/// <summary> /// Method for creating the Deck adding the cards and shuffle them. It also sets the name of the current game /// and the prefered number of players to participate /// </summary> /// <param name="num"></param> public void CreateDeck(NumberOfDecks num, string name, int players) { deck = new Deck(); deck.NoDecks = num; deck.FillDeck(); deck.Shuffle(); gameId = name; numberOfPlayers = players; betty.d = deck; }
protected override void WriteDataXML(XElement ele, ElderScrollsPlugin master) { XElement subEle; ele.TryPathTo("DecksPercentBeforeShuffle", true, out subEle); subEle.Value = DecksPercentBeforeShuffle.ToString("G15"); ele.TryPathTo("BlackjackPayoutRatio", true, out subEle); subEle.Value = BlackjackPayoutRatio.ToString("G15"); ele.TryPathTo("SlotReelStop/Symbol1", true, out subEle); subEle.Value = SlotReelStop1.ToString(); ele.TryPathTo("SlotReelStop/Symbol2", true, out subEle); subEle.Value = SlotReelStop2.ToString(); ele.TryPathTo("SlotReelStop/Symbol3", true, out subEle); subEle.Value = SlotReelStop3.ToString(); ele.TryPathTo("SlotReelStop/Symbol4", true, out subEle); subEle.Value = SlotReelStop4.ToString(); ele.TryPathTo("SlotReelStop/Symbol5", true, out subEle); subEle.Value = SlotReelStop5.ToString(); ele.TryPathTo("SlotReelStop/Symbol6", true, out subEle); subEle.Value = SlotReelStop6.ToString(); ele.TryPathTo("SlotReelStop/SymbolW", true, out subEle); subEle.Value = SlotReelStopW.ToString(); ele.TryPathTo("NumberOfDecks", true, out subEle); subEle.Value = NumberOfDecks.ToString(); ele.TryPathTo("MaxWinnings", true, out subEle); subEle.Value = MaxWinnings.ToString(); ele.TryPathTo("Currency", true, out subEle); Currency.WriteXML(subEle, master); ele.TryPathTo("WinningsQuest", true, out subEle); WinningsQuest.WriteXML(subEle, master); ele.TryPathTo("DealerStayOnSoft17", true, out subEle); subEle.Value = DealerStayOnSoft17.ToString(); }
/// <summary> /// puts an int through a switch statement and returns a number of decks enum /// </summary> /// <param name="size"></param> /// <returns></returns> private NumberOfDecks RetrieveSize(int size) { NumberOfDecks no = NumberOfDecks.One; switch (size) { case 1: no = NumberOfDecks.One; break; case 2: no = NumberOfDecks.Two; break; case 3: no = NumberOfDecks.Three; break; } return(no); }
/// <summary> /// Get which a number representing how many decks of cards is in a game. /// </summary> private int ParseNoDecksToInt(NumberOfDecks size) { int mySize = 0; switch (size) { case NumberOfDecks.One: mySize = 1; break; case NumberOfDecks.Two: mySize = 2; break; case NumberOfDecks.Three: mySize = 3; break; } return(mySize); }
/// <summary> /// Buttonclick event for accepting of the initial settings for a game /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void btnConfirmSettings_Click(object sender, EventArgs e) { bool input = TestInput(); if (input) { int numOfPl = int.Parse(txtNumOfPlayers.Text.Trim()); string gamename = txtGameName.Text.Trim(); NumberOfDecks nodecks = (NumberOfDecks)cmbNumOfDecks.SelectedIndex; g.game = new Game(); g.game.CreateDeck(nodecks, gamename, numOfPl); UnlockPlayerAdding(); ClearUI(); } else { MessageBox.Show("The name of your new game and the number of players must be assigned before confirmation, number of players also need to be assigned with whole numbers", "Incorrect input"); ClearUI(); } }