internal static void ChangeTurn() { ePlayerOptions temp = m_TheOtherPlayer; m_TheOtherPlayer = m_CurrentActivePlayer; m_CurrentActivePlayer = temp; }
public static Soldier InitializeSoldier(Point i_PositionInMatrix, ePlayerOptions i_Team) { Soldier returnedSoldier = new Soldier(); returnedSoldier.Position = i_PositionInMatrix; returnedSoldier.regularPossibleMovements = CalculateInitPossibleMovements(i_PositionInMatrix, i_Team); returnedSoldier.eatPossibleMovements = new List <CheckersGameStep>(); returnedSoldier.Team = i_Team; returnedSoldier.Rank = eSoldierRanks.Regular; return(returnedSoldier); }
public static void InitializePlayers(InitialGameSetting i_NameSettings) { s_Player1.InitializePlayer(i_NameSettings.GetPlayerName(ePlayerOptions.Player1), Checkers_LogicAndDataSection.ePlayerOptions.Player1); switch (Checkers_LogicAndDataSection.SessionData.s_GameType) { case Checkers_LogicAndDataSection.eTypeOfGame.singlePlayer: s_Player2.InitializePlayer("PC", Checkers_LogicAndDataSection.ePlayerOptions.ComputerPlayer); m_TheOtherPlayer = ePlayerOptions.ComputerPlayer; break; case Checkers_LogicAndDataSection.eTypeOfGame.doublePlayer: s_Player2.InitializePlayer(i_NameSettings.GetPlayerName(ePlayerOptions.Player2), Checkers_LogicAndDataSection.ePlayerOptions.Player2); m_TheOtherPlayer = ePlayerOptions.Player2; break; } }
public static string GetPlayerName(ePlayerOptions i_PlayerNameToReturn) { string returnedName = string.Empty; switch (i_PlayerNameToReturn) { case ePlayerOptions.Player1: returnedName = s_Player1.PlayerName; break; case ePlayerOptions.Player2: returnedName = s_Player2.PlayerName; break; } return(returnedName); }
public void InitializePlayer(string i_PlayerName, ePlayerOptions i_PlayerId = ePlayerOptions.Player1) // input is already checked in Manager and UI projects { playerName = i_PlayerName; m_PlayerId = i_PlayerId; switch (SessionData.m_BoardSize) { case eBoardSizeOptions.SmallBoard: numberOfSoldiers = k_NumberOfSoldiersInSmallBoard; break; case eBoardSizeOptions.MediumBoard: numberOfSoldiers = k_NumberOfSoldiersInMediumBoard; break; case eBoardSizeOptions.LargeBoard: numberOfSoldiers = k_NumberOfSoldiersInLargeBoard; break; } }
public string GetPlayerName(ePlayerOptions i_PlayerIdentifier) { string nameToReturn = string.Empty; switch (i_PlayerIdentifier) { case ePlayerOptions.Player1: nameToReturn = m_Player1Name; break; case ePlayerOptions.Player2: nameToReturn = m_Player2Name; break; case ePlayerOptions.ComputerPlayer: nameToReturn = "PC"; break; } return(nameToReturn); }
public void InitializePlayer(string i_PlayerName, ePlayerOptions i_PlayerId = ePlayerOptions.Player1) // input is already checked in UI project { PlayerName = i_PlayerName; Team = i_PlayerId; switch (SessionData.m_BoardSize) { case eBoardSizeOptions.SmallBoard: NumberOfSoldiers = k_NumberOfSoldiersInSmallBoard; break; case eBoardSizeOptions.MediumBoard: NumberOfSoldiers = k_NumberOfSoldiersInMediumBoard; break; case eBoardSizeOptions.LargeBoard: NumberOfSoldiers = k_NumberOfSoldiersInLargeBoard; break; } m_PlayerArmy = new List <GameBoard.Soldier>(NumberOfSoldiers); }
private static List <CheckersGameStep> resetPossibleMovesArray(int i_indexOfTopRow, Point i_CurrentSoldierPosition, ePlayerOptions i_playerId) { List <CheckersGameStep> resultPossibleMovesArray = new List <CheckersGameStep>(); CheckersGameStep stepToTheLeft = new CheckersGameStep(); CheckersGameStep stepToTheRight = new CheckersGameStep(); if (i_CurrentSoldierPosition.YCooord == i_indexOfTopRow) { Point MoveToTheLeft = new Point(); Point MoveToTheRight = new Point(); stepToTheLeft.CurrentPosition = i_CurrentSoldierPosition; stepToTheRight.CurrentPosition = i_CurrentSoldierPosition; if (i_playerId == ePlayerOptions.Player1) { MoveToTheLeft.XCoord = i_CurrentSoldierPosition.XCoord - 1; MoveToTheLeft.YCooord = i_CurrentSoldierPosition.YCooord - 1; MoveToTheRight.XCoord = i_CurrentSoldierPosition.XCoord + 1; MoveToTheRight.YCooord = i_CurrentSoldierPosition.YCooord - 1; } else { MoveToTheLeft.XCoord = i_CurrentSoldierPosition.XCoord - 1; MoveToTheLeft.YCooord = i_CurrentSoldierPosition.YCooord + 1; MoveToTheRight.XCoord = i_CurrentSoldierPosition.XCoord + 1; MoveToTheRight.YCooord = i_CurrentSoldierPosition.YCooord + 1; } stepToTheLeft.RequestedPosition = MoveToTheLeft; stepToTheRight.RequestedPosition = MoveToTheRight; if (stepToTheLeft.RequestedPosition.XCoord >= 0 && stepToTheLeft.RequestedPosition.XCoord < (int)SessionData.m_BoardSize) { resultPossibleMovesArray.Add(stepToTheLeft); } if (stepToTheRight.RequestedPosition.XCoord >= 0 && stepToTheRight.RequestedPosition.XCoord < (int)SessionData.m_BoardSize) { resultPossibleMovesArray.Add(stepToTheRight); } } return(resultPossibleMovesArray); }
public static List <CheckersGameStep> CalculateInitPossibleMovements(Point i_CurrentSoldierPosition, ePlayerOptions playerId) { List <CheckersGameStep> resultPossibleMovesArray = null; int indexForTopRow = 0; if (playerId == ePlayerOptions.Player1) { switch (SessionData.m_BoardSize) { case eBoardSizeOptions.SmallBoard: indexForTopRow = 4; break; case eBoardSizeOptions.MediumBoard: indexForTopRow = 5; break; case eBoardSizeOptions.LargeBoard: indexForTopRow = 6; break; } } else { switch (SessionData.m_BoardSize) { case eBoardSizeOptions.SmallBoard: indexForTopRow = 1; break; case eBoardSizeOptions.MediumBoard: indexForTopRow = 2; break; case eBoardSizeOptions.LargeBoard: indexForTopRow = 3; break; } } resultPossibleMovesArray = resetPossibleMovesArray(indexForTopRow, i_CurrentSoldierPosition, playerId); return(resultPossibleMovesArray); }