public Card(Suit suit, Value value) { this.value = value; this.suit = suit; this.name = GetName(); this.owner = null; }
private void button1_Click(object sender, EventArgs e) { mySuit = (Suit)random.Next(4); myValue = (Value)random.Next(1,14); myCard = new Card(mySuit, myValue); MessageBox.Show(myCard.Name); }
public void Suits_Should_Have_13_Cards(Suit suit) { var aDeck = new Deck(); var i = aDeck.Cards.Count(x => x.GetCardSuit() == suit); Assert.AreEqual(i,13); }
public override Bid? RequestBid() { //BUG BUG BUG..... where do you clean this (FGS) for the second round?!?!?! will always have the value of last bid!!! BUG BUG BUG //if (m_highestBid == -1) //{ m_highestBid = Math.Round(GetHighestBid(this.Cards)); m_highestBidSuit = GetHighestBidSuit(); //} // bid is ICompareable !! this means you can sort by simply the bid rather than implement comparing Bid? currHighestBidObj = (from b in this.CurrentRoundStatus.Biddings where b != null orderby b.Value descending select b.Value).FirstOrDefault(); Bid myHighestBid = new Bid { Amount = (int)m_highestBid, Suit = m_highestBidSuit }; // each bidding round the minimum grows by one : 5 , 6 , 7 if (myHighestBid.Amount >= (5 + this.CurrentRoundStatus.TurnNumber)) { // if there is no heighest bid or my bid is heigher than the highest one if( !currHighestBidObj.HasValue || myHighestBid > currHighestBidObj.Value) { return myHighestBid; } } return null; }
static void Main(string[] args) { Person xc = new Person("Small bird"); Console.WriteLine("\nThe first decorated type: "); Finery dtx = new TShirts(); Finery kk = new BigTrouser(); Finery pqx = new Sneakers(); dtx.Show(); kk.Show(); pqx.Show(); xc.Show(); Console.WriteLine("\nThe second decorated type: "); Finery xz = new Suit(); Finery ld = new Tie(); Finery px = new LeatherShoes(); xz.Show(); ld.Show(); px.Show(); xc.Show(); }
protected Hand CreateHandFromFirstNineCardsOfGivenSuit(Suit suit) { return new Hand { FaceDownCards = new List<Card> { new Card(suit, Rank.Ace), new Card(suit, Rank.Two), new Card(suit, Rank.Three) }, FaceUpCards = new List<Card> { new Card(suit, Rank.Four), new Card(suit, Rank.Five), new Card(suit, Rank.Six) }, InHandCards = new List<Card> { new Card(suit, Rank.Seven), new Card(suit, Rank.Eight), new Card(suit, Rank.Nine) } }; }
protected Hand CreateHandWithSpecificInHandCards(Suit suit, Card cardOne, Card cardTwo, Card cardThree) { return new Hand { FaceDownCards = new List<Card> { cardOne, cardTwo, cardThree }, FaceUpCards = new List<Card> { new Card(suit, Rank.Four), new Card(suit, Rank.Five), new Card(suit, Rank.Six) }, InHandCards = new List<Card> { new Card(suit, Rank.Seven), new Card(suit, Rank.Eight), new Card(suit, Rank.Nine) } }; }
private static List<Trick> TestTricks(Suit trump, Seat declarer) { //D = declarer's team, d = defender's team var tricks = new List<Trick>(13); Seat lead = declarer.GetNextSeat(); //Lead:d, Win: D tricks.Add(Trick.FromCards(trump, lead, new[] {Deck.TwoOfClubs, Deck.FiveOfClubs, Deck.FourOfClubs, Deck.ThreeOfClubs})); lead = lead.GetNextSeat(); // Lead:D, Win:d tricks.Add(Trick.FromCards(trump, lead, new[] {Deck.EightOfClubs, Deck.NineOfClubs, Deck.SevenOfClubs, Deck.SixOfClubs})); lead = lead.GetNextSeat(); // Lead:d, Win:d tricks.Add(Trick.FromCards(trump, lead, new[] {Deck.AceOfClubs, Deck.KingOfClubs, Deck.QueenOfClubs, Deck.JackOfClubs})); //lead = lead.GetNextSeat(); // Lead:d, Win:d tricks.Add(Trick.FromCards(trump, lead, new[] {Deck.TenOfClubs, Deck.TwoOfDiamonds, Deck.ThreeOfDiamonds, Deck.FourOfDiamonds})); //lead = lead.GetNextSeat(); // Lead:d, Win:D tricks.Add(Trick.FromCards(trump, lead, new[] {Deck.FiveOfDiamonds, Deck.EightOfDiamonds, Deck.SixOfDiamonds, Deck.SevenOfDiamonds})); lead = lead.GetNextSeat(); // Lead:D, Win:D tricks.Add(Trick.FromCards(trump, lead, new[] {Deck.KingOfDiamonds, Deck.QueenOfDiamonds, Deck.JackOfDiamonds, Deck.TenOfDiamonds})); //lead = lead.GetNextSeat(); // Lead:D, Win:d tricks.Add(Trick.FromCards(trump, lead, new[] {Deck.TwoOfHearts, Deck.FourOfHearts, Deck.AceOfDiamonds, Deck.ThreeOfHearts})); lead = lead.GetNextSeat(); // Lead:d, Win:D tricks.Add(Trick.FromCards(trump, lead, new[] {Deck.FiveOfHearts, Deck.EightOfHearts, Deck.SixOfHearts, Deck.SevenOfHearts})); lead = lead.GetNextSeat(); // Lead:D, Win:d tricks.Add(Trick.FromCards(trump, lead, new[] {Deck.NineOfHearts, Deck.QueenOfHearts, Deck.TenOfHearts, Deck.JackOfHearts})); lead = lead.GetNextSeat(); // Lead:d, Win:D tricks.Add(Trick.FromCards(trump, lead, new[] {Deck.KingOfHearts, Deck.AceOfHearts, Deck.AceOfSpades, Deck.KingOfSpades})); lead = lead.GetNextSeat(); // Lead:D, Win:D tricks.Add(Trick.FromCards(trump, lead, new[] {Deck.NineOfDiamonds, Deck.QueenOfSpades, Deck.JackOfSpades, Deck.TenOfSpades})); //lead = lead.GetNextSeat(); // Lead:D, Win:d tricks.Add(Trick.FromCards(trump, lead, new[] {Deck.EightOfSpades, Deck.NineOfSpades, Deck.SevenOfSpades, Deck.SixOfSpades})); lead = lead.GetNextSeat(); // Lead:d, Win:D tricks.Add(Trick.FromCards(trump, lead, new[] {Deck.FourOfSpades, Deck.FiveOfSpades, Deck.ThreeOfSpades, Deck.TwoOfSpades})); //Score D: 7, d: 6 return tricks; }
private bool IsCardAlreadyDealt(Suit suit, Value value) { List<PlayingCard> cardsInSuit = this.cardPack[suit]; // oh god it's like programming in Scala all over again ;_; return (!cardsInSuit.Exists(c => c.CardSuit == suit && c.CardValue == value)); }
public Card(int i) { int shfl = i / 13; suit += shfl; shfl = i % 13; rank += shfl; }
/// <summary> /// Nondefault constructor. Allows aces to be set high and a trump suit /// to be used. /// </summary> public Deck(bool isAceHigh, bool useTrumps, Suit trump) : this() { Card.isAceHigh = isAceHigh; Card.useTrumps = useTrumps; Card.trump = trump; }
public Trick(Suit trump) { Trump = trump; _cards = new List<Card>(4); _players = new List<Seat>(4); Suit = Suit.None; }
public Game SwapSuitWith(Suit suit) { var cards = this.hand.Cards.Select(c => Fun.SwapSuit(c, suit)).ToArray(); return new Game(cards[0], cards[1], cards[2], cards[3], cards[4]); }
public static King Of(Suit suit) { return new King { _Suit = suit }; }
public Card(Value value, Suit suit) { if (value < (Value)6) value = (Value)6; if (value > Value.A) value = Value.A; this.value = value; this.suit = suit; }
public Deck(bool isAceHigh, bool useTrumps, Suit trump) : this() { Card.s_isAceHigh = isAceHigh; Card.s_useTrumps = useTrumps; Card.s_trumpSuit = trump; }
/// <summary> /// Determines whether [has] [the specified rank]. /// </summary> /// <param name="rank">The rank.</param> /// <param name="suit">The suit.</param> /// <returns> /// <c>true</c> if [has] [the specified rank]; otherwise, <c>false</c>. /// </returns> public bool Has(Rank rank, Suit suit) { if (GetCard(rank, suit) != null) return true; else return false; }
public Card(Suit naipe, int value, bool startClosed) { _naipe = naipe; _value = value; _isClosed = startClosed; }
public Card ComputerDoMove(Card fieldCard, Suit troef) { List<Card> lstAllowedCards = GetAllowedCards(fieldCard, troef); Random random = new Random(); return lstAllowedCards[random.Next(0, lstAllowedCards.Count - 1)]; }
private IEnumerable<Card> GetCardsForSuit(Suit suit) { var listOfCardTypes = new List<CardType>(); listOfCardTypes.AddRange(new CardType[] { CardType.Ace, CardType.Two, CardType.Three, CardType.Four, CardType.Five, CardType.Six, CardType.Seven, CardType.Eight, CardType.Nine, CardType.Ten, CardType.Jack, CardType.Queen, CardType.King, }); return listOfCardTypes.Select(cardType => new Card() { Name = string.Format("{0} of {1}s", cardType, suit.ToString()), Value = GetPointsForCardType(cardType) + GetExtraPointsForSuit(suit), CardType = cardType }); }
public Card(int input) { integerValue = input; int tempValue = input % 13; int tempSuit = input / 13; switch (tempValue) { case 0: value = Value.ACE; break; case 1: value = Value.TWO; break; case 2: value = Value.THREE; break; case 3: value = Value.FOUR; break; case 4: value = Value.FIVE; break; case 5: value = Value.SIX; break; case 6: value = Value.SEVEN; break; case 7: value = Value.EIGHT; break; case 8: value = Value.NINE; break; case 9: value = Value.TEN; break; case 10: value = Value.JACK; break; case 11: value = Value.QUEEN; break; case 12: value = Value.KING; break; } switch (tempSuit) { case 0: suit = Suit.SPADES; break; case 1: suit = Suit.HEARTS; break; case 2: suit = Suit.DIAMONDS; break; case 3: suit = Suit.CLUBS; break; } }
public Card(Image front, PictureBox pictureBox, int power, Suit suit) { this.Front = front; this.PictureBox = pictureBox; this.Power = power; this.Suit = suit; }
public void WhenCardIsConstructedWithShortNotation(string shortNotation, Value expectedValue, Suit expectedSuit) { var card = new Card(shortNotation); Assert.That(card.Value, Is.EqualTo(expectedValue)); Assert.That(card.Suit, Is.EqualTo(expectedSuit)); }
public IEnumerable<Card> Play(IEnumerable<Card> hand, IEnumerable<Card> table, int rank, Suit suit, Mode mode, bool revolution, History history) { if (revolution && rank != Card.RankOfJoker) { rank = 14 - rank; } if (hand == null || hand.Count() == 0) return null; int count = table.Count(); // 初手はとりあえず一番弱いのを出しとく。 if (mode.Match(Mode.First)) { var min = hand.Min(x => Game.Rank(x, revolution)); return hand.Where(x => Game.Rank(x, revolution) == min); } if (mode.Match(Mode.Normal)) { if(mode.Match(Mode.SuitBound)) { return hand.MinCard(x => Game.Rank(x, revolution) > rank && x.Suit == suit, revolution); } else { return hand.MinCard(x => Game.Rank(x, revolution) > rank, revolution); } } if(mode.Match(Mode.Multiple)) { for (int i = rank + 1; i <= 13; i++) { // 出せる var c = hand.Where(x => Game.Rank(x, revolution) == i); if (c.Count() >= count) return c.Take(count); // Joker含めれば出せる if (c.Count() + 1 == count && hand.FirstOrDefault(x => x.Suit == Suit.Joker) != null) return c.Concat(hand.Where(x => x.Suit == Suit.Joker).Take(count)); } } if (mode.Match(Mode.SequenceBound)) return null; //todo また未対応 if (mode.Match(Mode.Sequence)) { if (mode.Match(Mode.SuitBound)) return hand.Sequence(rank, revolution, count, suit); else return hand.Sequence(rank, revolution, count); } return null; }
public Card playCardSmart(Suit leadSuit, GameState state) { List<Card> legal = getLegalMoves(leadSuit); Card played = AI.getBestMove(legal, state, index); Console.WriteLine(hand.Remove(played)); return played; }
private static IEnumerable<Card> ReadPbnCard(Suit suit, string cardString) { return cardString.Aggregate(new List<Card>(), (cards, card) => { cards.Add(new Card(new Rank(card), suit)); return cards; }); }
public Card( Suit suit, int rank, bool bFaceUp, Deck d ) { this.Suit = suit; this.FaceUp = bFaceUp; m_deck = d; this.Location = Point.Empty; this.Rank = rank; }
public Card(Suit suit, int value) : this() { Suit = suit; if (value <= 1 || value > 14) throw new Exception("Card created with wrong arguments"); Value = value; }
public Card(Suit suit, int value) { if(value < 2 || value > 14) throw new ArgumentOutOfRangeException("value should be between 0 and 13"); Suit = suit; Value = value; }
public Card(Rank rank, Suit suit) : this() { if (suit == Suit.None) throw new ArgumentException("Suit cannot be none", "suit"); this.Rank = rank; this.Suit = suit; }
public Player GetDeclarerOrNorth(Suit suit) { var declarer = GetDeclarer(suit); return(declarer == Player.UnKnown ? Player.North : declarer); }
public Card(Suit Suit, Name Name, int Value) { this.Suit = Suit; this.Name = Name; this.Value = Value; }
public Card(Suit suit, int number, IVersionSource versionSource) { this.suit = suit; this.number = number; this.VersionSource = versionSource; }
/// <summary> ///// CONSTRUCTS A CARD BY PASSING THE FACEVALUE AND SUIT /// </summary> /// <param name="newSuit"></param> /// <param name="newValue"></param> public Card(Suit newSuit, FaceValue newValue) { this.Suit = newSuit; this.FaceValue = newValue; }
public Card(Suit theSuit_, FaceValue theFaceValue_) { _suit = theSuit_; _faceValue = theFaceValue_; }
public static string ToAbbreviation(this Suit suit) { return(Abbreviation.Get(suit)); }
public Card(int rank, Suit suit) { this.cardname = rank + " " + suit.ToString(); }
public Card(int r, Suit s) { _rank = r; _suit = s; }
public Card(string name, Suit suit) { Initialize(name, suit, new Display(500)); }
public Card(int c, Suit s) { FaceValue = c; suit = s; }
public Panic(Rank rank, Suit suit) : base(CardType.Panic, rank, suit) { }
private Bitmap Compute(Bitmap inputImage) { // Define output array int[,] output; // Get the grayscale image from src int[,] grayscale = Grayscale.FromBitmap(inputImage); int width = grayscale.GetLength(0); int height = grayscale.GetLength(1); // Detect edges using sobel int[,] edges = Sobel.Compute(grayscale); bool[,] strucElem = { { false, true, false }, { true, true, true }, { false, true, false } }; // Calculate white top-hat (WTH) with plus-shaped structuring element int[,] wth = Defaults.Combine(edges, Morphologicals.Opening(edges, strucElem), (a, b) => a - b); // Create thresholds from the WTH int[,] wth60 = Threshold.Compute(wth, 60); int[,] wth30 = Threshold.Compute(wth, 30); // Calculate Hough transform const double STEP_SIZE = 0.25; int[,] hough = Hough.Compute(wth60, STEP_SIZE); int[,] houghWindow = Window.Compute(hough, 20000, int.MaxValue); // Find and filter lines from hough transform SortedSet <Line> lines = Lines.FindLines(houghWindow, STEP_SIZE); lines = Lines.FilterLines(lines); strucElem = new bool[, ] { { false, false, true, false, false }, { false, true, true, true, false }, { true, true, true, true, true }, { false, true, true, true, false }, { false, false, true, false, false } }; // Find all rectangles that somewhat resemble a card shape IList <Card> cards = Lines.FindCardShapedRectangles(lines, width, height); // Filter all card shaped rectangles with enough line support int[,] dilation = Morphologicals.Dilation(wth60, strucElem); IList <Card> filteredCards = Lines.FilterCardShapedRectangles(dilation, cards); // Set the output image, convert it to a bitmap and create a graphics object so we can draw on it switch (outputSelector.SelectedIndex) { default: case 0: output = grayscale; break; case 1: output = edges; break; case 2: output = wth; break; case 3: output = wth60; break; case 4: output = wth30; break; case 5: output = dilation; break; case 6: output = hough; break; } Bitmap outputImage = Grayscale.ToBitmap(Defaults.Normalize(output)); if (output == hough) { return(outputImage); } Graphics g = Graphics.FromImage(outputImage); // Draw the filtered lines if (drawFilteredLinesCheckbox.Checked) { DrawLines(lines, g, outputImage.Width, outputImage.Height); } // Draw the potential cards (card-shaped rectangles) if (drawFoundRectanglesCheckbox.Checked) { foreach (Card card in cards) { card.Draw(g, Pens.Yellow); } } if (drawFilteredRectanglesCheckbox.Checked) { foreach (Card card in filteredCards) { card.Draw(g, Pens.Red); } } // Classify and draw all filtered cards foreach (Card card in filteredCards) { List <ShapeInfo> shapes = Shapes.Find(wth30, card); if (shapes.Count > 10) { continue; } Suit suit = Shapes.ClassifyShapes(shapes); if (suit != Suit.Unknown) { // Draw the bboxes of the shapes if (drawBBCheckbox.Checked) { DrawShapes(shapes, g); } // Draw the card outline if (drawFoundCardsCheckbox.Checked) { card.Draw(g); } // Format the card name and print it on the card string cardName = String.Format("{0} of {1}", shapes.Count == 1 ? "Ace" : shapes.Count.ToString(), suit); g.DrawString(cardName, new Font("Arial", 14), Brushes.Orange, new PointF(card.bottomLeft.X, card.bottomLeft.Y + 4)); Console.WriteLine(cardName); } } return(outputImage); }
public Card(Suit s, int v) { CardSuit = s; CardRank = v; }
// Parameterized constructor public Card(Suit newSuit, Rank newRank) { suit = newSuit; rank = newRank; }
public Card(Suit s, CardRank r) { suit = s; cardRank = r; cardLocation = CardLocation.Community; }
public Card(Rank rank, Suit suit) { Rank = rank; Suit = suit; }
public Card(Suit s, CardRank r, CardLocation location) { suit = s; cardRank = r; cardLocation = location; }
/// <summary> /// Display function. Shows card in format "2 - Hearts" or "X - Clubs" /// </summary> public void DisplayCard() { show.Card(Name, Suit.ToString(), SuitSymbol.ToString()); }
public Card(Value value, Suit suit) { this.Value = value; this.Suit = suit; }
public Card(Rank rank, Suit suit) { this.Rank = rank; this.Suit = suit; this.Power = (int)this.Suit + (int)this.Rank; }
public Card(Suit suit, Value value) { this.Suit = suit; this.Value = value; }
public Card(string name, Suit suit, IDisplay display) { Initialize(name, suit, display); }
public PlayingCard(Suit s, Rank r) { CardSuit = s; CardRank = r; }
/// <summary> /// Nondefault constructor. Allows a trump suit to be used. /// </summary> public Deck(bool useTrumps, Suit trump) : this() { Card.useTrumps = useTrumps; Card.trump = trump; }
public Card(Suit suit, int value) { this.suit = suit; this.value = value; }
public void InstantiateCard(Suit cardSuit, Value cardValue) { GameObject newCard = Instantiate(cardPrefab, container.transform); newCard.GetComponent <Card>().value = cardValue; newCard.GetComponent <Card>().suit = cardSuit; if (cardSuit == Suit.CLUBS) { switch (cardValue) { case Value.ACE: newCard.GetComponent <Image>().sprite = AceC; break; case Value.TWO: newCard.GetComponent <Image>().sprite = TwoC; break; case Value.THREE: newCard.GetComponent <Image>().sprite = ThreeC; break; case Value.FOUR: newCard.GetComponent <Image>().sprite = FourC; break; case Value.FIVE: newCard.GetComponent <Image>().sprite = FiveC; break; case Value.SIX: newCard.GetComponent <Image>().sprite = SixC; break; case Value.SEVEN: newCard.GetComponent <Image>().sprite = SevenC; break; case Value.EIGHT: newCard.GetComponent <Image>().sprite = EightC; break; case Value.NINE: newCard.GetComponent <Image>().sprite = NineC; break; case Value.TEN: newCard.GetComponent <Image>().sprite = TenC; break; case Value.JACK: newCard.GetComponent <Image>().sprite = JackC; break; case Value.QUEEN: newCard.GetComponent <Image>().sprite = QueenC; break; case Value.KING: newCard.GetComponent <Image>().sprite = KingC; break; default: newCard.GetComponent <Image>().sprite = backside; break; } } else if (cardSuit == Suit.SPADES) { switch (cardValue) { case Value.ACE: newCard.GetComponent <Image>().sprite = AceS; break; case Value.TWO: newCard.GetComponent <Image>().sprite = TwoS; break; case Value.THREE: newCard.GetComponent <Image>().sprite = ThreeS; break; case Value.FOUR: newCard.GetComponent <Image>().sprite = FourS; break; case Value.FIVE: newCard.GetComponent <Image>().sprite = FiveS; break; case Value.SIX: newCard.GetComponent <Image>().sprite = SixS; break; case Value.SEVEN: newCard.GetComponent <Image>().sprite = SevenS; break; case Value.EIGHT: newCard.GetComponent <Image>().sprite = EightS; break; case Value.NINE: newCard.GetComponent <Image>().sprite = NineS; break; case Value.TEN: newCard.GetComponent <Image>().sprite = TenS; break; case Value.JACK: newCard.GetComponent <Image>().sprite = JackS; break; case Value.QUEEN: newCard.GetComponent <Image>().sprite = QueenS; break; case Value.KING: newCard.GetComponent <Image>().sprite = KingS; break; default: newCard.GetComponent <Image>().sprite = backside; break; } } else if (cardSuit == Suit.DIAMONDS) { switch (cardValue) { case Value.ACE: newCard.GetComponent <Image>().sprite = AceD; break; case Value.TWO: newCard.GetComponent <Image>().sprite = TwoD; break; case Value.THREE: newCard.GetComponent <Image>().sprite = ThreeD; break; case Value.FOUR: newCard.GetComponent <Image>().sprite = FourD; break; case Value.FIVE: newCard.GetComponent <Image>().sprite = FiveD; break; case Value.SIX: newCard.GetComponent <Image>().sprite = SixD; break; case Value.SEVEN: newCard.GetComponent <Image>().sprite = SevenD; break; case Value.EIGHT: newCard.GetComponent <Image>().sprite = EightD; break; case Value.NINE: newCard.GetComponent <Image>().sprite = NineD; break; case Value.TEN: newCard.GetComponent <Image>().sprite = TenD; break; case Value.JACK: newCard.GetComponent <Image>().sprite = JackD; break; case Value.QUEEN: newCard.GetComponent <Image>().sprite = QueenD; break; case Value.KING: newCard.GetComponent <Image>().sprite = KingD; break; default: newCard.GetComponent <Image>().sprite = backside; break; } } else if (cardSuit == Suit.HEARTS) { switch (cardValue) { case Value.ACE: newCard.GetComponent <Image>().sprite = AceH; break; case Value.TWO: newCard.GetComponent <Image>().sprite = TwoH; break; case Value.THREE: newCard.GetComponent <Image>().sprite = ThreeH; break; case Value.FOUR: newCard.GetComponent <Image>().sprite = FourH; break; case Value.FIVE: newCard.GetComponent <Image>().sprite = FiveH; break; case Value.SIX: newCard.GetComponent <Image>().sprite = SixH; break; case Value.SEVEN: newCard.GetComponent <Image>().sprite = SevenH; break; case Value.EIGHT: newCard.GetComponent <Image>().sprite = EightH; break; case Value.NINE: newCard.GetComponent <Image>().sprite = NineH; break; case Value.TEN: newCard.GetComponent <Image>().sprite = TenH; break; case Value.JACK: newCard.GetComponent <Image>().sprite = JackH; break; case Value.QUEEN: newCard.GetComponent <Image>().sprite = QueenH; break; case Value.KING: newCard.GetComponent <Image>().sprite = KingH; break; default: newCard.GetComponent <Image>().sprite = backside; break; } } else if (cardSuit == Suit.JOKER) { switch (cardValue) { case Value.JOKER1: newCard.GetComponent <Image>().sprite = Joker1; break; case Value.JOKER2: newCard.GetComponent <Image>().sprite = Joker2; break; default: newCard.GetComponent <Image>().sprite = backside; break; } } }
public Card(Rank r, Suit s) { this.Rank = r; this.Suit = s; }
/// <summary> /// Constructs a card by passing the facevalue and suit /// </summary> /// <param name="newSuit"></param> /// <param name="newValue"></param> public Card(Suit newSuit, FaceValue newValue) { Suit = newSuit; FaceValue = newValue; }
public Card(Suit suit, Value value) { Name = $"{value} of {suit}"; }
public Card() { _suit = Suit.Spades; _faceValue = FaceValue.Ace; }