].IncreaseCounter();
                            }
                            if (selectedPiece is GoldGeneral)
                            {
                                Grid.SetColumn(selectedPiece, 5);
                                blackPieceCounter[4].IncreaseCounter();
                            }
                            if (selectedPiece is Tower)
                            {
                                Grid.SetColumn(selectedPiece, 6);
                                blackPieceCounter[5].IncreaseCounter();
                            }
                            if (selectedPiece is Bishop)
                            {
                                Grid.SetColumn(selectedPiece, 7);
                                blackPieceCounter[6].IncreaseCounter();
                            }
                            Grid.SetRow(selectedPiece, 10);                       //move captured piece to designated spot outside of board
                            selectedPiece.SetColor(0);                            //change captured piece color to black
                            selectedPiece.SetIsCaptured(true);                    //flag captured piece as captured
                            selectedPiece.SetIsPromoted(false);                   //strip capturedPiece of Promotion
                            activePiece.SetColor(0);                              //reset activePiece color
                            if (Menu.WinCondition(selectedPiece is King, 0) == 1) //check if captured piece is King and possibly reset board
                            {
                                Hints.HintsOff(Field);
                                Menu.SetPiecePositions(whitePieces, blackPieces);
                                Menu.ResetPieceStates(whitePieces, blackPieces);
                                Menu.ResetFieldColors(Field);
                                Menu.InitFieldColors(Field);
                                Menu.ResetPieceCounter(blackPieceCounter, whitePieceCounter);
                                activePiece  = null;
                                activePlayer = 1;
                                Menu.SetPlayerText(TurnLine, activePlayer);
                                gameOver = 1;
                            }
                        }

                        if (gameOver == 0)                                                                              //only if King is still in play
                        {
                            Hints.HintsOff(Field);                                                                      //reset field background colors and revoke permissions
                            Field[activePieceRow, activePieceColumn].SetColor(2);                                       //set old field to neutral
                            Grid.SetRow(activePiece, selectedPieceRow);                                                 //move activePiece to new field
                            Grid.SetColumn(activePiece, selectedPieceColumn);
                            Field[selectedPieceRow, selectedPieceColumn].SetColor(activePieceColor);                    //set new field to activePieces color
                            if (selectedPieceRow >= 7 && activePieceColor == 1 && activePiece.GetIsPromoted() == false) //if whitePiece reached enemy Territory and is not yet promoted ask for promotion
                            {
                                MessageBoxResult result;
                                result = MessageBox.Show("Promote?", "", MessageBoxButton.YesNo);
                                if (result == MessageBoxResult.Yes)
                                {
                                    activePiece.SetIsPromoted(true);
                                }
                            }
                            if (selectedPieceRow <= 3 && activePieceColor == 0 && activePiece.GetIsPromoted() == false) //if blackPiece reached enemy Territory and is not yet promoted ask for promotion
                            {
                                MessageBoxResult result;
                                result = MessageBox.Show("Promote?", "", MessageBoxButton.YesNo);
                                if (result == MessageBoxResult.Yes)
                                {
                                    activePiece.SetIsPromoted(true);
                                }
                            }
                            activePiece  = null;                      // let go of active Piece
                            activePlayer = activePlayer == 1 ? 0 : 1; //Switch Player
                            Menu.SetPlayerText(TurnLine, activePlayer);
                        }
                    }
                }
            }
        }