コード例 #1
0
ファイル: PieceSet.cs プロジェクト: harrygraham/ChessProject
        //initiallises all piece objects and fills up the corresponding piece list.

        public void setInitalPieceList(Piece.Piececolour piececolour, Square[,] squares, Piece.Piececolour player1colour)
        {
            int index;     // the index of the pieces on the board (first row pieces - king, rook etc)
            int pawnindex; // pawns are in the second row, so have their own index


            setColour(piececolour);

            //creates all the piece objects neccessary
            Pawn[]   Blackpawns   = new Pawn[8];
            Pawn[]   Whitepawns   = new Pawn[8];
            Rook[]   BlackRooks   = new Rook[2];
            Rook[]   WhiteRooks   = new Rook[2];
            Bishop[] WhiteBishops = new Bishop[2];
            Bishop[] BlackBishops = new Bishop[2];
            Knight[] WhiteKnights = new Knight[2];
            Knight[] BlackKnights = new Knight[2];
            Queen    WhiteQueen   = new Queen();
            King     WhiteKing    = new King();
            Queen    BlackQueen   = new Queen();
            King     BlackKing    = new King();

            int i = 0;

            //Initiallise all piece objects
            for (int j = 0; j < 8; j++)
            {
                Blackpawns[j] = new Pawn();
                Whitepawns[j] = new Pawn();
            }

            for (int j = 0; j < 2; j++)
            {
                WhiteBishops[j] = new Bishop();
                BlackBishops[j] = new Bishop();
            }

            for (int j = 0; j < 2; j++)
            {
                BlackRooks[j] = new Rook();
                WhiteRooks[j] = new Rook();
            }
            for (int j = 0; j < 2; j++)
            {
                WhiteKnights[j] = new Knight();
                BlackKnights[j] = new Knight();
            }


            //fills up the list with the pieces and setting their properties

            if (colour == Piece.Piececolour.BLACK)
            {
                i = 0; // the x coordinate this can be reassigned as the pieces are populated


                //player 1 pieces needs to be at the bottom of the board so assign the indexes accordingly
                if (player1colour == Piece.Piececolour.BLACK)
                {
                    index     = 7;
                    pawnindex = 6;
                }
                else
                {
                    index     = 0;
                    pawnindex = 1;
                }

                // sets properties of pawns
                foreach (Pawn pawn in Blackpawns)
                {
                    pawn.setType(Piece.pieceType.PAWN);
                    pawn.setColour(Piece.Piececolour.BLACK);
                    pawn.setImage(test_chess.Properties.Resources.Chess_pdt60);
                    pawn.setPosition(squares[i, pawnindex]);
                    if (player1colour == Piece.Piececolour.BLACK)
                    {
                        pawn.movedirection = -1;
                    }
                    else
                    {
                        pawn.movedirection = 1;
                    }
                    m_pieceSet.Add(pawn);
                    i++;
                }

                i = 0; // x coordinate value
                // sets properties of rooks
                foreach (Rook rook in BlackRooks)
                {
                    rook.setType(Piece.pieceType.ROOK);
                    rook.setColour(Piece.Piececolour.BLACK);
                    rook.setImage(test_chess.Properties.Resources.Chess_rdt60);
                    rook.setPosition(squares[i, index]);
                    m_pieceSet.Add(rook);

                    i = 7;
                }

                i = 1;// x coordinate value
                foreach (Knight knight in BlackKnights)
                {
                    knight.setType(Piece.pieceType.KNIGHT);
                    knight.setColour(Piece.Piececolour.BLACK);
                    knight.setImage(test_chess.Properties.Resources.Chess_ndt60);
                    knight.setPosition(squares[i, index]);
                    m_pieceSet.Add(knight);
                    i = 6;
                }


                i = 2; // x coordinate value

                foreach (Bishop bishop in BlackBishops)
                {
                    bishop.setType(Piece.pieceType.BISHOP);
                    bishop.setColour(Piece.Piececolour.BLACK);
                    bishop.setImage(test_chess.Properties.Resources.Chess_bdt60);
                    bishop.setPosition(squares[i, index]);
                    m_pieceSet.Add(bishop);
                    i = 5;
                }


                BlackKing.setType(Piece.pieceType.KING);
                BlackKing.setColour(Piece.Piececolour.BLACK);
                BlackKing.setImage(test_chess.Properties.Resources.Chess_kdt60);
                BlackKing.setPosition(squares[3, index]);


                BlackQueen.setType(Piece.pieceType.QUEEN);
                BlackQueen.setColour(Piece.Piececolour.BLACK);
                BlackQueen.setImage(test_chess.Properties.Resources.Chess_qdt60);
                BlackQueen.setPosition(squares[4, index]);

                m_pieceSet.Add(BlackKing);

                m_pieceSet.Add(BlackQueen);
            }
            else
            {
                // otherwise player 1 is black and so black pieces must be at the bottom of the board
                if (player1colour == Piece.Piececolour.BLACK)
                {
                    index     = 0;
                    pawnindex = 1;
                }
                else
                {
                    index     = 7;
                    pawnindex = 6;
                }

                i = 0;

                foreach (Pawn pawn in Whitepawns)
                {
                    pawn.setType(Piece.pieceType.PAWN);
                    pawn.setColour(Piece.Piececolour.WHITE);
                    pawn.setImage(test_chess.Properties.Resources.Chess_plt60);
                    pawn.setPosition(squares[i, pawnindex]);
                    if (player1colour == Piece.Piececolour.WHITE)
                    {
                        pawn.movedirection = -1;
                    }
                    else
                    {
                        pawn.movedirection = 1;
                    }
                    m_pieceSet.Add(pawn);
                    i++;
                }

                i = 0;

                foreach (Rook rook in WhiteRooks)
                {
                    rook.setType(Piece.pieceType.ROOK);
                    rook.setColour(Piece.Piececolour.WHITE);
                    rook.setImage(test_chess.Properties.Resources.Chess_rlt60);
                    rook.setPosition(squares[i, index]);
                    m_pieceSet.Add(rook);
                    i = 7;
                }


                i = 2;

                foreach (Bishop bishop in WhiteBishops)
                {
                    bishop.setType(Piece.pieceType.BISHOP);
                    bishop.setColour(Piece.Piececolour.WHITE);
                    bishop.setImage(test_chess.Properties.Resources.Chess_blt60);
                    bishop.setPosition(squares[i, index]);
                    m_pieceSet.Add(bishop);
                    i = 5;
                }

                i = 1;

                foreach (Knight knight in WhiteKnights)
                {
                    knight.setType(Piece.pieceType.KNIGHT);
                    knight.setColour(Piece.Piececolour.WHITE);
                    knight.setImage(test_chess.Properties.Resources.Chess_nlt60);
                    knight.setPosition(squares[i, index]);
                    m_pieceSet.Add(knight);
                    i = 6;
                }

                WhiteKing.setType(Piece.pieceType.KING);
                WhiteKing.setColour(Piece.Piececolour.WHITE);
                WhiteKing.setImage(test_chess.Properties.Resources.Chess_klt60);
                WhiteKing.setPosition(squares[3, index]);

                WhiteQueen.setType(Piece.pieceType.QUEEN);
                WhiteQueen.setColour(Piece.Piececolour.WHITE);
                WhiteQueen.setImage(test_chess.Properties.Resources.Chess_qlt60);
                WhiteQueen.setPosition(squares[4, index]);

                m_pieceSet.Add(WhiteQueen);
                m_pieceSet.Add(WhiteKing);
            }
        }
コード例 #2
0
ファイル: Pawn.cs プロジェクト: harrygraham/ChessProject
        // this occurs when the pawn piece reaches the other side of the board, the user may promote the piece to a
        // better type of piece
        public override void promotePawn()
        {
            // opens the promote pawn sections and awaits a user selection

            PromotePawn promotingForm = new PromotePawn();

            if (promotingForm.ShowDialog() != System.Windows.Forms.DialogResult.OK)
            {
                //Waits until a selection has occured on the other form
            }


            // checks that a selection has been made and stored
            if (BoardAdmin.promotingPawnType == pieceType.BISHOP || BoardAdmin.promotingPawnType == pieceType.QUEEN || BoardAdmin.promotingPawnType == pieceType.ROOK || BoardAdmin.promotingPawnType == pieceType.KNIGHT)
            {
                PieceSet[] pieceSets     = BoardAdmin.game1.getGameBoard().getPieceSets();
                Piece      promotedPiece = null;

                //sets properties of new piece to replace the pawn piece.
                if (BoardAdmin.promotingPawnType == pieceType.QUEEN)
                {
                    promotedPiece = new Queen();
                    promotedPiece.setType(pieceType.QUEEN);
                    if (this.getColour() == Piececolour.BLACK)
                    {
                        promotedPiece.setImage(test_chess.Properties.Resources.Chess_qdt60);
                    }
                    else
                    {
                        promotedPiece.setImage(test_chess.Properties.Resources.Chess_qlt60);
                    }
                }
                if (BoardAdmin.promotingPawnType == pieceType.BISHOP)
                {
                    promotedPiece = new Bishop();
                    promotedPiece.setType(pieceType.BISHOP);
                    if (this.getColour() == Piececolour.BLACK)
                    {
                        promotedPiece.setImage(test_chess.Properties.Resources.Chess_bdt60);
                    }
                    else
                    {
                        promotedPiece.setImage(test_chess.Properties.Resources.Chess_blt60);
                    }
                }
                if (BoardAdmin.promotingPawnType == pieceType.KNIGHT)
                {
                    promotedPiece = new Knight();
                    promotedPiece.setType(pieceType.KNIGHT);

                    if (this.getColour() == Piececolour.BLACK)
                    {
                        promotedPiece.setImage(test_chess.Properties.Resources.Chess_ndt60);
                    }
                    else
                    {
                        promotedPiece.setImage(test_chess.Properties.Resources.Chess_nlt60);
                    }
                }
                if (BoardAdmin.promotingPawnType == pieceType.ROOK)
                {
                    promotedPiece = new Rook();
                    promotedPiece.setType(pieceType.ROOK);
                    if (this.getColour() == Piececolour.BLACK)
                    {
                        promotedPiece.setImage(test_chess.Properties.Resources.Chess_rdt60);
                    }
                    else
                    {
                        promotedPiece.setImage(test_chess.Properties.Resources.Chess_rlt60);
                    }
                }

                promotedPiece.setColour(this.getColour());
                promotedPiece.setPosition(this.getPosition());


                // remove the pawn and add the new promoted piece
                if (this.getColour() == Piececolour.BLACK)
                {
                    pieceSets[0].getPieceSet().Remove(this);
                    pieceSets[0].getPieceSet().Add(promotedPiece);
                }
                else
                {
                    pieceSets[1].getPieceSet().Remove(this);
                    pieceSets[1].getPieceSet().Add(promotedPiece);
                }
            }
        }