/// <summary> /// Activate the Play of the game, switches players after every turn, verifies if their is a tie. /// </summary> /// <returns>Winner</returns> public Player Play() { int counter = 1; while (!CheckForWinner(Board)) { Board.DisplayBoard(); if (PlayerOne.IsTurn) { PlayerOne.TakeTurn(Board); counter++; SwitchPlayer(); } else { PlayerTwo.TakeTurn(Board); counter++; SwitchPlayer(); } CheckForWinner(Board); if (counter >= 9) { return(Winner); } Console.Clear(); } Board.DisplayBoard(); return(Winner); }
private void GenGame() { GameField = new TicTacToeField[3, 3]; for (int x = 0; x <= 2; x++) { for (int y = 0; y <= 2; y++) { GameField[x, y] = new TicTacToeField(); } } if (PlayerOne == null) { PlayerOne = new TikTakToe.TicTacToePlayer(this, "Player 1 - x", "x"); } if (PlayerTwo == null) { PlayerTwo = new TikTakToe.TicTacToePlayer(this, "Player 2 - o", "o"); } PlayerOne.NewTry(); PlayerTwo.NewTry(); AllPlayers.Clear(); AllPlayers.Add(PlayerOne); AllPlayers.Add(PlayerTwo); }
public void IsItWin(string[,] gameBg, PlayerOne playerOne, PlayerTwo playerTwo) { playerOne.PlayerCheckerCount = 0; playerTwo.PlayerCheckerCount = 0; //checks the array for playerOne checkers foreach (var checker in gameBg) { if (checker == "X " || checker == "kX") { //adds one everytime it finds a checker playerOne.PlayerCheckerCount++; } //checks the array for playerTwo checkers else if (checker == "O " || checker == "kO") { //adds one everytime it finds a checker playerTwo.PlayerCheckerCount++; } } //if no playerOne checkers found if (playerOne.PlayerCheckerCount == 0) { //set win to true win = true; } //if no playerTwo checkers found else if (playerTwo.PlayerCheckerCount == 0) { //set win to true win = true; } }
/// <summary> /// Create a new empty game instance. /// </summary> public GameInstance() { // create players players = new List <Player>(); players.Add(new Player(this)); players.Add(new Player(this)); PlayerList = new ReadOnlyCollection <Player>(players); // assign opponents PlayerOne.SetOpponent(PlayerTwo); PlayerTwo.SetOpponent(PlayerOne); // prepare saving original decklists decklists = new Dictionary <Player, List <SimpleCard> >(); // prepare mulligan phase mulligans = new Dictionary <Player, Dictionary <Card, bool> >(); mulliganComplete = new Dictionary <Player, bool>(); // finalize preparations foreach (Player player in players) { decklists.Add(player, new List <SimpleCard>()); mulligans.Add(player, new Dictionary <Card, bool>()); mulliganComplete.Add(player, false); } // update game state state = GameState.Loading; }
private async Task PlayCurrentRound() { if (_cancellationToken.IsCancellationRequested) { return; } if (PlayerOne.PlayerType != RockPaperScissors.Common.Enums.PlayerType.HumanPlayer) { _nextPlayerOneMove = PlayerOne.GetNextMove(Game.Rules); } MoveModel move = Game.Rules.MoveList.FirstOrDefault(i => i.RuleValue == _nextPlayerOneMove); string nextPlayerOneMoveDescription = move.Description; if (PlayerTwo.PlayerType != RockPaperScissors.Common.Enums.PlayerType.HumanPlayer) { _nextPlayerTwoMove = PlayerTwo.GetNextMove(Game.Rules); } move = Game.Rules.MoveList.FirstOrDefault(i => i.RuleValue == _nextPlayerTwoMove); string nextPlayerTwoMoveDescription = move.Description; await TurnCountDown(); if (_cancellationToken.IsCancellationRequested) { return; } PlayerOneChoice = nextPlayerOneMoveDescription; PlayerTwoChoice = nextPlayerTwoMoveDescription; DisplayWinningMove(_nextPlayerOneMove.Value, _nextPlayerTwoMove.Value); await DecideNextAction(); }
private void Awake() { body = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); player = GameObject.Find("Player").GetComponent <PlayerTwo>(); main = GameObject.Find("Main Camera").GetComponent <MainCameraTwo>(); }
public void Draw(string[,] gameBg, PlayerOne playerOne, PlayerTwo playerTwo) { Console.Clear(); //sets window size Console.SetWindowSize(200, 45); Console.WriteLine(" 1 2 3 4 5 6 7 8 "); Console.WriteLine(" _____ _____ _____ _____"); Console.WriteLine(" |::::: ::::: ::::: ::::: | "); Console.WriteLine(" H|::::: {0} ::::: {1} ::::: {2} ::::: {3} |H {4}'s STATS", gameBg[2, 3], gameBg[2, 5], gameBg[2, 7], gameBg[2, 9], playerOne.PlayerName); Console.WriteLine(" |:::::_____:::::_____:::::_____:::::_____| Move Count:{0}", playerOne.PlayerTurnCount); Console.WriteLine(" | ::::: ::::: ::::: :::::| Score:{0}", playerOne.PlayerScore); Console.WriteLine(" G| {0} ::::: {1} ::::: {2} ::::: {3} :::::|G ", gameBg[3, 2], gameBg[3, 4], gameBg[3, 6], gameBg[3, 8]); Console.WriteLine(" |_____:::::_____:::::_____:::::____ :::::|"); Console.WriteLine(" |::::: ::::: ::::: ::::: | {0}'s STATS", playerTwo.PlayerName); Console.WriteLine(" F|::::: {0} ::::: {1} ::::: {2} ::::: {3} |F Move Count:{4}", gameBg[4, 3], gameBg[4, 5], gameBg[4, 7], gameBg[4, 9], playerTwo.PlayerTurnCount); Console.WriteLine(" |:::::_____:::::_____:::::_____:::::_____| Score:{0}", playerTwo.PlayerScore); Console.WriteLine(" | ::::: ::::: ::::: :::::| "); Console.WriteLine(" E| {0} ::::: {1} ::::: {2} ::::: {3} :::::|E ", gameBg[5, 2], gameBg[5, 4], gameBg[5, 6], gameBg[5, 8]); Console.WriteLine(" |_____:::::_____:::::_____:::::____ :::::|"); Console.WriteLine(" |::::: ::::: ::::: ::::: | "); Console.WriteLine(" D|::::: {0} ::::: {1} ::::: {2} ::::: {3} |D", gameBg[6, 3], gameBg[6, 5], gameBg[6, 7], gameBg[6, 9]); Console.WriteLine(" |:::::_____:::::_____:::::_____:::::_____| "); Console.WriteLine(" | ::::: ::::: ::::: :::::| "); Console.WriteLine(" C| {0} ::::: {1} ::::: {2} ::::: {3} :::::|C ", gameBg[7, 2], gameBg[7, 4], gameBg[7, 6], gameBg[7, 8]); Console.WriteLine(" |_____:::::_____:::::_____:::::____ :::::|"); Console.WriteLine(" |::::: ::::: ::::: ::::: | "); Console.WriteLine(" B|::::: {0} ::::: {1} ::::: {2} ::::: {3} |B", gameBg[8, 3], gameBg[8, 5], gameBg[8, 7], gameBg[8, 9]); Console.WriteLine(" |:::::_____:::::_____:::::_____:::::_____| "); Console.WriteLine(" | ::::: ::::: ::::: :::::| "); Console.WriteLine(" A| {0} ::::: {1} ::::: {2} ::::: {3} :::::|A ", gameBg[9, 2], gameBg[9, 4], gameBg[9, 6], gameBg[9, 8]); Console.WriteLine(" |_____:::::_____:::::_____:::::____ :::::|"); Console.WriteLine(" 1 2 3 4 5 6 7 8"); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody> (); if (rb != null) { rb.velocity = new Vector3(-1, 0) * iSpeed; curSpeed = iSpeed; } GameObject p1Score = GameObject.Find("P1Score"); p1Text = p1Score.GetComponent <Text> (); playerOne = GameObject.Find("Player").GetComponent <PlayerOne>(); GameObject p2Score = GameObject.Find("P2Score"); p2Text = p2Score.GetComponent <Text> (); playerTwo = GameObject.Find("PlayerTwo").GetComponent <PlayerTwo>(); if (playerTwo == null) { playerComp = GameObject.Find("PlayerTwo").GetComponent <PlayerComp> (); playerTwo = new PlayerTwo(); } else { playerComp = new PlayerComp(); } clearScore(); }
/// <summary> /// Create new players and launch the Fighting method /// </summary> /// <returns>Returns True if the player wants to continue playing</returns> public static bool CreatePlayers() { Console.WriteLine(" Enter the first Character/Player Name "); string nameOne = Console.ReadLine(); Console.WriteLine(" Enter the first player Damage per attack points from 1 - 10 "); string damagePlayerOne = Console.ReadLine(); int damageIntOne = int.Parse(damagePlayerOne); // Making a new instance of Player one PlayerOne playerOne = new PlayerOne(nameOne, damageIntOne); Console.WriteLine(" Enter the second Character/Player Name "); string nameTwo = Console.ReadLine(); // Making a new instance of Player two PlayerTwo playerTwo = new PlayerTwo(nameTwo); StartFighting(playerOne, playerTwo); // After the round is finished this will execute to ask the user to play again Console.WriteLine(" Do you want to start a new fight? Type 'Y' for Yes or 'N' for No"); string keepFighting = Console.ReadLine(); char keepFightingChar = char.Parse(keepFighting); bool fightOn; fightOn = char.ToUpper(keepFightingChar) == 'Y'; return(fightOn); }
private void OnTriggerEnter2D(Collider2D collision) { Debug.Log(gameObject.name); PlayerOne playerOne = collision.GetComponent <PlayerOne>(); PlayerTwo playerTwo = collision.GetComponent <PlayerTwo>(); if (gameObject.CompareTag("BlueWaterfall")) { Debug.Log(collision.gameObject.name + " : " + gameObject.name + " : "); if (collision.gameObject.CompareTag("player 1")) { playerOne.color = "blue"; collision.gameObject.GetComponent <Animator>().Play("Base Layer.PlayerTwoLeft"); } if (collision.gameObject.CompareTag("player 2")) { playerTwo.color = "blue"; collision.gameObject.GetComponent <Animator>().Play("Base Layer.Player2ColorChange"); } } else { if (collision.gameObject.CompareTag("player 1")) { playerOne.color = "pink"; collision.gameObject.GetComponent <Animator>().Play("Base Layer.PlayerOneLeft"); } if (collision.gameObject.CompareTag("player 2")) { playerTwo.color = "pink"; collision.gameObject.GetComponent <Animator>().Play("Base Layer.SoftBoiPink"); } } }
private void Awake() { //reference components body = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); player = GameObject.Find("Player").GetComponent <PlayerTwo>(); }
private void BonusLifeGainCheck() { Player p1 = PlayerOne.GetComponent <Player>(); if (p1.GetScore() > scoreNeededForExtraLife_p1) { scoreNeededForExtraLife_p1 += scoreNeededIncrease; if (p1.GetCurrentLives() < 6) { p1.GainLife(); } } if (PlayerTwo.activeSelf) { Player p2 = PlayerTwo.GetComponent <Player>(); if (p2.GetScore() > scoreNeededForExtraLife_p2) { scoreNeededForExtraLife_p2 += scoreNeededIncrease; if (p2.GetCurrentLives() < 6) { p2.GainLife(); } } } }
/// <summary> /// An attempt to jump start the game when no player can act and the game is not yet over. /// Plays one card each from their closed stacks on hand to respective open stack. /// </summary> public void Draw() { // Stale mate, players pick up the respective stack. Two cards are needed to do a draw. if ((PlayerOne.Hand.Cards.Count + PlayerTwo.Hand.Cards.Count) < 2) { while (LeftStack.Cards.Count > 0) { PlayerOne.PickUpCard(LeftStack.DrawCard()); } while (RightStack.Cards.Count > 0) { PlayerTwo.PickUpCard(RightStack.DrawCard()); } } // If one player has an empty hand, and the other player has more than one card on hand // the player without a card will draw one from the other players hand. if (PlayerOne.Hand.Cards.Count == 0 && PlayerTwo.Hand.Cards.Count > 1) { PlayerOne.Hand.Cards.Push(PlayerTwo.Hand.DrawCard()); } else if (PlayerTwo.Hand.Cards.Count == 0 && PlayerOne.Hand.Cards.Count > 1) { PlayerTwo.Hand.Cards.Push(PlayerOne.Hand.DrawCard()); } LeftStack.AddCard(PlayerOne.Hand.DrawCard(), true); RightStack.AddCard(PlayerTwo.Hand.DrawCard(), true); }
private void Awake() { _player = GameObject.Find("Player").GetComponent <PlayerTwo>(); _uiManagerTwo = GameObject.Find("Canvas").GetComponent <UIManagerTwo>(); _mainTwo = GameObject.Find("Main Camera").GetComponent <MainCameraTwo>(); levelLoader = GameObject.Find("Levels GameObject").GetComponent <LevelLoader>(); }
/// <summary> /// Activate the Play of the game /// </summary> /// <returns>Winner</returns> public Player Play() { Player Draw = new Player(); Draw.Name = "Its a draw!"; int turnCount = -1; PlayerOne.Marker = "X"; PlayerTwo.Marker = "O"; while (CheckForWinner(Board) == false) { turnCount++; if (PlayerOne.IsTurn == true) { PlayerOne.TakeTurn(Board); } if (PlayerTwo.IsTurn == true) { PlayerTwo.TakeTurn(Board); } Board.DisplayBoard(); if (turnCount == 9 && CheckForWinner(Board) == false) { Winner = Draw; return(Winner); } SwitchPlayer(); NextPlayer(); } return(Winner); }
/// <summary> /// Başlangıç kartlarını çeker /// </summary> public void DrawFirstCards() { for (var i = 0; i < StartingCardCount; i++) { PlayerOne.DrawCard(); PlayerTwo.DrawCard(); } }
public void OnTriggerEnter2D(Collider2D other) { PlayerTwo controller = other.GetComponent <PlayerTwo>(); UiRecord.instance.SetValue(controller.timer); Debug.Log(controller.timer); SceneManager.LoadScene("MainScene"); }
/// <summary> /// Activate the Play of the game /// </summary> /// <returns>Winner</returns> public Player Play() { //TODO: Complete this method and utilize the rest of the class structure to play the game. /* * Complete this method by constructing the logic for the actual playing of Tic Tac Toe. * * A few things to get you started: * 1. A turn consists of a player picking a position on the board with their designated marker. * 2. Display the board after every turn to show the most up to date state of the game * 3. Once a Winner is determined, display the board one final time and return a winner * * Few additional hints: * Be sure to keep track of the number of turns that have been taken to determine if a draw is required * and make sure that the game continues while there are unmarked spots on the board. * * Use any and all pre-existing methods in this program to help construct the method logic. */ Board.DisplayBoard(); int counter = 0; do { //Console.WriteLine("# of turns: " + counter); if (PlayerOne.IsTurn == true) { PlayerOne.TakeTurn(Board); Board.DisplayBoard(); SwitchPlayer(); counter++; } else { PlayerTwo.TakeTurn(Board); Board.DisplayBoard(); SwitchPlayer(); counter++; } } while (counter < 9 && CheckForWinner(Board) == false); if (CheckForWinner(Board) == true && PlayerOne.IsTurn == false) { Console.WriteLine("Player one wins"); Board.DisplayBoard(); return(PlayerOne); } else if (CheckForWinner(Board) == true && PlayerTwo.IsTurn == false) { Console.WriteLine("Player two wins"); Board.DisplayBoard(); return(PlayerTwo); } else { Console.WriteLine("cats game"); } return(null); }
public void RunGameLoop() { while (true) { if (Console.KeyAvailable) { ConsoleKeyInfo keyInfo = Console.ReadKey(); if (keyInfo.Key == ConsoleKey.Y) { PlayerOne.MoveUp(); } if (keyInfo.Key == ConsoleKey.S) { PlayerOne.MoveDown(Console.WindowHeight); } if (keyInfo.Key == ConsoleKey.UpArrow) { PlayerTwo.MoveUp(); } if (keyInfo.Key == ConsoleKey.DownArrow) { PlayerTwo.MoveDown(Console.WindowHeight); } } Physics.MoveBall(Console.WindowWidth, Console.WindowHeight); if (HasPlayerOneScored()) { ResetBallPosition(Console.WindowWidth, Console.WindowHeight); Ball.RightDirection = false; Ball.UpDirection = true; PlayerOne.Score++; ConsoleBoard.PrintPlayerScoredMessage(PlayerOne); Console.ReadKey(); } if (HasPlayerTwoScored()) { ResetBallPosition(Console.WindowWidth, Console.WindowHeight); Ball.RightDirection = true; Ball.UpDirection = true; PlayerTwo.Score++; ConsoleBoard.PrintPlayerScoredMessage(PlayerTwo); Console.ReadKey(); } Console.Clear(); ConsoleBoard.DrawPlayerOne(PlayerOne); ConsoleBoard.DrawPlayerTwo(PlayerTwo, Console.WindowWidth); ConsoleBoard.DrawBall(Ball); ConsoleBoard.PrintScore(PlayerOne, PlayerTwo); Thread.Sleep(60); } }
private void Awake() { body = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); player = GameObject.Find("Player").GetComponent <PlayerTwo>(); render = GetComponent <SpriteRenderer>(); main = GameObject.Find("Main Camera").GetComponent <MainCameraTwo>(); uiManager = GameObject.Find("Canvas").GetComponent <UIManagerTwo>(); }
/// <summary> /// Activate the Play of the game /// Chris morto helped alot with this method - i was super close ! /// </summary> /// <returns>Winner</returns> public Player Play() { int turns = 0; Player player = null; Board.DisplayBoard(); while (Winner == null && turns < 9) { if (PlayerOne.IsTurn) { player = PlayerOne; PlayerOne.TakeTurn(Board); } if (PlayerTwo.IsTurn) { player = PlayerTwo; PlayerTwo.TakeTurn(Board); } //reshow board with changes Console.Clear(); Board.DisplayBoard(); //check for winner bool win = CheckForWinner(Board); //comes back true or false if (win) { Winner = player; turns++; } if (win == false) { turns++; SwitchPlayer(); } Console.WriteLine($"Turns : {turns}"); } return(Winner); //TODO: Complete this method and utilize the rest of the class structure to play the game. /* * Complete this method by constructing the logic for the actual playing of Tic Tac Toe. * * A few things to get you started: * 1. A turn consists of a player picking a position on the board with their designated marker. * 2. Display the board after every turn to show the most up to date state of the game * 3. Once a Winner is determined, display the board one final time and return a winner * * Few additional hints: * Be sure to keep track of the number of turns that have been taken to determine if a draw is required * and make sure that the game continues while there are unmarked spots on the board. * * Use any and all pre-existing methods in this program to help construct the method logic. */ }
public void Tick(EnterNumberViewModel turn) { PlayerOne.Guess = turn.Number; PlayerOne.Supposition.Add(PlayerOne.Guess); PlayerTwo.Guess = PlayerTwo.GuessNumberV2(); PlayerTwo.Supposition.Add(PlayerTwo.Guess); //PlayerTwo.AddGenNumberToList(); //WhoWon(); }
public void WritePiecesInRow(int row) { var piecesOfPlayersInARow = PlayerOne.GetPiecesOfRow(row); piecesOfPlayersInARow.AddRange(PlayerTwo.GetPiecesOfRow(row)); foreach (var piece in piecesOfPlayersInARow) { Table[piece.Position.Item1, piece.Position.Item2] = piece; } }
public void OnCollisionEnter2D(Collision2D other) { PlayerTwo player = other.gameObject.GetComponent <PlayerTwo>(); if (player != null) { player.changeHealth(-1); player.PlaySound(collectedClip); } }
public void KeysArentAcceptedWhenLocked() { INonNpc npc = new PlayerTwo(); for (int i = 1; i < 172; i++) { var key = (Key)i; Assert.AreEqual(false, npc.KeyStroke(key)); } }
public PlayerInformation GetUnitInformationForPlayers(List <string> comparisonInfo) { try { List <UnitWithStat> PlayerOne; List <UnitWithStat> PlayerTwo; Player PlayerOneHelp; Player PlayerTwoHelp; var helper = Authenticate(); string unitDefId = comparisonInfo[2]; //var helper = Authenticate(); var codesToRequest = new List <string>() { comparisonInfo[0], comparisonInfo[1] }; var codesToRequest2 = new List <string>() { comparisonInfo[0], comparisonInfo[1] }; List <List <UnitWithStat> > playerOneandTwo = GetPlayerOneAndTwo(codesToRequest); List <Player> playerOneandTwoHelp = GetPlayerOneAndTwoFromHelp(codesToRequest2); PlayerOne = playerOneandTwo[0]; PlayerTwo = playerOneandTwo[1]; PlayerOneHelp = playerOneandTwoHelp[0]; PlayerTwoHelp = playerOneandTwoHelp[1]; List <UnitWithStat> unitDataToReturn = new List <UnitWithStat>(); List <Roster> rosterToReturn = new List <Roster>(); unitDataToReturn.Add(PlayerOne.Where(x => x.DefId == unitDefId).First()); unitDataToReturn.Add(PlayerTwo.Where(x => x.DefId == unitDefId).First()); rosterToReturn.Add(PlayerOneHelp.Roster.Where(x => x.DefId == unitDefId).First()); rosterToReturn.Add(PlayerTwoHelp.Roster.Where(x => x.DefId == unitDefId).First()); PlayerInformation pinfo = new PlayerInformation() { PlayerNames = new List <string>() { PlayerOneHelp.Name, PlayerTwoHelp.Name }, UnitStatList = unitDataToReturn, RosterList = rosterToReturn, UnitInfo = helper.FetchGearTiersForUnits(unitDefId)[0].unitTierList }; return(pinfo); } catch (Exception ex) { _logger.LogCritical(LoggingEvents.GetUnitInformationForPlayers, ex, "GetUnitInformationForPlayers Exception"); return(new PlayerInformation()); } }
void Start() { // get rigid body component bulletMove = GetComponent <Rigidbody2D>(); // get script for player one health playerTwo = GameObject.Find("Player 2"); P2ControlScript = playerTwo.GetComponent <PlayerTwo>(); // get script for player two health playerOne = GameObject.Find("Player 1"); P1HealthScript = playerOne.GetComponent <PlayerOneHealth>(); // move bullet to the left if (P2ControlScript.bulletLeft) { // bullet moving left bulletMove.velocity = new Vector3(-bulletSpeed, 0, 0); } // move bullet ot the right else if (P2ControlScript.bulletRight) { // bullet moving right bulletMove.velocity = new Vector3(bulletSpeed, 0, 0); } // move bullet diagonally right and up else if (P2ControlScript.bulletTopRight) { // bullet moving right bulletMove.velocity = new Vector3(bulletSpeed, bulletSpeed, 0); } // move bullet diagonally left and up else if (P2ControlScript.bulletTopLeft) { // bullet moving right bulletMove.velocity = new Vector3(-bulletSpeed, bulletSpeed, 0); } // move bullet diagonally right and down else if (P2ControlScript.bulletBottomRight) { // bullet moving right bulletMove.velocity = new Vector3(bulletSpeed, -bulletSpeed, 0); } // move bullet diagonally left and down else if (P2ControlScript.bulletBottomLeft) { // bullet moving right bulletMove.velocity = new Vector3(-bulletSpeed, -bulletSpeed, 0); } }
public void KeysArentAccepted() { INonNpc npc = new PlayerTwo(); for (int i = 1; i < 172; i++) { var key = (Key)i; npc.OpenControls(); if (key != Key.Left && key != Key.Down && key != Key.Right) Assert.AreEqual(false, npc.KeyStroke(key)); } }
public void Throw() { if (!CanThrow) { throw new InvalidOperationException(); } var currentRound = new Round(PlayerOne.MakeAMove(), PlayerTwo.MakeAMove()); UpdateScore(currentRound.FinishRound()); }
private void addWarBounty(List <Card> playerOnePlayedCards, List <Card> playerTwoPlayedCards) { //Each player puts down three cards for (int i = 0; i < 3; i++) { playerOnePlayedCards.Add(PlayerOne.PlayCard()); playerTwoPlayedCards.Add(PlayerTwo.PlayCard()); outputText += string.Format("{0} of {1} - {2} of {3}<br />", playerOnePlayedCards.Last().Name, playerOnePlayedCards.Last().Suite, playerTwoPlayedCards.Last().Name, playerTwoPlayedCards.Last().Suite); } }
public void Replay(GameBoard game, PlayerOne playerOne, PlayerTwo playerTwo) { // if the queue has elements while (replayQueue.Count > 0) { //redraw gameboard using queue until empty game.Draw(replayQueue.Dequeue(), playerOne, playerTwo); //adds 2 sec delay int milliseconds = 2000; Thread.Sleep(milliseconds); } }
public void StartGame() { PriorityCounter = 0; PhaseCounter = 0; PlayerOne.DrawCards(7); PlayerTwo.DrawCards(7); AddStateAction(new PhaseAction(PhaseSequence[PhaseCounter])); PhaseChange?.Invoke(CurrentPhase); ContinueGame(); }
public void KeysAreBound() { INonNpc npc = new PlayerTwo(); npc.OpenControls(); Assert.AreEqual(true, npc.KeyStroke(Key.Left)); Assert.AreEqual(Pick.Rock,npc.Pick); npc.OpenControls(); Assert.AreEqual(true, npc.KeyStroke(Key.Down)); Assert.AreEqual(Pick.Paper, npc.Pick); npc.OpenControls(); Assert.AreEqual(true, npc.KeyStroke(Key.Right)); Assert.AreEqual(Pick.Scissors, npc.Pick); }
public void PlayerSlot() { INonNpc npc = new PlayerTwo(); Assert.AreEqual(2, npc.Slot); }