private void CheckWhoWins(GameplayHandMovesEnum playerMove) { var playerWins = false; switch (this.cpuMoveHandEntity.CurrentHandMove) { case GameplayHandMovesEnum.Stone: playerWins = playerMove == GameplayHandMovesEnum.Paper; break; case GameplayHandMovesEnum.Paper: playerWins = playerMove == GameplayHandMovesEnum.Scissors; break; case GameplayHandMovesEnum.Scissors: playerWins = playerMove == GameplayHandMovesEnum.Stone; break; default: throw new InvalidOperationException(); } if (!this.shouldPlayerWin) { playerWins = !playerWins; } var nextGameState = playerWins ? GameStates.YouWin : GameStates.CpuWins; this.ChangeGameState(nextGameState); }
private void SetNewRandomHandMove() { var everyHandMoveArray = Enum.GetValues(typeof(GameplayHandMovesEnum)) as GameplayHandMovesEnum[]; // MAYBE: The 1st is always the same :-/ var randomHandMoveIndex = WaveServices.Random.Next(everyHandMoveArray.Length); var randomHandMove = everyHandMoveArray[randomHandMoveIndex]; this.CurrentHandMove = randomHandMove; }
private void SetNewRandomHandMove() { var everyHandMoveArray = Enum.GetValues(typeof(GameplayHandMovesEnum)) as GameplayHandMovesEnum[]; // MAYBE: The 1st is always the same :-/ var randomHandMoveIndex = WaveServices.Random.Next(everyHandMoveArray.Length); var randomHandMove = everyHandMoveArray[randomHandMoveIndex]; this.CurrentHandMove = randomHandMove; }
private void CheckWhoWins(GameplayHandMovesEnum playerMove) { var playerWins = false; switch (this.cpuMoveHandEntity.CurrentHandMove) { case GameplayHandMovesEnum.Stone: playerWins = playerMove == GameplayHandMovesEnum.Paper; break; case GameplayHandMovesEnum.Paper: playerWins = playerMove == GameplayHandMovesEnum.Scissors; break; case GameplayHandMovesEnum.Scissors: playerWins = playerMove == GameplayHandMovesEnum.Stone; break; default: throw new InvalidOperationException(); } if (!this.shouldPlayerWin) { playerWins = !playerWins; } var nextGameState = playerWins ? GameStates.YouWin : GameStates.CpuWins; this.ChangeGameState(nextGameState); }