protected Figure(TypeOfFigures type, ColorsOfFigures color) { figureType = type; figureColor = color; onTable = true; imBlocked = false; //initialize this to avoid errors due the weird case of somebody reading this property unitialized O.o }
/*internal bool checkForEndOfGame() * { * * }*/ internal static void promoteTo(int x, int y, TypeOfFigures destType) { switch (destType) { case TypeOfFigures.Queen: ChessBoard.Cells[x, y].MyFigure = new Queen(ChessBoard.Cells[x, y].MyFigure.Color); break; case TypeOfFigures.Rook: ChessBoard.Cells[x, y].MyFigure = new Rook(ChessBoard.Cells[x, y].MyFigure.Color); break; case TypeOfFigures.Knight: ChessBoard.Cells[x, y].MyFigure = new Knight(ChessBoard.Cells[x, y].MyFigure.Color); break; case TypeOfFigures.Bishop: ChessBoard.Cells[x, y].MyFigure = new Bishop(ChessBoard.Cells[x, y].MyFigure.Color); break; } ChessBoard.Cells[x, y].MyFigure.PositionX = x; ChessBoard.Cells[x, y].MyFigure.PositionY = y; ChessBoard.resetAllPoss(); ChessBoard.Cells[x, y].MyFigure.getPossibleCells(ChessBoard.PossMoves); }
internal FigureRokade(TypeOfFigures type, ColorsOfFigures color, int[] dirArr, int range) : base(type, color, dirArr, range) { }
protected AbsMovesFigure(TypeOfFigures type, ColorsOfFigures color) : base(type, color) { }
protected MovingFigure(TypeOfFigures type, ColorsOfFigures color, int[] dir, int range) : base(type, color) { directions = dir; this.range = range; }