/// <summary> /// Add one card to the stack. /// </summary> /// <param name="newCard">The card to add to the stack</param> public void add(Card newCard) { if (mNextAdd >= mCards.Length) { shift(); } if (mNextAdd < mCards.Length) { mCards[mNextAdd] = newCard; mNextAdd++; } }
/* Populates the list of cards and calls the method to shuffle the deck. */ public DeckOfCards() { int imgIdx = 0; //The index of the Card's corresponding image in the imageList. foreach (SuitType tempSuit in Enum.GetValues(typeof(SuitType))) { foreach (PipType tempPip in Enum.GetValues(typeof(PipType))) { Card newCard = new Card(tempSuit, tempPip, imgIdx); masterList.Add(newCard); imgIdx++; } } ShuffleDeck(); }
public void AddCard(Card card) { in_deck[card.index] = true; }
public void addPile(Card cardin) { pile.Add(cardin); }
public void addCard(Card cardin) { deck.Add(cardin); }
public void DealCard(Card card) { cards.Add(card); }
public void DealCard(Card card) { cards.Add(card); if (++cardsHold > 3) { cards.RemoveAt(0); cardsHold--; } }
void Update() { if(aSleep.a)this.enabled=false; // if(aDrag.a&&!control.isHold){ if(aDrag.a&&!control.isHold){ dragged=null; snap(); aDrag.s=1000f; lookUp(); } _posLook=Vector3.SmoothDamp(_posLook,posLook,ref vels[0],smoothTime); pos=Vector3.SmoothDamp(pos,posTarget,ref vels[1],smoothTime); tra.LookAt(_posLook); }
public bool IsStraight() { bool rankInOrder = false; bool moreThanOneSuit = false; Card[] cArray = new Card[5]; // Make Counters to count how many of which suit. int countSpade = 0; int countDiamond = 0; int countClub = 0; int countHeart = 0; // Iterate over the Cards collection to add up Suits in collection. foreach (Card x in Cards) { if (x.Suit == Suit.Spades) { countSpade++; } if (x.Suit == Suit.Diamonds) { countDiamond++; } if (x.Suit == Suit.Clubs) { countClub++; } if (x.Suit == Suit.Hearts) { countHeart++; } } // Check to see if we have more than one suit. if (countSpade >= 1 && countHeart >= 1 || countDiamond >= 1 || countClub >= 1) { moreThanOneSuit = true; } // Iterate 5 times through Cards and add to a collection array of Cards // So I can check the index in order if greater or less than. // First Sort the deck so its in order. Cards.Sort(); // Add Cards to the Array. cArray = Cards.ToArray(); // Assign the int value of the Rank to temp variables. int temp1 = (int)cArray[0].Rank; int temp2 = (int)cArray[1].Rank; int temp3 = (int)cArray[2].Rank; int temp4 = (int)cArray[3].Rank; int temp5 = (int)cArray[4].Rank; // Check if first card is in order and decend from that. if (temp1 -1 == temp2 && temp2 -1 == temp3 && temp3 -1 == temp4 && temp4 -1 == temp5) { rankInOrder = true; } // If both rank are in order and there is more than one suit in the deck then its a Straight. if (rankInOrder == true && moreThanOneSuit == true) { return true; } else { return false; } }
/* If the deck isn't full, puts a card at the bottom of the deck. Time complexity is O(1). */ public void ReturnCard(Card usedCard) { if (deck.Count < CARDS_IN_DECK) deck.Enqueue(usedCard); }
public void TakeCards(Card sentCard) { _cards.Add(sentCard); }
public void Card_Suit_Is_A_Enum_That_Returns() { var fiveOfHearts = new Card(Value.Five, Suit.Hearts); Assert.AreEqual(fiveOfHearts.GetCardSuit(), Suit.Hearts); }
private void WriteInformation(string playerName, Card card) { _consoleLogger.WriteMessage(string.Format("{0} Card Information: {1} {2}", playerName, card.CardRank, card.CardSuite)); }
public CardData() { cards = new List<Card>(); roCards = new ReadOnlyCollection<Card>(cards); cards.Add(new NonRangedAttacker { Name = "Dan Hagar", attack = 3, hitpoints = 5, Points = 10, Category = Category.Settler }); cards.Add(HE_GRENADES = new Bomb { Name = "HE Grenades", attack = 2, Points = 5 }); cards.Add(LOOSUM_HAGAR = new RangedAttacker { Name = "Loosum Hagar", attack = 4, hitpoints = 5, Points = 15, Category = Category.Settler }); cards.Add(new RangedAttacker { Name = "Ghost Bonestick", attack = 3, hitpoints = 4, Points = 10, Category = Category.Ghost }); cards.Add(GHOST_BOSS = new RangedAttacker { Name = "Ghost Boss", attack = 4, hitpoints = 6, Points = 15, Category = Category.Ghost, Special = new DamageModifier(Category.Ghost, 1) }); cards.Add(JANUS_OUTRIGGER = new Healer { Name = "Janus Outrigger", attack = 2, hitpoints = 5, Points = 10, Category = Category.Settler }); cards.Add(SENTRY_TURRET = new RangedAttacker { Name = "Sentry Turret", attack = 5, hitpoints = 2, Points = 10, Category = Category.Mechanical }); cards.Add(RIKTER_OUTRIGGER = new NonRangedAttacker { Name = "Rikter Outrigger", attack = 4, hitpoints = 4, Points = 10, Category = Category.Settler }); cards.Add(WASTED_CLUB = new NonRangedAttacker { Name = "Wasted Club", attack = 4, hitpoints = 4, Points = 10, Category = Category.Wasted }); cards.Add(new NonRangedAttacker { Name = "Wasted Pistol", attack = 3, hitpoints = 5, Points = 10, Category = Category.Wasted }); cards.Add(WASTED_TURRET = new RangedAttacker { Name = "Wasted Turret", attack = 5, hitpoints = 5, Points = 15, Category = Category.Wasted }); cards.Add( new RangedAttacker { Name = "Dagger Thrower", attack = 2, hitpoints = 2, Points = 5, Category = Category.Wasted }); cards.Add( new NonRangedAttacker { Name = "Ghost Pistol", attack = 4, hitpoints = 4, Points = 10, Category = Category.Ghost }); cards.Add(DUNE_BUSTER = new Vehicle { Name = "Dune Buster", hitpoints = 6, Points = 15, }); cards.Add(MAYOR_CLAYTON = new NonRangedAttacker { Name = "Mayor Clayton", attack = 2, hitpoints = 5, Points = 10, Category = Category.Settler, Special = new HealthModifier(Category.Settler, 1) }); cards.Add(SHERRIF_BLACK = new NonRangedAttacker { Name = "Sheriff Black", attack = 3, hitpoints = 7, Points = 15, Category = Category.Settler, Special = new DamageModifier(Category.Settler, 1) }); cards.Add(new RangedAttacker { Name = "City Guard", attack = 2, hitpoints = 2, Points = 5, Category = Category.Settler }); cards.Add(new Vehicle { Name = "Jetter", hitpoints = 4, Points = 10 }); cards.Add(new NonRangedAttacker { Name = "Club Mutant", hitpoints = 2, attack = 3, Points = 5, Category = Category.Mutant }); cards.Add(SALLY = new NonRangedAttacker { Name = "Sally", hitpoints = 7, attack = 2, Points = 15, Category = Category.Settler, AttackHandler = new HealOnAttackHandler(1) }); cards.Add(CRAZY_JOE = new NonRangedAttacker { Name = "Crazy Joe", hitpoints = 2, attack = 2, Points = 5, Category = Category.Settler, AttackHandler = new StunOnAttackHandler() }); cards.Add( new RangedAttacker { Name = "Scoop Mutant", hitpoints = 4, attack = 3, Points = 10, Category = Category.Mutant }); cards.Add(new NonRangedAttacker { Name = "JK Stiles", hitpoints = 7, attack = 2, Points = 15, Category = Category.Mutant, Special = new DamageModifier(Category.Mutant, 2) }); cards.Add(CUPRINO = new Vehicle { Name = "Cuprino", hitpoints = 8, Points = 20 }); cards.Add(new Bomb { Name = "RC Bomb Car", attack = 3, Points = 10 }); cards.Add(new RangedAttacker { Name = "Shrouded AR", attack = 3, hitpoints = 5, Points = 10 }); cards.Add(new NonRangedAttacker { Name = "Shrouded Heavy", attack = 5, hitpoints =10, Points = 20 }); cards.Add(new RangedAttacker { Name = "Shrouded Minigun", attack = 6, hitpoints = 10, Points = 25 }); cards.Add(new NonRangedAttacker { Name = "Sentry Bot", attack = 4, hitpoints = 3, Points = 10, Category = Category.Mechanical }); cards.Add(ENFORCER = new RangedAttacker { Name = "Enforcer", attack = 4, hitpoints = 7, Points = 15, Category = Category.Authority }); cards.Add(LARGE_MUTANT = new RangedAttacker { Name = "Large Mutant", attack = 4, hitpoints = 10, Points = 25, Category = Category.Mutant, AttackHandler = new AttackImmediateNeighbors(1) }); cards.Add(new RangedAttacker { Name = "Kraken", attack = 4, hitpoints = 9, Points = 20, Category = Category.Mutant, AttackHandler = new StunOnAttackHandler() }); cards.Add(new NonRangedAttacker { Name = "Slime Mutant", attack = 4, hitpoints = 7, Points = 15, Category = Category.Mutant, AttackHandler = new StunOnAttackHandler() }); cards.Add(DROP_MINE = new BombForCategory { Name = "Drop Mine", attack = 6, Points = 10, TargetToBombCategory = Category.VehicleCat }); cards.Add(new RangedAttacker { Name = "Valder", attack = 4, hitpoints = 7, Points = 15, Category = Category.Settler }); cards.Add(POWER_SUPPLY = new PowerSupply { Name = "Power Supply", hitpoints = 7, Points = 20, Category = Category.Authority, Special = new CombinationSpecial(new DamageModifier(Category.Authority, 1), new HealthModifier(Category.Authority, 1)) }); cards.Add(new RangedAttacker { Name = "Giant Mutant", hitpoints = 14, attack = 3, Points = 50, Category = Category.Mutant, AttackHandler = new AttackAll() }); cards.Add(new BombForCategory { Name = "Emp Grenade", attack = 5, Points = 10, //Todo make categories powers 2, change get cat func in playerhand TargetToBombCategory = Category.Mechanical }); cards.Add(new Vehicle { Name = "Dropship", hitpoints = 12, Points = 30 }); cards.Add(new RangedAttacker { Name = "Captain Marshall", Points = 20, hitpoints = 9, attack = 4, Special = new DamageModifier(Category.Settler, 1) }); cards.Add(new NonRangedAttacker { Name = "Shield Guard", Points = 15, hitpoints = 7, attack = 4, Category = Category.Authority, DamageModifier = new Shield() }); cards.Add(new Healer { Name = "Elizabeth", Points = 15, hitpoints = 8, attack = 2, Category = Category.Settler }); cards.Add(new Healer { Name = "Drone", Points = 10, hitpoints = 5, attack = 2, Category = Category.Authority }); cards.Add(new NonRangedAttacker { Name = "Authority Mutant", Points = 15, hitpoints = 7, attack = 5, Category = Category.Authority }); cards.Add(new Bomb { Name = "Dyno-Mutant", Points = 10, attack = 3, Category = Category.Mutant }); cards.Add(new NonRangedAttacker { Name = "Portman", Points = 15, hitpoints = 7, attack = 5, Category = Category.Settler }); cards.Add(new NonRangedAttacker { Name = "Adv Sentry Bot", Points = 15, hitpoints = 6, attack = 5, Category = Category.Mechanical }); cards.Add(new NonRangedAttacker { Name = "Gearhead Shotgun", Points = 15, hitpoints = 8, attack = 4, Category = Category.GearHead }); cards.Add(new NonRangedAttacker { Name = "Gearhead Jet", Points = 20, hitpoints = 7, attack = 7, Category = Category.GearHead }); cards.Add(new Vehicle { Name = "Monarch", Points = 25, hitpoints = 10 }); cards.Add(new NonRangedAttacker { Name = "Gearhead Boss", Points = 25, hitpoints = 10, attack = 6, Special = new HealthModifier(Category.GearHead, 1) }); cards.Add(new RangedAttacker { Name = "Jackal Crossbow", Points = 15, hitpoints = 7, attack = 4, Category = Category.Jackal }); cards.Add(new NonRangedAttacker { Name = "Jackal Club", Points = 15, hitpoints = 7, attack = 5, Category = Category.Jackal }); cards.Add(new RangedAttacker { Name = "Elite Guard", Points = 30, hitpoints = 12, attack = 7, Category = Category.Authority }); for (int i = 0; i < cards.Count; ++i) { cards[i].index = i; } }
public void RemoveCard(Card card) { in_deck[card.index] = false; }
// void OnPress(bool isDown){ // if(!isDown)return; // lCells.Remove(traTarget); // } void OnDrag() { selected=false; dragged=this; wake(); aDrag.s=0.04f; posLook=Camera.main.transform.position; // col.enabled=false; if(control.isHover){ pos=control.hit.point+Vector3.up; posTarget=pos; } }
public void Created_Card_Will_Return_Correct_Suit_And_Value(Value testCardValue, Suit testSuitValue) { var aCard = new Card(testCardValue,testSuitValue); Assert.That(aCard.GetCardValue().Equals(testCardValue) && aCard.GetCardSuit().Equals(testSuitValue)); }
public void TakeCard(Card sentCard) { Cards.Add(sentCard); }