private void EvaluateRoll()
        {
            switch (_sum)
            {
            case 7:
                _diceSum    = DiceSum.Seven;
                _gameStatus = GameStatus.Win;
                _point      = 0;
                _statistics.SetStats(_numRolls, _gameStatus);
                break;

            case 11:
                _diceSum    = DiceSum.YoLeven;
                _gameStatus = GameStatus.Win;
                _point      = 0;
                _statistics.SetStats(_numRolls, _gameStatus);
                break;

            case 2:
                _diceSum    = DiceSum.SnakeEyes;
                _gameStatus = GameStatus.Lose;
                _point      = 0;
                _statistics.SetStats(_numRolls, _gameStatus);
                break;

            case 3:
                _diceSum    = DiceSum.Trey;
                _gameStatus = GameStatus.Lose;
                _point      = 0;
                _statistics.SetStats(_numRolls, _gameStatus);
                break;

            case 12:
                _diceSum    = DiceSum.BoxCars;
                _gameStatus = GameStatus.Lose;
                _point      = 0;
                _statistics.SetStats(_numRolls, _gameStatus);
                break;

            default:
                _gameStatus = GameStatus.Continue;
                _point      = _sum;
                _statistics.SetStats(_numRolls, _gameStatus);
                break;
            }
        }
Example #2
0
        private void EvaluateRoll()         // Defines switches if specific sums of the die are rolled on the first roll of the game. These are win/lose rolls.
        {
            switch (_sum)
            {
            case 7:
                _diceSum    = DiceSum.Seven;
                _gameStatus = GameStatus.Win;
                _point      = 0;
                _stats.SetStats(_numRolls, _gameStatus);
                break;

            case 11:
                _diceSum    = DiceSum.YoLeven;
                _gameStatus = GameStatus.Win;
                _point      = 0;
                _stats.SetStats(_numRolls, _gameStatus);
                break;

            case 2:
                _diceSum    = DiceSum.SnakeEyes;
                _gameStatus = GameStatus.Lose;
                _point      = 0;
                _stats.SetStats(_numRolls, _gameStatus);
                break;

            case 3:
                _diceSum    = DiceSum.Trey;
                _gameStatus = GameStatus.Lose;
                _point      = 0;
                _stats.SetStats(_numRolls, _gameStatus);
                break;

            case 12:
                _diceSum    = DiceSum.BoxCars;
                _gameStatus = GameStatus.Lose;
                _point      = 0;
                _stats.SetStats(_numRolls, _gameStatus);
                break;

            default:
                _gameStatus = GameStatus.Continue;
                _point      = _sum;
                break;
            }
        }