Exemple #1
0
 /// <summary>
 /// This function is used to remove all captured pieces
 /// </summary>
 public void removeCapturedPieces()
 {
     //If it is white's turn, remove all captured black pieces
     if (turnColor == PieceColor.White)
     {
         for (int index = 0; index < blackGamePieces.Count(); index++)
         {
             if (blackGamePieces[index].getCaptureStatus() == true)
             {
                 gameBoard.getTileAt(blackGamePieces[index].position).unOccupy();
                 blackGamePieces.RemoveAt(index);
                 index--;
             }
         }
     }
     //else remove all captured white pieces
     else
     {
         for (int index = 0; index < whiteGamePieces.Count(); index++)
         {
             if (whiteGamePieces[index].getCaptureStatus() == true)
             {
                 gameBoard.getTileAt(whiteGamePieces[index].position).unOccupy();
                 whiteGamePieces.RemoveAt(index);
                 index--;
             }
         }
     }
 }
Exemple #2
0
        /// <summary>
        /// Constructor for a state.
        /// A new game state is initialized by passing in the color the player is playing as.
        /// </summary>
        /// <param name="playerClr">The color for the player</param>
        public CheckersGameState(PieceColor playerClr)
        {
            gameBoard       = new CheckersBoard();
            whiteGamePieces = new List <CheckersPiece>();
            blackGamePieces = new List <CheckersPiece>();
            turnColor       = PieceColor.None;
            winner          = PieceColor.None;
            jumpExists      = false;

            //If a player color is passed in, the blow will initialize all the white and black pieces.
            if (playerClr != PieceColor.None)
            {
                Vector2 blackPosition;
                Vector2 whitePosition;
                for (int index = 0; index < MAX_PIECES; index++)
                {
                    //calculate the position for the black piece and the white piece
                    if (index < 3)
                    {
                        blackPosition = new Vector2(index * 2f, 5 - (index / 3));
                        whitePosition = new Vector2(index * 2f + 1, index / 3);
                    }
                    else
                    {
                        blackPosition = new Vector2((index * 2f + 1) - 6, 5 - (index / 3));
                        whitePosition = new Vector2((index * 2f) - 6, index / 3);
                    }

                    //Create the pieces with the calculated positions and add them the the list
                    CheckersPiece blackPiece = new CheckersPiece(new Vector2(blackPosition.X, blackPosition.Y), PieceColor.Black);
                    CheckersPiece whitePiece = new CheckersPiece(new Vector2(whitePosition.X, whitePosition.Y), PieceColor.White);
                    blackGamePieces.Add(blackPiece);
                    whiteGamePieces.Add(whitePiece);

                    //Set the tiles to be occupied
                    gameBoard.getTileAt(blackPosition).occupy(PieceColor.Black);
                    gameBoard.getTileAt(whitePosition).occupy(PieceColor.White);
                }
                //Set the player and ai colors
                if (playerClr == PieceColor.Black)
                {
                    playerColor = PieceColor.Black;
                    aiColor     = PieceColor.White;
                }
                else
                {
                    playerColor = PieceColor.White;
                    aiColor     = PieceColor.Black;
                }
            }
        }
Exemple #3
0
        /// <summary>
        /// Function that will determine all possible moves for the piece
        /// </summary>
        /// <param name="gameBoard">The gameboard</param>
        /// <param name="gameState">The current state of the game</param>
        /// <param name="noShow">Whether or not to mark the board</param>
        /// <returns>Type of move the piece has (NONE, MOVE, JUMP)</returns>
        public TileStatus determineMoves(CheckersBoard gameBoard, CheckersGameState gameState, bool noShow = false)
        {
            TileStatus foundMove = TileStatus.NONE;

            possibleMoves.Clear();

            Vector2 tilePosition = new Vector2(position.X, position.Y);

            List <GameMove> jumps = getJumps(tilePosition, gameBoard, gameState);

            //Look for any jumps by the piece
            if (jumps.Count != 0)
            {
                foundMove            = TileStatus.JUMP;
                possibleMoves        = jumps;
                gameState.jumpExists = true;
                //Reset that the piece was just jumped over
                //Necessary for multi-jumps
                if (color == PieceColor.Black)
                {
                    foreach (CheckersPiece piece in gameState.whiteGamePieces)
                    {
                        piece.justJumpedOver = false;
                    }
                }
                else if (color == PieceColor.White)
                {
                    foreach (CheckersPiece piece in gameState.blackGamePieces)
                    {
                        piece.justJumpedOver = false;
                    }
                }
            }
            //If no jump was found in the context of the turn find possible regular moves for the piece
            else if (gameState.jumpExists == false)
            {
                List <GameMove> regularMoves = getRegularMoves(tilePosition, gameBoard, gameState);
                if (regularMoves.Count != 0)
                {
                    foundMove     = TileStatus.MOVE;
                    possibleMoves = regularMoves;
                }
            }
            if (noShow == false)
            {
                gameBoard.clearMarkings();
                if (foundMove != TileStatus.NONE)
                {
                    foreach (GameMove move in possibleMoves)
                    {
                        gameBoard.getTileAt(move.destinationPosition).setStatus(foundMove);
                    }
                }
            }
            return(foundMove);
        }
Exemple #4
0
        /// <summary>
        /// Function that will find all regular moves for this piece
        /// A regular move is a non-jump move
        /// </summary>
        /// <param name="tilePosition">The position of the tile to check jumps from</param>
        /// <param name="gameBoard">The gameboard</param>
        /// <param name="gameState">The current gamestate</param>
        /// <returns>A list of possible regular moves</returns>
        public List <GameMove> getRegularMoves(Vector2 tilePosition, CheckersBoard gameBoard, CheckersGameState gameState)
        {
            List <GameMove> regularMoves = new List <GameMove>();

            //Below is the logic for if the checkers piece is black
            if (color == PieceColor.Black)
            {
                //Get the two possible tiles a black piece could move to
                BoardTile topLeftTile  = gameBoard.getTileAt((int)tilePosition.X - 1, (int)tilePosition.Y - 1);
                BoardTile topRightTile = gameBoard.getTileAt((int)tilePosition.X + 1, (int)tilePosition.Y - 1);

                //If the tile exists on the board, add that tile as a possible move
                if (topLeftTile != null && topLeftTile.getOccupiedStatus() == PieceColor.None)
                {
                    regularMoves.Add(new GameMove(this, topLeftTile.position));
                }
                if (topRightTile != null && topRightTile.getOccupiedStatus() == PieceColor.None)
                {
                    regularMoves.Add(new GameMove(this, topRightTile.position));
                }
            }

            //Below is the logic for if the checkers piece is white
            if (color == PieceColor.White)
            {
                //Get the two possible tiles a black piece could move to
                BoardTile bottomLeftTile  = gameBoard.getTileAt((int)tilePosition.X - 1, (int)tilePosition.Y + 1);
                BoardTile bottomRightTile = gameBoard.getTileAt((int)tilePosition.X + 1, (int)tilePosition.Y + 1);

                //If the tile exists on the board, add that tile as a possible move
                if (bottomLeftTile != null && bottomLeftTile.getOccupiedStatus() == PieceColor.None)
                {
                    regularMoves.Add(new GameMove(this, bottomLeftTile.position));
                }
                if (bottomRightTile != null && bottomRightTile.getOccupiedStatus() == PieceColor.None)
                {
                    regularMoves.Add(new GameMove(this, bottomRightTile.position));
                }
            }
            return(regularMoves);
        }
Exemple #5
0
        /// <summary>
        /// Function that will recursively find all the jump sequences possible by this piece
        /// </summary>
        /// <param name="tilePosition">The position of the tile to check jumps from</param>
        /// <param name="gameBoard">The gameboard</param>
        /// <param name="gameState">The current gamestate</param>
        /// <returns>A list of possible jumps</returns>
        public List <GameMove> getJumps(Vector2 tilePosition, CheckersBoard gameBoard, CheckersGameState gameState)
        {
            List <GameMove> jumps = new List <GameMove>();
            //Get all the possible tiles that could result with a jump
            BoardTile topLeftTile         = gameBoard.getTileAt((int)tilePosition.X - 1, (int)tilePosition.Y - 1);
            BoardTile topRightTile        = gameBoard.getTileAt((int)tilePosition.X + 1, (int)tilePosition.Y - 1);
            BoardTile bottomLeftTile      = gameBoard.getTileAt((int)tilePosition.X - 1, (int)tilePosition.Y + 1);
            BoardTile bottomRightTile     = gameBoard.getTileAt((int)tilePosition.X + 1, (int)tilePosition.Y + 1);
            BoardTile topLeftJumpTile     = gameBoard.getTileAt((int)tilePosition.X - 2, (int)tilePosition.Y - 2);
            BoardTile topRightJumpTile    = gameBoard.getTileAt((int)tilePosition.X + 2, (int)tilePosition.Y - 2);
            BoardTile bottomLeftJumpTile  = gameBoard.getTileAt((int)tilePosition.X - 2, (int)tilePosition.Y + 2);
            BoardTile bottomRightJumpTile = gameBoard.getTileAt((int)tilePosition.X + 2, (int)tilePosition.Y + 2);

            //Set the enemy color
            PieceColor enemyColor;

            if (this.color == PieceColor.Black)
            {
                enemyColor = PieceColor.White;
            }
            else
            {
                enemyColor = PieceColor.Black;
            }

            //The below four if-elses will basically determine if there was a piece of the enemy color was jumped over
            //by moving to a tile 2 diagonal tiles away. If there was a jump, it will mark the piece that it just jumped over
            //and then recursively look for any other following jumps from that tile.
            if (topLeftTile != null && topLeftTile.getOccupiedStatus() == enemyColor)
            {
                //Get the piece that was jumped over
                CheckersPiece adjacentPiece = gameState.getPiece(enemyColor, topLeftTile.position);
                if (topLeftJumpTile != null && topLeftJumpTile.getOccupiedStatus() == PieceColor.None && adjacentPiece.justJumpedOver == false)
                {
                    //mark the piece as jumped over
                    adjacentPiece.justJumpedOver = true;
                    //Find any jumps from the new tile position
                    List <GameMove> sequenceJumps = getJumps(topLeftJumpTile.position, gameBoard, gameState);

                    //If there was no following jump then add the jump to the list of jump
                    if (sequenceJumps.Count == 0)
                    {
                        GameMove newJump = (new GameMove(this, topLeftJumpTile.position));
                        newJump.capturedPieces.Add(adjacentPiece);
                        jumps.Add(newJump);
                    }
                    //Else for each following jump, add the piece the first jump captured to the list of captured pieces
                    else
                    {
                        foreach (GameMove jump in sequenceJumps)
                        {
                            //GameMove newJump = (new GameMove(this, jump.destinationPosition));
                            //jump.capturedPieces = jump.capturedPieces;
                            jump.capturedPieces.Add(adjacentPiece);
                            jumps.Add(jump);
                        }
                    }
                }
            }
            if (topRightTile != null && topRightTile.getOccupiedStatus() == enemyColor)
            {
                CheckersPiece adjacentPiece = gameState.getPiece(enemyColor, topRightTile.position);
                if (topRightJumpTile != null && topRightJumpTile.getOccupiedStatus() == PieceColor.None && adjacentPiece.justJumpedOver == false)
                {
                    //get any jumps from that tile
                    adjacentPiece.justJumpedOver = true;
                    List <GameMove> sequenceJumps = getJumps(topRightJumpTile.position, gameBoard, gameState);

                    if (sequenceJumps.Count == 0)
                    {
                        GameMove newJump = (new GameMove(this, topRightJumpTile.position));
                        newJump.capturedPieces.Add(adjacentPiece);
                        jumps.Add(newJump);
                    }
                    else
                    {
                        foreach (GameMove jump in sequenceJumps)
                        {
                            GameMove newJump = (new GameMove(this, jump.destinationPosition));
                            newJump.capturedPieces = jump.capturedPieces;
                            newJump.capturedPieces.Add(adjacentPiece);
                            jumps.Add(newJump);
                        }
                    }
                }
            }
            if (bottomLeftTile != null && bottomLeftTile.getOccupiedStatus() == enemyColor)
            {
                CheckersPiece adjacentPiece = gameState.getPiece(enemyColor, bottomLeftTile.position);
                if (bottomLeftJumpTile != null && bottomLeftJumpTile.getOccupiedStatus() == PieceColor.None && adjacentPiece.justJumpedOver == false)
                {
                    //get any jumps from that tile
                    adjacentPiece.justJumpedOver = true;
                    List <GameMove> sequenceJumps = getJumps(bottomLeftJumpTile.position, gameBoard, gameState);

                    if (sequenceJumps.Count == 0)
                    {
                        GameMove newJump = (new GameMove(this, bottomLeftJumpTile.position));
                        newJump.capturedPieces.Add(adjacentPiece);
                        jumps.Add(newJump);
                    }
                    else
                    {
                        foreach (GameMove jump in sequenceJumps)
                        {
                            GameMove newJump = (new GameMove(this, jump.destinationPosition));
                            newJump.capturedPieces = jump.capturedPieces;
                            newJump.capturedPieces.Add(adjacentPiece);
                            jumps.Add(newJump);
                        }
                    }
                }
            }
            if (bottomRightTile != null && bottomRightTile.getOccupiedStatus() == enemyColor)
            {
                CheckersPiece adjacentPiece = gameState.getPiece(enemyColor, bottomRightTile.position);
                if (bottomRightJumpTile != null && bottomRightJumpTile.getOccupiedStatus() == PieceColor.None && adjacentPiece.justJumpedOver == false)
                {
                    //get any jumps from that tile
                    adjacentPiece.justJumpedOver = true;
                    List <GameMove> sequenceJumps = getJumps(bottomRightJumpTile.position, gameBoard, gameState);

                    if (sequenceJumps.Count == 0)
                    {
                        GameMove newJump = (new GameMove(this, bottomRightJumpTile.position));
                        newJump.capturedPieces.Add(adjacentPiece);
                        jumps.Add(newJump);
                    }
                    else
                    {
                        foreach (GameMove jump in sequenceJumps)
                        {
                            GameMove newJump = (new GameMove(this, jump.destinationPosition));
                            newJump.capturedPieces = jump.capturedPieces;
                            newJump.capturedPieces.Add(adjacentPiece);
                            jumps.Add(newJump);
                        }
                    }
                }
            }

            return(jumps);
        }