public async void ClickHandler(int x, int y) { if (size == GameType.Small) { //board[x, y] - cell clicked if (!SmallGrid.Board[x, y].HasValue) //If the cell is empty { SmallGrid.AddFigure(x, y, turn); //Add figure turn = turn == Figure.Cross ? Figure.Circle : Figure.Cross; //Change the turn if (SmallGrid.Status != Status.Nothing) { EndHandler(SmallGrid.Status); //End the game if the small grid is full } } } else if (size == GameType.Big) { //board[x / 3, y / 3] - small grid clicked //board[x / 3, y / 3].board[x % 3, y % 3] - cell clicked if (BigGrid.Board[x / 3, y / 3].Status == Status.Nothing && !BigGrid.Board[x / 3, y / 3].Board[x % 3, y % 3].HasValue) //If the cell is empty and the small grid isn't locked { BigGrid.AddFigure(x / 3, y / 3, x % 3, y % 3, turn); //Add figure turn = turn == Figure.Cross ? Figure.Circle : Figure.Cross; //Change the turn if (BigGrid.Status != Status.Nothing) { EndHandler(BigGrid.Status); //End the game if the big grid is full } } } else if (size == GameType.Huge) { //board[x / 9, y / 9] - big grid clicked //board[x / 9, y / 9].board[x % 9 / 3, y % 9 / 3] - small grid clicked //board[x / 9, y / 9].board[x % 9 / 3, y % 9 / 3].board[x % 3, y % 3] - cell clicked if (HugeGrid.Board[x / 9, y / 9].Status == Status.Nothing && HugeGrid.Board[x / 9, y / 9].Board[x % 9 / 3, y % 9 / 3].Status == Status.Nothing && !HugeGrid.Board[x / 9, y / 9].Board[x % 9 / 3, y % 9 / 3].Board[x % 3, y % 3].HasValue) //If the cell is empty and the small grid isn't locked and the big grid isn't locked { HugeGrid.AddFigure(x / 9, y / 9, x % 9 / 3, y % 9 / 3, x % 9 % 3, y % 9 % 3, turn); //Add figure turn = turn == Figure.Cross ? Figure.Circle : Figure.Cross; //Change the turn if (HugeGrid.Status != Status.Nothing) { EndHandler(HugeGrid.Status); //End the game if the huge grid is full } } } await Task.Delay(50); //Wait if (turn == Figure.Cross && player1 != null) //Make AIs make choices { player1.MakeChoice(); } else if (turn == Figure.Circle && player2 != null) { player2.MakeChoice(); } }
public GameManager(GameType gameSize, int cellSize, Grid grid, PlayerType playerOne, PlayerType playerTwo) { size = gameSize; refGrid = grid; squareSize = cellSize; if (playerOne == PlayerType.AI) //Create the AIs { player1 = new AI(gameSize); } if (playerTwo == PlayerType.AI) { player2 = new AI(gameSize); } if (size == GameType.Small) { SmallGrid = new SmallGrid(0, 0, 0, 0, GameType.Small, squareSize, refGrid); //Create a small grid and pass it to the AIS if (playerOne == PlayerType.AI) { player1.AddGrid(SmallGrid); } if (playerTwo == PlayerType.AI) { player2.AddGrid(SmallGrid); } } else if (size == GameType.Big) { BigGrid = new BigGrid(0, 0, GameType.Big, squareSize, refGrid); //Create a big grid and pass it to the AIs if (playerOne == PlayerType.AI) { player1.AddGrid(BigGrid); } if (playerTwo == PlayerType.AI) { player2.AddGrid(BigGrid); } } else if (size == GameType.Huge) { HugeGrid = new HugeGrid(squareSize, refGrid); //Create a huge grid and pass it to the AIs if (playerOne == PlayerType.AI) { player1.AddGrid(HugeGrid); } if (playerTwo == PlayerType.AI) { player2.AddGrid(HugeGrid); } } if (playerOne == PlayerType.AI) { player1.AddManager(this); } if (playerTwo == PlayerType.AI) { player2.AddManager(this); } if (playerOne == PlayerType.AI) { player1.MakeChoice(); } }
public GameManager(GameType gameSize, int cellSize, Grid grid, PlayerType playerOne, PlayerType playerTwo) { size = gameSize; refGrid = grid; squareSize = cellSize; if (playerOne == PlayerType.AI) //Create the AIs { player1 = new AI(gameSize); } if (playerTwo == PlayerType.AI) { player2 = new AI(gameSize); } if (size == GameType.Small) { SmallGrid = new SmallGrid(0, 0, 0, 0, GameType.Small, squareSize, refGrid); //Create a small grid and pass it to the AIS if (playerOne == PlayerType.AI) { player1.AddGrid(SmallGrid); } if (playerTwo == PlayerType.AI) { player2.AddGrid(SmallGrid); } } else if (size == GameType.Big) { BigGrid = new BigGrid(0, 0, GameType.Big, squareSize, refGrid); //Create a big grid and pass it to the AIs BigGridCurrentPosX = 1; //Set the available small grid BigGridCurrentPosY = 1; BigGrid.Color(1, 1, Brushes.Blue); //Color the available small gird if (playerOne == PlayerType.AI) { player1.AddGrid(BigGrid); } if (playerTwo == PlayerType.AI) { player2.AddGrid(BigGrid); } } else if (size == GameType.Huge) { HugeGrid = new HugeGrid(squareSize, refGrid); //Create a huge grid and pass it to the AIs HugeGridCurrentPosX = 1; //Set the available big grid HugeGridCurrentPosY = 1; BigGridCurrentPosX = 1; //Set the available small grid BigGridCurrentPosY = 1; HugeGrid.Color(HugeGridCurrentPosX, HugeGridCurrentPosY, BigGridCurrentPosX, BigGridCurrentPosY, Brushes.Blue); //Color the available small grid if (playerOne == PlayerType.AI) { player1.AddGrid(HugeGrid); } if (playerTwo == PlayerType.AI) { player2.AddGrid(HugeGrid); } } if (playerOne == PlayerType.AI) { player1.AddManager(this); } if (playerTwo == PlayerType.AI) { player2.AddManager(this); } if (playerOne == PlayerType.AI) { player1.MakeChoice(); } }
public async void ClickHandler(int x, int y) { if (size == GameType.Small) { //board[x, y] - cell clicked if (!SmallGrid.Board[x, y].HasValue) //If the cell is empty { SmallGrid.AddFigure(x, y, turn); //Add figure turn = turn == Figure.Cross ? Figure.Circle : Figure.Cross; //Change the turn if (SmallGrid.Status != Status.Nothing) { EndHandler(SmallGrid.Status); //End the game if the small grid is full } } } else if (size == GameType.Big) { //board[x / 3, y / 3] - small grid clicked //board[x / 3, y / 3].board[x % 3, y % 3] - cell clicked if ((x / 3 == BigGridCurrentPosX && y / 3 == BigGridCurrentPosY || BigGridCurrentPosX == -1) && BigGrid.Board[x / 3, y / 3].Status == Status.Nothing && !BigGrid.Board[x / 3, y / 3].Board[x % 3, y % 3].HasValue) //If the cell is empty and the small grid isn't locked { BigGrid.Color(BigGridCurrentPosX, BigGridCurrentPosY, Brushes.Black); //Decolor the previous available small grid / small grids BigGrid.AddFigure(x / 3, y / 3, x % 3, y % 3, turn); //Add figure BigGridCurrentPosX = x % 3; //Set the new available small grid BigGridCurrentPosY = y % 3; if (BigGrid.Board[BigGridCurrentPosX, BigGridCurrentPosY].Status != Status.Nothing) { BigGridCurrentPosX = -1; //If the selected small grid is complete select all the small grids } BigGrid.Color(BigGridCurrentPosX, BigGridCurrentPosY, Brushes.Blue); //Color the new available small grid / small grids turn = turn == Figure.Cross ? Figure.Circle : Figure.Cross; //Change the turn if (BigGrid.Status != Status.Nothing) { EndHandler(BigGrid.Status); //End the game if the big grid is full } } } else if (size == GameType.Huge) { //board[x / 9, y / 9] - big grid clicked //board[x / 9, y / 9].board[x % 9 / 3, y % 9 / 3] - small grid clicked //board[x / 9, y / 9].board[x % 9 / 3, y % 9 / 3].board[x % 3, y % 3] - cell clicked if ((HugeGridCurrentPosX == -1 || (HugeGridCurrentPosX == x / 9 && HugeGridCurrentPosY == y / 9)) && (BigGridCurrentPosX == -1 || (BigGridCurrentPosX == x % 9 / 3 && BigGridCurrentPosY == y % 9 / 3)) && HugeGrid.Board[x / 9, y / 9].Status == Status.Nothing && HugeGrid.Board[x / 9, y / 9].Board[x % 9 / 3, y % 9 / 3].Status == Status.Nothing && !HugeGrid.Board[x / 9, y / 9].Board[x % 9 / 3, y % 9 / 3].Board[x % 3, y % 3].HasValue) //If the cell is empty and the small grid isn't locked and the big grid isn't locked { HugeGrid.Color(HugeGridCurrentPosX, HugeGridCurrentPosY, BigGridCurrentPosX, BigGridCurrentPosY, Brushes.Black); //Decolor the previous available small grid / big grid / big grids HugeGrid.AddFigure(x / 9, y / 9, x % 9 / 3, y % 9 / 3, x % 9 % 3, y % 9 % 3, turn); //Add figure HugeGridCurrentPosX = x % 9 / 3; //Set the new available big grid HugeGridCurrentPosY = y % 9 / 3; if (HugeGrid.Board[HugeGridCurrentPosX, HugeGridCurrentPosY].Status != Status.Nothing) { HugeGridCurrentPosX = -1; //If the selected big grid is complete select everything BigGridCurrentPosX = -1; } else { BigGridCurrentPosX = x % 3; //Set the new available small grid BigGridCurrentPosY = y % 3; if (HugeGrid.Board[HugeGridCurrentPosX, HugeGridCurrentPosY].Board[BigGridCurrentPosX, BigGridCurrentPosY].Status != Status.Nothing) { BigGridCurrentPosX = -1; //If the selected small grid is complete select all the small grids in the same big grid } } HugeGrid.Color(HugeGridCurrentPosX, HugeGridCurrentPosY, BigGridCurrentPosX, BigGridCurrentPosY, Brushes.Blue); //Color the new available small grid / big grid / big grids turn = turn == Figure.Cross ? Figure.Circle : Figure.Cross; //Change the turn if (HugeGrid.Status != Status.Nothing) { EndHandler(HugeGrid.Status); //End the game if the huge grid is full } } } await Task.Delay(50); //Wait if (turn == Figure.Cross && player1 != null) //Make AIs make choices { player1.MakeChoice(); } else if (turn == Figure.Circle && player2 != null) { player2.MakeChoice(); } }