/// <summary> /// Initialises a new game with specifed grid size. /// </summary> /// <param name="gridColumns">No. of columns in grid</param> /// <param name="gridRows">No. of rows in grid</param> public Connect4(IBoardSettings boardSettings, IMessage message) { //Initialise _Message = message; Winner = false; GameState = new State(boardSettings); }
public Logic(IBoardSettings settings, ITurtle turtle) { _settings = settings; _turtle = turtle; _turtle.TurtleMoved += TurtleMoved; _turtlePosition = new Tile(_settings.StartTile); }
/// <summary> /// New state base on old state /// </summary> /// <param name="original"></param> public State(State original) { Values = (int[, ])original.Values.Clone(); RowCount = (int[])original.RowCount.Clone(); _BoardSettings = original._BoardSettings; MoveCount = original.MoveCount; Turn = original.Turn; }
/// <summary> /// Initialises a new game with specifed grid size. /// </summary> /// <param name="gridColumns">No. of columns in grid</param> /// <param name="gridRows">No. of rows in grid</param> public Connect4(IBoardSettings boardSettings, IMessage message) { //Initialise _Message = message; Winner = false; GameState = new State(boardSettings.Columns,boardSettings.Rows); GameState.Turn = 1; }
/// <summary> /// New state with defined Grid size. /// </summary> /// <param name="cols">No. of columns within grid</param> /// <param name="rows">No. of Rows within grid.</param> public State(IBoardSettings boardSettings, int firstPlayer = 1) { _BoardSettings = boardSettings; Values = new int[_BoardSettings.Columns, _BoardSettings.Rows]; RowCount = new int[_BoardSettings.Columns]; MoveCount = 0; Turn = firstPlayer; }
public Computer(int playerNumber, BoardSettings boardSettings) { _BoardSettings = boardSettings; number = playerNumber; }