/// <summary> /// 判断某一方向是否为活N /// </summary> /// <param name="direct"></param> /// <param name="type"></param> /// <returns></returns> public static int checkDirectOnChessForActive(Point point, Direction direct, ChessType type) { //缓存当前坐标的引用 ChessPoint tempPoint = Chess.Find(Chess.Find(point).DirectionPoint(direct)); //循环计数 int count = 0; //寻找 while (true) { if (tempPoint != null && tempPoint.Type == type) { count++; tempPoint = Chess.Find(tempPoint.DirectionPoint(direct)); } else { if (tempPoint != null && tempPoint.Type == ChessType.NULL) { return(count); } else { return(-125); } } } }
public static ChessPoint CreateChessPoint(Point point, ChessType type) { ChessPoint pointInstance = new ChessPoint(); pointInstance.Point = point; pointInstance.Type = type; return(pointInstance); }
public HistoryRecord(ChessPoint point) { this.text = point.Type + "\t\tX:" + point.Point.X + "\tY:" + point.Point.Y; this.point = point; }