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GameBoard.cs
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GameBoard.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
using System.IO;
using LevelClass;
using System.Windows.Forms;
namespace SurvivalOfTheLuckiest
{
public enum DIRECTION
{
UP, DOWN, LEFT, RIGHT
};
class GameBoard
{
List<Player> Players;
int active;
int[,] board;
List<Keys> previousDirection;
List<bool> skip;
List<Keys> lastDirection;
public int Active
{
get { return active; }
set
{
active = value;
}
}
public int Count
{
get { return Players.Count; }
}
public List<Keys> PreviousDirection
{
get { return previousDirection; }
set { previousDirection = value; }
}
public List<Keys> LastDirection
{
get { return lastDirection; }
set { lastDirection = value; }
}
public List<bool> Skip
{
get { return skip; }
}
public GameBoard(List<Player> Players, Level level)
{
this.Players = Players;
this.board = level.getArray();
active = 0;
previousDirection = new List<Keys>();
lastDirection = new List<Keys>();
skip = new List<bool>();
foreach (Player player in this.Players)
{
previousDirection.Add(Keys.Delete);
lastDirection.Add(Keys.Delete);
skip.Add(false);
}
}
public Player this[int i]
{
get { return Players[i]; }
set
{
Players[i] = value;
}
}
public int[,] Board
{
get { return board; }
}
public void Initialize()
{
List<Point> startPosition = new List<Point>(4);
startPosition.Add(new Point(1, 9));
startPosition.Add(new Point(1, 0));
startPosition.Add(new Point(7, 0));
startPosition.Add(new Point(14, 4));
for (int i = startPosition.Count; i > 1; i--)
{
Random rand = new Random();
int j = rand.Next(i);
Point tmp = startPosition[j];
startPosition[j] = startPosition[i - 1];
startPosition[i - 1] = tmp;
}
for (int i = 0; i < Players.Count; i++)
{
Players[i].setStartPosition(startPosition[i]);
if (startPosition[i].X >= 7)
Players[i].setAvatar(0);
else
Players[i].setAvatar(1);
}
}
private bool CheckBounds(int x, int y)
{
if (x < 0 || x > 14 || y < 0 || y > 9)
return false;
return true;
}
public bool doRestriction(Point position, Keys Direction)
{
if ((int)Direction > 40)
{
if (!CheckMove2(Keys.W) && !CheckMove2(Keys.A) && !CheckMove2(Keys.S) && !CheckMove2(Keys.D))
{
return false;
}
}
else
{
if (!CheckMove2(Keys.Up) && !CheckMove2(Keys.Down) && !CheckMove2(Keys.Left) && !CheckMove2(Keys.Right))
{
return false;
}
}
return true;
}
public bool CheckMove(Keys Direction)
{
if(doRestriction(this[active].CurrentPosition,Direction))
if ((Math.Abs(Direction - previousDirection[active]) == 2 || Math.Abs(Direction - previousDirection[active]) == 3) || (Math.Abs(Direction - previousDirection[active]) == 4))
return false;
if ((Direction == Keys.W || Direction == Keys.Up)/*&&(previousDirection[active]!=Keys.S&&previousDirection[active]!=Keys.Down)*/)
{
if (CheckBounds(this[Active].CurrentPosition.X, this[Active].CurrentPosition.Y - 1))
{
if (board[this[Active].CurrentPosition.X, this[Active].CurrentPosition.Y - 1] != 1)
return true;
}
}
else if ((Direction == Keys.S || Direction == Keys.Down) /*&& (previousDirection[active] != Keys.W && previousDirection[active] != Keys.Up)*/)
{
if (CheckBounds(this[Active].CurrentPosition.X, this[Active].CurrentPosition.Y + 1))
{
if (board[this[Active].CurrentPosition.X, this[Active].CurrentPosition.Y + 1] != 1)
return true;
}
}
else if ((Direction == Keys.A || Direction == Keys.Left) /*&& (previousDirection[active] != Keys.D && previousDirection[active] != Keys.Right)*/)
{
if (CheckBounds(this[Active].CurrentPosition.X - 1, this[Active].CurrentPosition.Y))
{
if (board[this[Active].CurrentPosition.X - 1, this[Active].CurrentPosition.Y] != 1)
return true;
}
}
else if ((Direction == Keys.D || Direction == Keys.Right) /*&& (previousDirection[active] != Keys.A && previousDirection[active] != Keys.Left)*/)
{
if (CheckBounds(this[Active].CurrentPosition.X + 1, this[Active].CurrentPosition.Y))
{
if (board[this[Active].CurrentPosition.X + 1, this[Active].CurrentPosition.Y] != 1)
return true;
}
}
return false;
}
public bool CheckMove2(Keys Direction)
{
if ((Math.Abs(Direction - previousDirection[active]) == 2 || Math.Abs(Direction - previousDirection[active]) == 3) || (Math.Abs(Direction - previousDirection[active]) == 4))
return false;
if ((Direction == Keys.W || Direction == Keys.Up)/*&&(previousDirection[active]!=Keys.S&&previousDirection[active]!=Keys.Down)*/)
{
if (CheckBounds(this[Active].CurrentPosition.X, this[Active].CurrentPosition.Y - 1))
{
if (board[this[Active].CurrentPosition.X, this[Active].CurrentPosition.Y - 1] != 1)
return true;
}
}
else if ((Direction == Keys.S || Direction == Keys.Down) /*&& (previousDirection[active] != Keys.W && previousDirection[active] != Keys.Up)*/)
{
if (CheckBounds(this[Active].CurrentPosition.X, this[Active].CurrentPosition.Y + 1))
{
if (board[this[Active].CurrentPosition.X, this[Active].CurrentPosition.Y + 1] != 1)
return true;
}
}
else if ((Direction == Keys.A || Direction == Keys.Left) /*&& (previousDirection[active] != Keys.D && previousDirection[active] != Keys.Right)*/)
{
if (CheckBounds(this[Active].CurrentPosition.X - 1, this[Active].CurrentPosition.Y))
{
if (board[this[Active].CurrentPosition.X - 1, this[Active].CurrentPosition.Y] != 1)
return true;
}
}
else if ((Direction == Keys.D || Direction == Keys.Right) /*&& (previousDirection[active] != Keys.A && previousDirection[active] != Keys.Left)*/)
{
if (CheckBounds(this[Active].CurrentPosition.X + 1, this[Active].CurrentPosition.Y))
{
if (board[this[Active].CurrentPosition.X + 1, this[Active].CurrentPosition.Y] != 1)
return true;
}
}
return false;
}
public bool OtherPlayers(Player player)
{
for (int i = 0; i < this.Count; i++)
{
if (i == active)
continue;
if (this[i].CurrentPosition == player.CurrentPosition)
return true;
}
return false;
}
public Player GetOtherPlayer(Player player)
{
for (int i = 0; i < this.Count; i++)
{
if (i == active)
continue;
if (this[i].CurrentPosition == player.CurrentPosition)
return this[i];
}
return player;
}
public void Move(Keys Direction, int moveCount)
{
if (Direction == Keys.W || Direction == Keys.Up)
{
this[active].Y--;
}
else if (Direction == Keys.S || Direction == Keys.Down)
{
this[active].Y++;
}
else if (Direction == Keys.A || Direction == Keys.Left)
{
this[active].X--;
this[active].setAvatar(0);
}
else if (Direction == Keys.D || Direction == Keys.Right)
{
this[active].X++;
this[active].setAvatar(1);
}
if (moveCount == 1)
{
previousDirection[active] = Keys.Delete;
lastDirection[active] = Direction;
}
else
previousDirection[active] = Direction;
}
}
}