public static void Main(string[] args) { // Game setup // A game has a dealer, players and a shuffled deck // The dealer and all players have a hand var dealer = new Dealer() { name = "Dealer", hands = new List <Hand>() { new Hand() } }; var players = new List <Player>() { new Player() { name = "Player", hands = new List <Hand>() { new Hand() } } }; var game = new Game(players, dealer, 1); // Deal from top of deck to all players game.Deal(); // Show the cards and current scores ShowCurrentGameState(game, false); // Wait for user input ConsoleKeyInfo userKey; do { userKey = Console.ReadKey(true); // Hit if (userKey.Key == ConsoleKey.H) { game.Hit(players[0].hands[0]); ShowCurrentGameState(game, false); } // Stand else if (userKey.Key == ConsoleKey.S) { game.Stand(dealer.hands[0]); RevealDealerCards(dealer); ShowCurrentGameState(game, true); Environment.Exit(0); } } while (userKey.Key != ConsoleKey.Escape); }
private void btnBet_Click(object sender, EventArgs e) { game.playerList[game.currentHand - 1] = game.playerList[0]; if (game.playerList.Count() > 1) { game.playerList.RemoveAt(1); } disableBetting(); int bet = Convert.ToInt32(lblPreviousBet.Text); if (bet > game.playerList[game.currentHand - 1].money) { MessageBoxButtons button = MessageBoxButtons.OK; MessageBox.Show("You must have the amount you are trying to bet", "Betting Error", button); enableBetting(); } else if (bet < 1) { MessageBoxButtons button = MessageBoxButtons.OK; MessageBox.Show("You must bet a value greater than that.", "Betting Error", button); enableBetting(); } else { game.playerList[game.currentHand - 1].doBet(bet); game.playerList[game.currentHand - 1].previousBet = bet; lblPlayerBetUser1.Text = bet.ToString(); UpdatePlayerMoney(game.playerList[game.currentHand - 1]); //lblPlayerMoney.Text = game.player.money.ToString(); updateMoneyLabels(game.playerList[game.currentHand - 1]); updateMoneyLabels(game.playerList[game.currentHand - 1]); game.Deal(false); displayCards(); if (game.playerList[game.currentHand - 1].score == 21) { PlayerBlackJack(game.playerList[game.currentHand - 1]); } else { enableHitStand(); } } }