//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++// private void RacingHorses_Load(object sender, EventArgs e) { for (int i = 0; i < 4; i++) { AiProps[i] = new MyProps(); } pShake.Image = imglstShake.Images[0]; pShake.Visible = false; imgarr = imglstArrow; pString.Visible = false; btnBuff[0] = btnHide; btnBuff[1] = btnShield; btnBuff[2] = btnGetTurn; btnBuff[3] = btnBomb; btnBuff[4] = btnSpeedup; btnBuff[5] = btnCross; cage = new MyCage[nCage]; board = new MyBoard(); for (int i = 0; i < 4; i++) { bool b = false; for (int t = 0; t < teamchoose.Count; t++) { if (i == teamchoose[t]) b = true; } cage[i] = new MyCage(i + 1, 4, board, b); } dice = new MyDice(); turn = 0; nextturn = 0; vic = new vicPiece(); vic.index = -1; vic.nType = 0; if (!hasProp) board.props = false; btnShake.Visible = false; if (cage[0].isPlayer) { btnShake.Visible = true; } else { pShake.Visible = true; thread_AI = new Thread(Thread_AI); thread_AI.Start(); } }
public void UseProps(int propsindex, MyCage cage, MyBoard board, int nType) { if (board.props) { switch (propsindex) { case 1: { Hide = false; cage.Hide= true; } break; case 2: { Shield = false; cage.Shield = true; } break; case 3: { GetTurn = false; cage.Useprop = true; cage.GetTurn = true; } break; case 4: { Bomb = false; for (int i = 0; i < cage.nPieces; i++) { if (cage.Pieces[i].Started && cage.Pieces[i].curEnd == 0) //Da ra khoi chuong va chua len bac { int index = cage.Pieces[i].curIndex; board.arrSquares[index].bomb = nType; //bomb do doi nType dat RacingHorses.bombarr.Add(index); } } } break; case 5: { SpeedUp = false; cage.Useprop = true; cage.SpeedUp = true; } break; case 6: { Cross = false; cage.Useprop = true; cage.Cross = true; } break; } if (propsindex == 1 || propsindex == 2 || propsindex == 5 || propsindex == 6) for (int i = 0; i < cage.nPieces; i++) { cage.Pieces[i].Buff = propsindex; } } }