public bool occupy(object sender, player player, int selectedCard) //the only thing you can really do to a boardsquare object
        {
            boardsquare  square = (sender as boardsquare);
            DialogResult result = MessageBox.Show("are you sure you wish to occupy square " + square.squareID.ToString() + "?", "HALT", MessageBoxButtons.YesNo);

            if (result == DialogResult.Yes)
            {
                switch (player.id)
                {
                case 1:
                    square.BackColor = System.Drawing.Color.Red;
                    break;

                case 2:
                    square.BackColor = System.Drawing.Color.Blue;
                    break;

                case 3:
                    square.BackColor = System.Drawing.Color.Green;
                    break;
                }
                square.Enabled  = false;
                square.occupied = true;
                square.occupant = player;
                player.ownedSquares.Add(square.squareID);
                player.removeCard(player, selectedCard);
            }
            return(square.occupied);
        }
Exemple #2
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 int score(boardsquare squareToCheck, int scoreToAdjust) //score is a verb
 {
     if (squareToCheck.occupant == currentPlayer)
     {
         scoreToAdjust++;
     }
     else
     {
         scoreToAdjust = 0; //have to kill it; if it breaks the chain it's useless to increment at all
     }
     return(scoreToAdjust);
 }
Exemple #3
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 void updateAvailableSquares(int chosenCard) //this updates the boardsquare clickables
 {
     for (int i = 1; i < chosenCard; i++)
     {
         boardsquare b = (this.Controls["bsq" + i.ToString()] as boardsquare);
         b.Enabled = false;
     }
     for (int i = chosenCard; i < 100; i++)
     {
         boardsquare b = (this.Controls["bsq" + i.ToString()] as boardsquare);
         if (!(b.occupied))
         {
             b.Enabled = true;
         }
     }
 }
Exemple #4
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        //ctor - happens right when you instantiate the class - this stuff should be in every new game, but only once per game or something
        public playarea(game gameInProgress)
        {
            currentGame = gameInProgress;
            InitializeComponent();
            //board layout arrays
            int[] row1 = new int[10]  { 73, 72, 71, 70, 69, 68, 67, 66, 65, 100};
            int[] row2 = new int[10]  { 74, 57, 58, 59, 60, 61, 62, 63, 64, 99 };
            int[] row3 = new int[10]  { 75, 56, 21, 20, 19, 18, 17, 36, 37, 98 };
            int[] row4 = new int[10]  { 76, 55, 22, 13, 14, 15, 16, 35, 38, 97 };
            int[] row5 = new int[10]  { 77, 54, 23, 12,  1,  4,  5, 34, 39, 96 };
            int[] row6 = new int[10]  { 78, 53, 24, 11,  2,  3,  6, 33, 40, 95 };
            int[] row7 = new int[10]  { 79, 52, 25, 10,  9,  8,  7, 32, 41, 94 };
            int[] row8 = new int[10]  { 80, 51, 26, 27, 28, 29, 30, 31, 42, 93 };
            int[] row9 = new int[10]  { 81, 50, 49, 48, 47, 46, 45, 44, 43, 92 };
            int[] row10 = new int[10] { 82, 83, 84, 85, 86, 87, 88, 89, 90, 91 };

            rows = new int[][] { row1, row2, row3, row4, row5, row6, row7, row8, row9, row10 };

            for (int i = 0; i < rows.Length; i++) //row
            {
                int[] row = rows[i];

                for (int j = 0; j < row.Length; j++) //column
                {
                    //lets make a play area howabout, 10x10 and arranged in that bizarre matrix above
                    int s = 35; //arbitrary woo
                    boardsquare square = new boardsquare(); //boardsquare object inherits button - see boardsquare.cs
                    square.Name = "bsq" + row[j];
                    square.Text = row[j].ToString();
                    square.squareID = row[j];
                    square.row = i;
                    square.column = j;
                    square.Size = new System.Drawing.Size(s, s);
                    square.Location = new Point(j * s, i * s);
                    square.Click += new EventHandler(square_Click);
                    square.Enabled = false;
                    this.Controls.Add(square);
                }
            }
            //oops, this is the game of 99, not 100
            this.Controls.RemoveByKey("bsq100");
        }
Exemple #5
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 public void roundUpdate(player nextPlayer) //this progresses the visual elements on the form to the next player and should be called after a player's play choice is confirmed
 {
     if (nextPlayer.hand.Count > 0)
     {
         for (int i = 0; i < 5; i++)
         {
             RadioButton cardbutton = (this.Controls["panel1"].Controls["radioCard" + i] as RadioButton);
             cardbutton.Checked = false;
             cardbutton.Visible = false;
         }
         for (int i = 1; i < 100; i++)
         {
             boardsquare square = (this.Controls["bsq" + i] as boardsquare);
             square.Enabled = false;
         }
         lblPlayer.Text = nextPlayer.name;
         for (int i = 0; i < nextPlayer.hand.Count; i++)
         {
             RadioButton cardbutton = (this.Controls["panel1"].Controls["radioCard" + i] as RadioButton);
             cardbutton.Visible = true;
             cardbutton.Text    = nextPlayer.hand[i].ToString() + " to 99";
         }
         if (panel1.Visible)
         {
             panel1.Visible = false;
             btnHand.Text   = "show hand";
         }
         btnDrawCard.Enabled = false;
         btnDiscard.Enabled  = false;
         if (nextPlayer.hand.Count < 5)
         {
             btnDrawCard.Enabled = true;
         }
     }
     else
     {
         currentGame.prepareNextPlayer();
         roundUpdate(currentGame.currentPlayer);
     }
 }
Exemple #6
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 //score is a verb
 int score(boardsquare squareToCheck, int scoreToAdjust)
 {
     if (squareToCheck.occupant == currentPlayer)
     {
         scoreToAdjust++;
     }
     else
     {
         scoreToAdjust = 0; //have to kill it; if it breaks the chain it's useless to increment at all
     }
     return scoreToAdjust;
 }
Exemple #7
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        public bool checkForWin() //OMG DID SOMEONE WIN YET? hey know what i found out, this gets really slow after a while... :(
        {
            //so this is ugly
            bool gameOver = false;

            if (currentPlayer.ownedSquares.Count > 4)
            {
                ArrayList ownedSquares = currentPlayer.ownedSquares;
                foreach (int squareID in ownedSquares)
                {
                    boardsquare square = (playArea.Controls["bsq" + squareID] as boardsquare);

                    int[]   target = { square.row, square.column };
                    int[][] rows   = playArea.rows;

                    int vertNegScore     = 0;
                    int horzNegScore     = 0;
                    int diagForeNegScore = 0;
                    int diagBackNegScore = 0;
                    int vertPosScore     = 0;
                    int horzPosScore     = 0;
                    int diagForePosScore = 0;
                    int diagBackPosScore = 0; // |up,down --up,down \up,down /up,down scores

                    boardsquare bsqVertPos     = null;
                    boardsquare bsqVertNeg     = null;
                    boardsquare bsqHorzPos     = null;
                    boardsquare bsqHorzNeg     = null;
                    boardsquare bsqDiagBackPos = null;
                    boardsquare bsqDiagBackNeg = null;
                    boardsquare bsqDiagForePos = null;
                    boardsquare bsqDiagForeNeg = null; // |up,down --up,down \up,down /up,down square objects

                    for (int i = 0; i < 5; i++)        //5 total vert, horiz, and diag back/fore... check both ++ and -- in loop
                    {
                        if (gameOver == false)
                        {
                            try
                            {
                                int vertneg = rows[square.row + i][square.column];
                                bsqVertNeg   = (playArea.Controls["bsq" + vertneg] as boardsquare);
                                vertNegScore = score(bsqVertNeg, vertNegScore);
                            }
                            catch { }

                            try
                            {
                                int vertpos = rows[square.row - i][square.column];
                                bsqVertPos   = (playArea.Controls["bsq" + vertpos] as boardsquare);
                                vertPosScore = score(bsqVertPos, vertPosScore);
                            }
                            catch { }

                            try
                            {
                                int horzneg = rows[square.row][square.column + i];
                                bsqHorzNeg   = (playArea.Controls["bsq" + horzneg] as boardsquare);
                                horzNegScore = score(bsqHorzNeg, horzNegScore);
                            }
                            catch { }

                            try
                            {
                                int horzpos = rows[square.row][square.column - i];
                                bsqHorzPos   = (playArea.Controls["bsq" + horzpos] as boardsquare);
                                horzPosScore = score(bsqHorzPos, horzPosScore);
                            }
                            catch { }

                            try
                            {
                                int diagforeneg = rows[square.row + i][square.column + i];
                                bsqDiagForeNeg   = (playArea.Controls["bsq" + diagforeneg] as boardsquare);
                                diagForeNegScore = score(bsqDiagForeNeg, diagForeNegScore);
                            }
                            catch { }

                            try
                            {
                                int diagforepos = rows[square.row - i][square.column - i];
                                bsqDiagForePos   = (playArea.Controls["bsq" + diagforepos] as boardsquare);
                                diagForePosScore = score(bsqDiagForePos, diagForePosScore);
                            }
                            catch { }

                            try
                            {
                                int diagbackneg = rows[square.row + i][square.column - i];
                                bsqDiagBackNeg   = (playArea.Controls["bsq" + diagbackneg] as boardsquare);
                                diagBackNegScore = score(bsqDiagBackNeg, diagBackNegScore);
                            }
                            catch { }

                            try
                            {
                                int diagbackpos = rows[square.row - i][square.column + i];
                                bsqDiagBackPos   = (playArea.Controls["bsq" + diagbackpos] as boardsquare);
                                diagBackPosScore = score(bsqDiagBackPos, diagBackPosScore);
                            }
                            catch { }
                            int[] scores = { vertNegScore, vertPosScore, horzNegScore, horzPosScore, diagForeNegScore, diagForePosScore, diagBackNegScore, diagBackPosScore };
                            foreach (int score in scores)
                            {
                                if (score > 4)
                                {
                                    System.Windows.Forms.MessageBox.Show("HOLY CRAP, " + currentPlayer.name + " HAS WON!", "WE GOT A WINNER", System.Windows.Forms.MessageBoxButtons.OK, System.Windows.Forms.MessageBoxIcon.Exclamation);
                                    gameOver = true;
                                    break;
                                }
                            }
                        }
                    }
                }
            }
            return(gameOver);
        }
Exemple #8
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        public playarea(game gameInProgress) //ctor - happens right when you instantiate the class - this stuff should be in every new game, but only once per game or something
        {
            currentGame = gameInProgress;
            InitializeComponent();
            //board layout arrays
            int[] row1 = new int[10]  {
                73, 72, 71, 70, 69, 68, 67, 66, 65, 100
            };
            int[] row2 = new int[10]  {
                74, 57, 58, 59, 60, 61, 62, 63, 64, 99
            };
            int[] row3 = new int[10]  {
                75, 56, 21, 20, 19, 18, 17, 36, 37, 98
            };
            int[] row4 = new int[10]  {
                76, 55, 22, 13, 14, 15, 16, 35, 38, 97
            };
            int[] row5 = new int[10]  {
                77, 54, 23, 12, 1, 4, 5, 34, 39, 96
            };
            int[] row6 = new int[10]  {
                78, 53, 24, 11, 2, 3, 6, 33, 40, 95
            };
            int[] row7 = new int[10]  {
                79, 52, 25, 10, 9, 8, 7, 32, 41, 94
            };
            int[] row8 = new int[10]  {
                80, 51, 26, 27, 28, 29, 30, 31, 42, 93
            };
            int[] row9 = new int[10]  {
                81, 50, 49, 48, 47, 46, 45, 44, 43, 92
            };
            int[] row10 = new int[10] {
                82, 83, 84, 85, 86, 87, 88, 89, 90, 91
            };

            rows = new int[][] { row1, row2, row3, row4, row5, row6, row7, row8, row9, row10 };

            for (int i = 0; i < rows.Length; i++) //row
            {
                int[] row = rows[i];

                for (int j = 0; j < row.Length; j++) //column
                {
                    //lets make a play area howabout, 10x10 and arranged in that bizarre matrix above
                    int         s      = 35;                //arbitrary woo
                    boardsquare square = new boardsquare(); //boardsquare object inherits button - see boardsquare.cs
                    square.Name     = "bsq" + row[j];
                    square.Text     = row[j].ToString();
                    square.squareID = row[j];
                    square.row      = i;
                    square.column   = j;
                    square.Size     = new System.Drawing.Size(s, s);
                    square.Location = new Point(j * s, i * s);
                    square.Click   += new EventHandler(square_Click);
                    square.Enabled  = false;
                    this.Controls.Add(square);
                }
            }
            //oops, this is the game of 99, not 100
            this.Controls.RemoveByKey("bsq100");
        }