Exemple #1
0
        public async Task <ActionResult> OnGet(int?levelStateId, int?col)
        {
            if (levelStateId == null)
            {
                var settings = SettingsHandler.GetSavedSettingsElseNew();

                LevelState = new LevelState(settings);
                await AddGameStateToDb(LevelState);
            }
            else
            {
                LevelState = RestoreGameStateFromDb((int)levelStateId);
            }

            // don't allow moves if there is a win or a tie
            if (LevelState.IsGameOver())
            {
                return(Page());
            }

            if (col != null)
            {
                LevelState = LevelUpdate.UpdateLevel(LevelState, LevelState.Turn, (int)col);
            }

            while (LevelState.GetCurrentPlayer().isAI)
            {
                LevelState = LevelUpdate.UpdateLevel(LevelState, LevelState.Turn);
            }

            await UpdateLevelStateInDb(LevelState);

            return(Page());
        }
Exemple #2
0
        private static void Play(LevelState state)
        {
            int cursorPos = 1;

            while (state.GetWinnerElseNull() == null && !state.IsTie)
            {
                var scene         = RenderScene(state);
                var currentPlayer = state.GetCurrentPlayer();
                PrintBoard(state, cursorPos, scene, currentPlayer);

                if (currentPlayer.isAI)
                {
                    state = LevelUpdate.UpdateLevel(state, state.Turn);
                    Thread.Sleep(500);                     // add delay for dramatic effect
                    continue;
                }

                Key input;
                while ((input = GetUserDirectionInput()) != Key.Down)
                {
                    switch (input)
                    {
                    case Key.Left:
                        cursorPos = cursorPos <= 1 ? cursorPos : cursorPos - 1;
                        break;

                    case Key.Right:
                        cursorPos = cursorPos >= state.Width ? cursorPos : cursorPos + 1;
                        break;

                    case Key.Save:
                        Console.Clear();
                        SaveGame(state);
                        break;

                    case Key.Exit:
                        goto ExitLoop;
                    }

                    PrintBoard(state, cursorPos, scene, currentPlayer);
                }

                state = LevelUpdate.UpdateLevel(state, state.Turn, cursorPos);
            }

ExitLoop:

            PrintBoard(state, cursorPos);
            PrintWinMessage(state);
        }