public bool CheckAllPossibilitiesToKill(IGameField field) { return (CheckerState.CheckPossibilityToKill(CurrentCoord, new Coord(CurrentCoord.Row + 2, CurrentCoord.Column + 2), field) || CheckerState.CheckPossibilityToKill(CurrentCoord, new Coord(CurrentCoord.Row + 2, CurrentCoord.Column - 2), field) || CheckerState.CheckPossibilityToKill(CurrentCoord, new Coord(CurrentCoord.Row - 2, CurrentCoord.Column - 2), field) || CheckerState.CheckPossibilityToKill(CurrentCoord, new Coord(CurrentCoord.Row - 2, CurrentCoord.Column + 2), field)); }
public virtual void Reset() { _state = CheckerState.Possible; }
protected virtual void Init() { _state = CheckerState.Possible; }
protected virtual void OnTouchesEnd(List <TouchInfo> trackingTouchInfos, List <TouchInfo> touchInfos) { _state = CheckerState.Possible; _trackingTouches.Clear(); }
protected virtual void OnTouchesMoved(List <TouchInfo> trackingTouchInfos, List <TouchInfo> touchInfos) { _state = CheckerState.Checking; }
protected virtual void OnTouchesBegan(List <TouchInfo> touchInfos) { _state = CheckerState.Began; }
public Coord MoveBackRight(int numberOfSteps) { return((CheckerState is WhiteKingCheckerState) ? CheckerState.MoveBackRight(CurrentCoord, numberOfSteps) : null); }
public Coord MoveForwardRight(int numberOfSteps) { return(CheckerState.MoveForwardRight(CurrentCoord, numberOfSteps)); }
public IChecker GetVictim(Coord coord, IGameField field) { return(CheckerState.GetVictim(CurrentCoord, coord, field)); }
public bool CheckPossibilityToKill(Coord coord, IGameField field) { return(CheckerState.CheckPossibilityToKill(CurrentCoord, coord, field)); }
public Coord MoveBackLeft(int numberOfSteps) { return((CheckerState is BlackKingCheckerState) ? CheckerState.MoveBackLeft(CurrentCoord, numberOfSteps) : null); }