/// <summary> /// observer design pattern - notify containing board of an /// clicked tile /// </summary> /// <param name="containingTile"></param> public override void tileWasClicked(Tile containingTile) { int tileNumber = containingTile.getTileNumber(); if(m_parent != null) { m_parent.sendData(Client_Form.DataType.GUESS, tileNumber.ToString()); } }
public int countTilesOfState(Tile.TileState state) { int rc = 0; foreach(Tile tile in m_tilesList) { if (tile.State == state) { rc++; } } return rc; }
/// <summary> /// observer design pattern - notify containing board of an /// clicked tile /// </summary> /// <param name="containingTile"></param> public virtual void tileWasClicked(Tile containingTile) { }
/// <summary> /// observer design pattern - notify containing board of a /// removed submarine /// </summary> /// <param name="containingTile"></param> public virtual void objectInTileWasRemoved(Tile containingTile) { }
/// <summary> /// mark a specific tile with a specific state /// </summary> /// <param name="tileNumber">the number of the tile in the tile array. /// usuablly the number in the tiles name minus one</param> /// <param name="state"></param> public void markTile(int tileNumber, Tile.TileState state) { Tile tile = m_tilesList[tileNumber]; tile.State = state; }
/// <summary> /// mark all tiles on board with a specific state /// look in Tile.TileState for list of possible states /// </summary> /// <param name="state"></param> public void markAllTiles(Tile.TileState state) { foreach(Tile tile in m_tilesList) { tile.State = state; } }