public override List <PositionToMove> getPositionsToMove(String[,] chessBoard) { List <PositionToMove> result = new List <PositionToMove>(); result = MoveCheck.pownMove(chessBoard, posX, posY, color, firstMove); return(result); }
//TODO: King script; public override List <PositionToMove> getPositionsToMove(string[,] chessBoard) { List <PositionToMove> result = new List <PositionToMove>(); result.AddRange(MoveCheck.getKingMove(chessBoard, posX, posY)); return(result); }
public override List <PositionToMove> getPositionsToMove(string[,] chessBoard) { List <PositionToMove> result = new List <PositionToMove>(); result.AddRange(MoveCheck.lineCheck(chessBoard, posX, posY, 1, 0)); result.AddRange(MoveCheck.lineCheck(chessBoard, posX, posY, -1, 0)); result.AddRange(MoveCheck.lineCheck(chessBoard, posX, posY, 0, 1)); result.AddRange(MoveCheck.lineCheck(chessBoard, posX, posY, 0, -1)); return(result); }
void Start() { xianxinzhe = transform.Find("Xianxinzhe"); moveCheck = xianxinzhe.GetComponent <MoveCheck>(); //realCube = transform.Find("RealCube"); downSpeed = new WaitForSeconds(1f); changeSpeed = new WaitForSeconds(0.2f); direction = Vector3.zero; isMoving = true; notDrop = false; time1 = 0.8f; pressTime = 0; StartCoroutine(Drop()); //StartCoroutine(Accelerate()); }
void Start() { blurringEffect = mainCam.GetComponent <BlurOptimized>(); characterController = player.GetComponent <CharacterController>(); movingCheck = player.GetComponent <MoveCheck>(); isMoving = movingCheck.Moving(); threatLevel = 0; blurTime = maxBlurTime; blurringEffect.downsample = 0; blurringEffect.blurSize = 0; blurringEffect.blurIterations = 1; blurringEffect.enabled = false; mouse = mainCam.GetComponent <MouseLook>(); mouse.enabled = true; isParalyzed = false; paralyzingTime = maxParalysingTime; maxInvincibilityTime = invincibilityTime; }
public override List <PositionToMove> getPositionsToMove(string[,] chessBoard) { return(MoveCheck.getHorseMove(chessBoard, posX, posY)); }
void Awake() { fire = GameObject.Find("Fire_Color"); instance = this; }
public static async Task <MoveCheck> ValidateMove(this Game game, PlayLetter[] letters, ILexiconService lexiconService) { if (letters.Length < 1) { return new MoveCheck { Result = "No letters." } } ; var existingLetters = game.PlayMoves.SelectMany(x => x.Letters); // Check if new letters are out of bounds or overlap existing letters string positionCheck = game.Board.CheckTilePositions(existingLetters, letters); if (positionCheck != "OK") { return new MoveCheck { Result = positionCheck } } ; // Check word structure string structureCheck = game.Board.CheckWordStructure(existingLetters, letters); if (structureCheck != "OK") { return new MoveCheck { Result = structureCheck } } ; // Check word position string wordPositionCheck = game.Board.CheckWordPosition(existingLetters, letters); if (wordPositionCheck != "OK") { return new MoveCheck { Result = wordPositionCheck } } ; // Extract all possible words var words = await game.ExtractAllWords(lexiconService, existingLetters, letters); if (words == null || words.Count() < 1) { return(new MoveCheck { Result = "Invalid words" }); } var result = new MoveCheck { Result = "OK", Words = words }; return(result); }