private void MakeMove(GameBoard i_GameBoard, Move i_Move) { eCoin playedCoin; if (IsCaptureMove(i_Move)) { foreach (Square capturedSquare in i_Move.CapturedSquares) { eCoin capturedSquareCoin = i_GameBoard.GameBoardMatrix[capturedSquare.Row, capturedSquare.Column]; if (capturedSquareCoin == eCoin.X || capturedSquareCoin == eCoin.O) { Points++; } else if (capturedSquareCoin == eCoin.U || capturedSquareCoin == eCoin.K) { Points += 4; } i_GameBoard.GameBoardMatrix[capturedSquare.Row, capturedSquare.Column] = eCoin.E; } } playedCoin = i_GameBoard.GameBoardMatrix[i_Move.From.Row, i_Move.From.Column]; i_GameBoard.GameBoardMatrix[i_Move.From.Row, i_Move.From.Column] = eCoin.E; if (playedCoin == RegularCoin && IsSquareThatTurnsCoinIntoKing(i_GameBoard, i_Move.To)) { playedCoin = KingCoin; } i_GameBoard.GameBoardMatrix[i_Move.To.Row, i_Move.To.Column] = playedCoin; }
public Player(bool i_isHuman, string i_Name, eCoin i_CoinType) { this.m_Name = i_Name; this.m_IsHuman = i_isHuman; this.m_CoinType = i_CoinType; this.m_Points = 0; }
public Player(string i_PlayerName, eCoin i_RegularCoin, eCoin i_KingCoin, eDirection i_DirectionOfPlay) { m_Name = i_PlayerName; m_RegularCoin = i_RegularCoin; m_KingCoin = i_KingCoin; m_DirectionOfPlay = i_DirectionOfPlay; m_NextMove = null; }
public void InsertCoin(eCoin i_Coin) { m_CurrentBalance += (int)i_Coin; CoinInventory.AddItem(i_Coin); }
private void changeAndCoinInventoryHandler(eCoin i_eCoin, ref List <eCoin> io_ChangeList, ref int io_balance) { io_ChangeList.Add(i_eCoin); io_balance -= (int)i_eCoin; CoinInventory.RemoveItem(i_eCoin); }