public void setup(CurrentPlayer player) { this.player = player; List<PieceControl> controls; int row = 0; int col = 0; controls = new List<PieceControl>(21); // Add the tiles from the player's hand to the control for (int i = 0; i < controls.Capacity && i < player.piecesLeft; i++, col++) { Tile piece = (Tile)player.hand[i]; // if (!piece.Equals(new Tile())) controls.Add(new PieceControl(player, piece)); int xPoint = (col) * this.Width / 5; int yPoint = (row) * this.Height / 4; controls[i].Location = new System.Drawing.Point(xPoint, yPoint); controls[i].setup(this.player); controls[i].Size = new Size(80, 62); if (col > 3) // avoiding a nested for loop { row++; col = -1; } this.Controls.Add(controls[i]); } this.tiles = controls; }
public void setup(CurrentPlayer p, int turnNumber) { this.player = p; this._colorNum = turnNumber % 4; // TODO: Delete this // int num = 0; // for (int i = 0; i < matrx.width; i++) // { // for (int j = 0; j < matrx.height; j++) // { // if (i >= 10) // num = 5; // if (i >= 12) // num = 6; // if (i >= 14) // num = 7; // if (i >= 16) // num = 8; // matrx[i][j] = num; // } // } }
private void setup() { // Assign the current player and set the controls this.currentPlayer = players[0].convertToCurrentPlayer(pieceControl, pieceSelectControl); // PieceControls pieceControl.setup(currentPlayer); // NameTags currentPlayerControl.setup(currentPlayer); player2Control.setup(players[1]); player3Control.setup(players[2]); player4Control.setup(players[3]); // Board matrx.setup(currentPlayer, this.turn); matrx.Refresh(); // Redraw the player's controls currentPlayer.refreshControls(); }
public SelectionControl(CurrentPlayer p) : this() { this.player = p; }
public CurrentPlayer convertToCurrentPlayer() { CurrentPlayer c = new CurrentPlayer(); c.Name = this.Name; c.hand = this.hand; c.color = this.color; c.selectedPiece = this.selectedPiece; return c; }