/// <summary> /// Update the game board state if a player wins or a cat's game happens. /// </summary> /// <param name="winner">The winning player of the game.</param> public void UpdateGameboardState(out PlayerPiece winner) { // // Player X has won // if (ThreeInARow(PlayerPiece.X)) { _currentRoundState = GameboardState.PlayerXWin; winner = PlayerPiece.X; } // // A player O has won // else if (ThreeInARow(PlayerPiece.O)) { _currentRoundState = GameboardState.PlayerOWin; winner = PlayerPiece.O; } // // All positions filled // else if (IsCatsGame()) { _currentRoundState = GameboardState.CatsGame; winner = PlayerPiece.None; } // Other situation else { winner = PlayerPiece.None; } }
/// <summary> /// Update the game board state if a player wins or a cat's game happens. /// </summary> public void UpdateGameboardState(int column, Sound applause) { //Get the row index of the most recent move in the column int row = LastMoveInColumn(column); //Create a gameboard position for the most recent move GameboardPosition gameboardPosition = new GameboardPosition(row, column); //Get the piece (X or O) of the most recent move PlayerPiece piece = GetPlayerPieceByGameBoardPosition(gameboardPosition); //Check for a win if (FourInARow(piece, gameboardPosition)) { applause.playSound(); if (piece == PlayerPiece.X) { _currentRoundState = GameboardState.PlayerXWin; } else { _currentRoundState = GameboardState.PlayerOWin; } } //Check if all positions are filled else if (IsCatsGame()) { _currentRoundState = GameboardState.CatsGame; } }
/// <summary> /// Update game to be next player's turn /// </summary> private void SetNextPlayer() { if (_currentRoundState == GameboardState.PlayerOneTurn) { _currentRoundState = GameboardState.PlayerTwoTurn; } else { _currentRoundState = GameboardState.PlayerOneTurn; } }
/// <summary> /// Switch the game board state to the next player. /// </summary> private void SetNextPlayer() { if (CurrentRoundState == GameboardState.PlayerXTurn) { CurrentRoundState = GameboardState.PlayerOTurn; } else { CurrentRoundState = GameboardState.PlayerXTurn; } }
/// <summary> /// Switch the game board state to the next player. /// </summary> private void SetNextPlayer() { if (CurrentRoundState == GameboardState.PLAYER_REDTURN) { CurrentRoundState = GameboardState.PLAYER_BLUETURN; } else { CurrentRoundState = GameboardState.PLAYER_REDTURN; } }
/// <summary> /// Switch the game board state to the next player. /// </summary> public void SetNextPlayer() { if (_currentRoundState == GameboardState.PlayerXTurn) { _currentRoundState = GameboardState.PlayerOTurn; } else { _currentRoundState = GameboardState.PlayerXTurn; } }
public void InitalizeGameboard() { CurrentRoundState = GameboardState.NewGame; for (int row = 0; row < MAX_ROWS; row++) { for (int column = 0; column < MAX_COLUMNS; column++) { CurrentBoard[row][column] = PLAYER_NONE; } } }
public void InitializeGameboard() { CurrentRoundState = GameboardState.NewRound; for (int row = 0; row < MAX_NUM_OF_ROWS_COLUMNS; row++) { for (int column = 0; column < MAX_NUM_OF_ROWS_COLUMNS; column++) { CurrentBoard[row][column] = PLAYER_PIECE_NONE; } } }
/// <summary> /// Initialize gameboard, set all positions to None /// </summary> public void InitializeGameboard() { _currentRoundState = GameboardState.NewRound; //set all positions to None for (int row = 0; row < MAX_ROWS; row++) { for (int col = 0; col < MAX_COLS; col++) { _positionState[row, col] = PlayerColor.None; } } }
/// <summary> /// fill the game board array with "None" enum values /// </summary> public void InitializeGameboard() { _currentRoundState = GameboardState.NewRound; for (int xAxis = 0; xAxis < MAX_NUM_OF_ROWS_COLUMNS; xAxis++) { for (int yAxis = 0; yAxis < MAX_NUM_OF_ROWS_COLUMNS; yAxis++) { for (int zAxis = 0; zAxis < MAX_NUM_OF_ROWS_COLUMNS; zAxis++) { _positionState[xAxis, yAxis, zAxis] = PlayerPiece.None; } } } }
/// <summary> /// fill the game board array with "None" enum values /// </summary> public void InitializeGameboard() { CurrentRoundState = GameboardState.NewRound; // // Set all PlayerPiece array values to "None" // for (int row = 0; row < MaxNumOfRowsColumns; row++) { for (int column = 0; column < MaxNumOfRowsColumns; column++) { CurrentBoard[row][column] = PLAYER_PIECE_NONE; } } }
/// <summary> /// fill the game board array with "None" enum values /// </summary> public void InitializeGameboard() { CurrentRoundState = GameboardState.NewRound; // // Set all PlayerPiece array values to "None" // for (int row = 0; row < MAX_NUM_OF_ROWS_COLUMNS; row++) { for (int column = 0; column < MAX_NUM_OF_ROWS_COLUMNS; column++) { CurrentBoard[row][column] = PLAYER_PIECE_NONE; } } }
/// <summary> /// fill the game board array with "None" enum values /// </summary> public void InitializeGameboard() { _currentRoundState = GameboardState.NewRound; // // Set all PlayerPiece array values to "None" // for (int row = 0; row < MAX_NUM_OF_ROWS_COLUMNS; row++) { for (int column = 0; column < MAX_NUM_OF_ROWS_COLUMNS; column++) { _positionState[row, column] = PlayerPiece.None; } } }
public void UpdateGameboardState() { if (FourInARow(PLAYER_PIECE_X)) { CurrentRoundState = GameboardState.PlayerXWin; } if (FourInARow(PLAYER_PIECE_O)) { CurrentRoundState = GameboardState.PlayerOWin; } else if (IsCatsGame()) { CurrentRoundState = GameboardState.CatsGame; } }
/// <summary> /// fill the game board array with "None" enum values /// </summary> public void InitializeGameboard() { CurrentRoundState = GameboardState.NewRound; // // Set all PlayerPiece array values to "None" // for (int row = 0; row < MAX_NUM_OF_ROWS_COLUMNS; row++) { for (int column = 0; column < MAX_NUM_OF_ROWS_COLUMNS; column++) { CurrentBoard[row][column] = EMPTY_BOARD_LOCATION_COLOR; } } }
/// <summary> /// Update gameboard status if a win/draw occurs /// </summary> public void UpdateGameboardState() { //check for win conditions if (FourInARow(PlayerColor.Red)) { _currentRoundState = GameboardState.PlayerOneWin; } else if (FourInARow(PlayerColor.Blue)) { _currentRoundState = GameboardState.PlayerTwoWin; } else if (IsDrawGame()) { _currentRoundState = GameboardState.PlayerDraw; } }
/// <summary> /// fill the game board array with "None" enum values /// </summary> public void InitializeGameboard() { _currentRoundState = GameboardState.NewRound; _rows = new List <int>(); _columns = new List <int>(); // // Set all PlayerPiece array values to "None" // for (int row = 0; row < MAX_NUM_OF_ROWS; row++) { _rows.Add(row); for (int column = 0; column < MAX_NUM_OF_COLUMNS; column++) { _columns.Add(column); _positionState[row, column] = PlayerPiece.None; } } }
/// <summary> /// Update the game board state if a player wins or a cat's game happens. /// </summary> public void UpdateGameboardState() { if (ThreeInARow(PLAYER_PIECE_X)) { CurrentRoundState = GameboardState.PlayerXWin; } // // A player O has won // else if (ThreeInARow(PLAYER_PIECE_O)) { CurrentRoundState = GameboardState.PlayerOWin; } // // All positions filled // else if (IsCatsGame()) { CurrentRoundState = GameboardState.CatsGame; } }
/// <summary> /// Update the game board state if a player wins or a cat's game happens. /// </summary> public void UpdateGameboardState() { if (FourInARow(PlayerPiece.X)) { _currentRoundState = GameboardState.PlayerXWin; } // // A player O has won // else if (FourInARow(PlayerPiece.O)) { _currentRoundState = GameboardState.PlayerOWin; } // // All positions filled // else if (IsCatsGame()) { _currentRoundState = GameboardState.CatsGame; } }
/// <summary> /// Update the game board state if a player wins or a cat's game happens. /// </summary> public void UpdateGameboardState() { if (ThreeInARow(PLAYER_RED_CHIP_COLOR)) { CurrentRoundState = GameboardState.PLAYER_REDWIN; } // // A player O has won // else if (ThreeInARow(PLAER_BLUE_CHIP_COLOR)) { CurrentRoundState = GameboardState.PLAYER_BLUEWIN; } // // All positions filled // else if (IsCatsGame()) { CurrentRoundState = GameboardState.CatsGame; } }
public void UpdateGameboardState() { for (int row = 0; row < MAX_ROWS; row++) { for (int column = 0; column < MAX_COLUMNS; column++) { for (int count = row; count <= (MAX_ROWS - 4); count++) { if ((CurrentBoard[count][column].Color == CurrentBoard[count + 1][column].Color) && (CurrentBoard[count + 1][column].Color == CurrentBoard[count + 2][column].Color) && (CurrentBoard[count + 2][column].Color == CurrentBoard[count + 3][column].Color)) { if (CurrentBoard[count][column].Color == PLAYER_RED.Color) { CurrentRoundState = GameboardState.PlayerRedWin; } else if (CurrentBoard[count][column].Color == PLAYER_YELLOW.Color) { CurrentRoundState = GameboardState.PlayerYellowWin; } } if (column <= (MAX_COLUMNS - 4)) { if ((CurrentBoard[count][column].Color == CurrentBoard[count + 1][column + 1].Color) && (CurrentBoard[count + 1][column + 1].Color == CurrentBoard[count + 2][column + 2].Color) && (CurrentBoard[count + 2][column + 2].Color == CurrentBoard[count + 3][column + 3].Color)) { if (CurrentBoard[count][column].Color == PLAYER_RED.Color) { CurrentRoundState = GameboardState.PlayerRedWin; } else if (CurrentBoard[count][column].Color == PLAYER_YELLOW.Color) { CurrentRoundState = GameboardState.PlayerYellowWin; } } } if (column >= 3) { if ((CurrentBoard[count][column].Color == CurrentBoard[count + 1][column - 1].Color) && (CurrentBoard[count + 1][column - 1].Color == CurrentBoard[count + 2][column - 2].Color) && (CurrentBoard[count + 2][column - 2].Color == CurrentBoard[count + 3][column - 3].Color)) { if (CurrentBoard[count][column].Color == PLAYER_RED.Color) { CurrentRoundState = GameboardState.PlayerRedWin; } else if (CurrentBoard[count][column].Color == PLAYER_YELLOW.Color) { CurrentRoundState = GameboardState.PlayerYellowWin; } } } } for (int count = column; count <= (MAX_COLUMNS - 4); count++) { if ((CurrentBoard[row][count].Color == CurrentBoard[row][count + 1].Color) && (CurrentBoard[row][count + 1].Color == CurrentBoard[row][count + 2].Color) && (CurrentBoard[row][count + 2].Color == CurrentBoard[row][count + 3].Color)) { if (CurrentBoard[row][count].Color == PLAYER_RED.Color) { CurrentRoundState = GameboardState.PlayerRedWin; } else if (CurrentBoard[row][count].Color == PLAYER_YELLOW.Color) { CurrentRoundState = GameboardState.PlayerYellowWin; } } } } } if (IsTieGame()) { CurrentRoundState = GameboardState.Draw; } }