Esempio n. 1
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        } //End private void reset()

        /***************EVENTS***************/
        private void btnPlace_Click(object sender, EventArgs e)
        {
            //Declare variables
            Point     playerChoice = new Point(this.cmbRow.SelectedIndex, this.cmbColumn.SelectedIndex);
            BoardVals playerVal    = BoardVals.NULL;

            if (this.Difficulty == Difficulty.Beginner)
            {
                playerVal = this.Beginner.OpponentsVal;
            } //End if (this.Difficulty == Difficulty.Beginner)
            else if (this.Difficulty == Difficulty.Advanced)
            {
                playerVal = this.Advanced.OpponentsVal;
            } //End else if (this.Difficulty == Difficulty.Advanced)
            else if (this.Difficulty == Difficulty.Master)
            {
                playerVal = this.Master.OpponentsVal;
            } //End else if (this.Difficulty == Difficulty.Master)

            this.Board.setState(playerChoice, playerVal);
            this.Beginner.Board.setState(playerChoice, this.Advanced.OpponentsVal);
            this.Advanced.Board.setState(playerChoice, this.Advanced.OpponentsVal);
            this.Master.Board.setState(playerChoice, this.Master.OpponentsVal);
            displayData(this.Board.displayBoard());
        } //End private void btnPlace_Click(object sender, EventArgs e)
Esempio n. 2
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        } //End public bool isNotVal(Point tileToConsider, BoardVals valToAvoid)

        /// <summary>
        /// Places the given value in a tile if it's empty
        /// </summary>
        /// <param name="tileToConsider"></param>
        /// <param name="valToBePlaced"></param>
        /// <returns></returns>
        public bool setState(Point tileToConsider, BoardVals valToBePlaced)
        {
            //Declare variables
            bool returnVal = false;

            if (isValidSpace(tileToConsider, BoardVals.NULL))
            {
                this.Board[tileToConsider.X, tileToConsider.Y] = valToBePlaced;
                returnVal = true;
            } //End if (isValidSpace(tileToConsider, BoardVals.NULL))

            return(returnVal);
        } //End public bool setState(Point tileToConsider, BoardVals valToBePlaced)
Esempio n. 3
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        public bool isNotVal(Point tileToConsider, BoardVals valToAvoid)
        {
            //Declare variables
            bool returnVal = false;

            if ((tileToConsider.X >= 0 && tileToConsider.X < 5) && (tileToConsider.Y >= 0 && tileToConsider.Y < 6))
            {
                if (this.Board[tileToConsider.X, tileToConsider.Y] != valToAvoid)
                {
                    returnVal = true;
                } //End if (this.Board[tileToConsider.X, tileToConsider.Y] == valToConsider)
            }     //End if ((tileToConsider.X >= 0 && tileToConsider.X < 5) && (tileToConsider.Y >= 0 && tileToConsider.Y < 6))
            else
            {
                ///Seems stupid to always return true, however, a tile outside the game board
                ///is indeed not the value that was passed, so technically is true.
                ///This helps handle the case where there are n in a row, with one end against
                ///the edge of the board.
                returnVal = true;
            } //End else

            return(returnVal);
        } //End public bool isNotVal(Point tileToConsider, BoardVals valToAvoid)
Esempio n. 4
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        }         //End private BoardVals OpponentsVal

        /***************CONSTRUCTOR***************/
        public Beginner(BoardVals _PlayersVal)
        {
            this.PlayersVal = _PlayersVal;
            this.Board      = new GameBoard();
        } //End