public void resetTable( ) { m_vecBlackPieces = new List<Piece>( ); m_vecDeadBlackPieces = new List<Piece>( ); m_vecWhitePieces = new List<Piece>( ); m_vecDeadWhitePieces = new List<Piece>( ); //m_bCheck = false; m_bCheckMate = false; m_bVerifyCheck = true; int nRow = 0; int nCol = 0; Piece piece; // Team pieces. // First row - Black - Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook piece = new Rook( nRow, nCol, BLACK, this ); m_table[ nRow, nCol ].Piece = piece; m_vecBlackPieces.Add( piece ); ++nCol; piece = new Knight( nRow, nCol, BLACK, this ); m_table[ nRow, nCol ].Piece = piece; m_vecBlackPieces.Add( piece ); ++nCol; piece = new Bishop( nRow, nCol, BLACK, this ); m_table[ nRow, nCol ].Piece = piece; m_vecBlackPieces.Add( piece ); ++nCol; piece = new Queen( nRow, nCol, BLACK, this ); m_table[ nRow, nCol ].Piece = piece; m_vecBlackPieces.Add( piece ); ++nCol; piece = new King( nRow, nCol, BLACK, this ); m_table[ nRow, nCol ].Piece = piece; m_vecBlackPieces.Add( piece ); ++nCol; piece = new Bishop( nRow, nCol, BLACK, this ); m_table[ nRow, nCol ].Piece = piece; m_vecBlackPieces.Add( piece ); ++nCol; piece = new Knight( nRow, nCol, BLACK, this ); m_table[ nRow, nCol ].Piece = piece; m_vecBlackPieces.Add( piece ); ++nCol; piece = new Rook( nRow, nCol, BLACK, this ); m_table[ nRow, nCol ].Piece = piece; m_vecBlackPieces.Add( piece ); // Second row - Black - Pawns ++nRow; for( nCol = 0; nCol < TABLE_SIZE; ++nCol ) { piece = new Pawn( nRow, nCol, BLACK, this ); m_table[ nRow, nCol ].Piece = piece; m_vecBlackPieces.Add( piece ); } // Third to sixth rows - Empty piece = null; for( nRow = 2; nRow < 6; nRow++ ) { for( nCol = 0; nCol < TABLE_SIZE; ++nCol ) { m_table[ nRow, nCol ].Piece = null; } } // Seventh row - White - Pawns for( nCol = 0; nCol < TABLE_SIZE; ++nCol ) { piece = new Pawn( nRow, nCol, WHITE, this ); m_table[ nRow, nCol ].Piece = piece; m_vecWhitePieces.Add( piece ); } nRow++; nCol = 0; // Last row - White - Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook piece = new Rook( nRow, nCol, WHITE, this ); m_table[ nRow, nCol ].Piece = piece; m_vecWhitePieces.Add( piece ); ++nCol; piece = new Knight( nRow, nCol, WHITE, this ); m_table[ nRow, nCol ].Piece = piece; m_vecWhitePieces.Add( piece ); ++nCol; piece = new Bishop( nRow, nCol, WHITE, this ); m_table[ nRow, nCol ].Piece = piece; m_vecWhitePieces.Add( piece ); ++nCol; piece = new Queen( nRow, nCol, WHITE, this ); m_table[ nRow, nCol ].Piece = piece; m_vecWhitePieces.Add( piece ); ++nCol; piece = new King( nRow, nCol, WHITE, this ); m_table[ nRow, nCol ].Piece = piece; m_vecWhitePieces.Add( piece ); ++nCol; piece = new Bishop( nRow, nCol, WHITE, this ); m_table[ nRow, nCol ].Piece = piece; m_vecWhitePieces.Add( piece ); ++nCol; piece = new Knight( nRow, nCol, WHITE, this ); m_table[ nRow, nCol ].Piece = piece; m_vecWhitePieces.Add( piece ); ++nCol; piece = new Rook( nRow, nCol, WHITE, this ); m_table[ nRow, nCol ].Piece = piece; m_vecWhitePieces.Add( piece ); }
private void initTable( ) { int nRow = 0; int nCol = 0; Piece piece; Rectangle boundingBox; // Team pieces. // First row - Black - Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook piece = new Rook( nRow, nCol, BLACK, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecBlackPieces.Add( piece ); ++nCol; piece = new Knight( nRow, nCol, BLACK, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecBlackPieces.Add( piece ); ++nCol; piece = new Bishop( nRow, nCol, BLACK, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecBlackPieces.Add( piece ); ++nCol; piece = new Queen( nRow, nCol, BLACK, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecBlackPieces.Add( piece ); ++nCol; piece = new King( nRow, nCol, BLACK, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecBlackPieces.Add( piece ); ++nCol; piece = new Bishop( nRow, nCol, BLACK, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecBlackPieces.Add( piece ); ++nCol; piece = new Knight( nRow, nCol, BLACK, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecBlackPieces.Add( piece ); ++nCol; piece = new Rook( nRow, nCol, BLACK, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecBlackPieces.Add( piece ); // Second row - Black - Pawns ++nRow; for (nCol = 0; nCol < TABLE_SIZE; ++nCol) { piece = new Pawn( nRow, nCol, BLACK, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecBlackPieces.Add( piece ); } // Third to sixth rows - Empty piece = null; for( nRow = 2; nRow < 6; nRow++ ) { for( nCol = 0; nCol < TABLE_SIZE; ++nCol ) { boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); } } // Seventh row - White - Pawns for( nCol = 0; nCol < TABLE_SIZE; ++nCol ) { piece = new Pawn( nRow, nCol, WHITE, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecWhitePieces.Add( piece ); } nRow++; nCol = 0; //bBlack = !bBlack; // Last row - White - Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook piece = new Rook( nRow, nCol, WHITE, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecWhitePieces.Add( piece ); ++nCol; piece = new Knight( nRow, nCol, WHITE, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecWhitePieces.Add( piece ); ++nCol; piece = new Bishop( nRow, nCol, WHITE, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecWhitePieces.Add( piece ); ++nCol; piece = new Queen( nRow, nCol, WHITE, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecWhitePieces.Add( piece ); ++nCol; piece = new King( nRow, nCol, WHITE, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecWhitePieces.Add( piece ); ++nCol; piece = new Bishop( nRow, nCol, WHITE, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecWhitePieces.Add( piece ); ++nCol; piece = new Knight( nRow, nCol, WHITE, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecWhitePieces.Add( piece ); ++nCol; piece = new Rook( nRow, nCol, WHITE, this ); boundingBox = new Rectangle( ( 36 + ( nCol * 71 ) ), ( 35 + ( nRow * 71 ) ), 71, 71 ); m_table[ nRow, nCol ] = new TableSquare( piece, boundingBox ); m_vecWhitePieces.Add( piece ); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. m_spriteBatch = new SpriteBatch(GraphicsDevice); //Loading table //Table.SetSelfImage(Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/table.png")); //Loading black and white pieces (on temporary instances - but the images are static) //Pawn pawn = new Pawn(0,0,false,null); //pawn.SelfImageWhite = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/white pawn.png"); //pawn.SelfImageBlack = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/light_brown pawn.png"); //Knight knight = new Knight(0,0,false,null); //knight.SelfImageWhite = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/white knight.png"); //knight.SelfImageBlack = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/light_brown knight.png"); //Bishop bishop = new Bishop(0,0,false,null); //bishop.SelfImageWhite = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/white bishop.png"); //bishop.SelfImageBlack = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/light_brown bishop.png"); //Rook rook = new Rook(0,0,false,null); //rook.SelfImageWhite = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/white rook.png"); //rook.SelfImageBlack = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/light_brown rook.png"); //King king = new King(0,0,false,null); //king.SelfImageWhite = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/white king.png"); //king.SelfImageBlack = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/light_brown king.png"); //Queen queen = new Queen(0,0,false,null); //queen.SelfImageWhite = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/white queen.png"); //queen.SelfImageBlack = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/light_brown queen.png"); //m_maskSelection = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/selection3.png"); //m_maskSelectionTarget = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/targetSelections.png"); //m_imgPlayNow = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/PlayerNow.png"); //m_imgWhiteButton = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/BotãoBranco.png"); //m_imgBlackButton = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/BotãoMarrom.png"); //m_imgOpenGame = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/Abertura.png"); //m_imgBlackWinner = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/Winner Brown.png"); //m_imgWhiteWinner = Texture2D.FromFile(m_graphics.GraphicsDevice, "../../../Content/Textures/Winner White.png"); Table.SetSelfImage(Content.Load<Texture2D>("Textures//table")); //Loading black and white pieces (on temporary instances - but the images are static) Pawn pawn = new Pawn(0,0,false,null); pawn.SelfImageWhite = Content.Load<Texture2D>("Textures//white pawn"); pawn.SelfImageBlack = Content.Load<Texture2D>("Textures//light_brown pawn"); Knight knight = new Knight(0,0,false,null); knight.SelfImageWhite = Content.Load<Texture2D>("Textures//white knight"); knight.SelfImageBlack = Content.Load<Texture2D>("Textures//light_brown knight"); Bishop bishop = new Bishop(0,0,false,null); bishop.SelfImageWhite = Content.Load<Texture2D>("Textures//white bishop"); bishop.SelfImageBlack = Content.Load<Texture2D>("Textures//light_brown bishop"); Rook rook = new Rook(0,0,false,null); rook.SelfImageWhite = Content.Load<Texture2D>("Textures//white rook"); rook.SelfImageBlack = Content.Load<Texture2D>("Textures//light_brown rook"); King king = new King(0,0,false,null); king.SelfImageWhite = Content.Load<Texture2D>("Textures//white king"); king.SelfImageBlack = Content.Load<Texture2D>("Textures//light_brown king"); Queen queen = new Queen(0,0,false,null); queen.SelfImageWhite = Content.Load<Texture2D>("Textures//white queen"); queen.SelfImageBlack = Content.Load<Texture2D>("Textures//light_brown queen"); m_maskSelection = Content.Load<Texture2D>("Textures//selection3"); m_maskSelectionTarget = Content.Load<Texture2D>("Textures//targetSelections"); m_imgPlayNow = Content.Load<Texture2D>("Textures//PlayerNow"); m_imgWhiteButton = Content.Load<Texture2D>("Textures//BotãoBranco"); m_imgBlackButton = Content.Load<Texture2D>("Textures//BotãoMarrom"); m_imgOpenGame = Content.Load<Texture2D>("Textures//Abertura"); m_imgBlackWinner = Content.Load<Texture2D>("Textures//Winner Brown"); m_imgWhiteWinner = Content.Load<Texture2D>("Textures//Winner White"); m_soundKlik = Content.Load<SoundEffect>( "Sounds\\KLICK" ); m_soundKill = Content.Load<SoundEffect>( "Sounds\\BEEP_FM" ); // TODO: use this.Content to load your game content here }