private void initializeSoldiersLocationInBoard(int i_Row, ePlayerTitles i_PlayerTitle, bool i_SetSoldierInStartOfRow) { bool setSoldierInCell = false; for (int i = 0; i < k_NumRowsForPlayer; i++) { setSoldierInCell = i_SetSoldierInStartOfRow; for (int j = 0; j < m_Board.GetLength(1); j++) { m_Board[i_Row, j] = new Cell(); if (setSoldierInCell) { m_Board[i_Row, j].Soldier = createNewSoldier(i_Row, j, i_PlayerTitle); setSoldierInCell = false; } else { setSoldierInCell = true; } } i_SetSoldierInStartOfRow = !i_SetSoldierInStartOfRow; i_Row++; } m_StartRowWithSoldier = i_SetSoldierInStartOfRow; }
private Soldier createNewSoldier(int i_Row, int i_Col, ePlayerTitles i_PlayerTitle) { Soldier soldier = new Soldier(new Location(i_Row, i_Col), eSoldierTypes.Regular, i_PlayerTitle); getPlayerByTitle(i_PlayerTitle).AddSoldier(soldier); return(soldier); }
public Player(PlayerConfiguration i_PlayerConfiguration, ePlayerTitles i_Title) { m_Score = 0; m_Soldiers = new List <Soldier>(); m_Title = i_Title; m_Type = i_PlayerConfiguration.PlayerType; m_Name = i_PlayerConfiguration.PlayerName; m_PlayerSign = GlobalDefines.GetSoldierSign(i_Title, eSoldierTypes.Regular); }
private string getPlayerNameByTitle(ePlayerTitles i_Title) { string name = m_Players[0].PlayerName; if (m_Players[1].PlayerTitle == i_Title) { name = m_Players[1].PlayerName; } return(name); }
public static char GetSoldierSign(ePlayerTitles i_PlayerTitle, eSoldierTypes i_SoldierType) { char soldierSign = 'X'; switch (i_PlayerTitle) { case ePlayerTitles.PlayerOne: { switch (i_SoldierType) { case eSoldierTypes.Regular: { soldierSign = 'O'; } break; case eSoldierTypes.King: { soldierSign = 'U'; } break; } } break; case ePlayerTitles.PlayerTwo: { switch (i_SoldierType) { case eSoldierTypes.Regular: { soldierSign = 'X'; } break; case eSoldierTypes.King: { soldierSign = 'K'; } break; } } break; } return(soldierSign); }
private Player getPlayerByTitle(ePlayerTitles i_PlayerTitle) { Player player = null; if (m_Players[0].PlayerTitle == i_PlayerTitle) { player = m_Players[0]; } else { player = m_Players[1]; } return(player); }
private eVertical getVerticalDirection(ePlayerTitles i_PlayerTitle) { eVertical verticalDirection; if (i_PlayerTitle == ePlayerTitles.PlayerOne) { verticalDirection = eVertical.Down; } else { verticalDirection = eVertical.Up; } return(verticalDirection); }
public Soldier(Location i_Location, eSoldierTypes i_Type, ePlayerTitles i_PlayerTitle) { m_Type = i_Type; m_Location = i_Location; m_Owner = i_PlayerTitle; }