public override void onPieceChangedDelay(TSwitchChangeEvent e) { Console.WriteLine((e.state ? "" : " ") + e.pos.ToString() + " " + e.state.ToString()); //boardLeds.clear(); //if (e.state) // boardLeds[e.pos].state = e.state; }
public override void onPieceChangedDelay(TSwitchChangeEvent e) { base.onPieceChangedDelay(e); }
public override void onPieceChanged(TSwitchChangeEvent e) { base.onPieceChanged(e); disable(); }
public override void onPieceChanged(TSwitchChangeEvent e) { if (!e.state && e.pos != move.start && e.pos != move.target) { app.player.play("error"); } Console.WriteLine(e.pos.ToString() + e.state.ToString()); if (e.pos == move.start && !e.state) tmpMove.start = e.pos; if (e.pos == move.start && e.state) tmpMove.start = null; if (e.pos == move.target && e.state) tmpMove.target = e.pos; if (e.pos == move.target && !e.state) tmpMove.target = null; if (tmpMove.start == null) { foreach (var led in boardLeds.getAllFieldLeds(move.target)) led.off(); foreach (var led in boardLeds.getAllFieldLeds(move.start)) led.on(); } else { foreach (var led in boardLeds.getAllFieldLeds(move.start)) led.off(); foreach (var led in boardLeds.getAllFieldLeds(move.target)) led.on(); } if (tmpMove.start != null && tmpMove.target != null) { if (app.game.makeMove(move)) { if (app.game.board.checkState == ECheckState.check) { app.player.play("check"); } else { app.player.play("moved"); } Console.WriteLine("computer move done"); uninstall(); var handler = new TOwnMoveHandler(); handler.install(); } else { Console.WriteLine("INVALID MOVE"); } } }
public override void onPieceChangedDelay(TSwitchChangeEvent e) { base.onPieceChangedDelay(e); if (app.board[e.pos].isOpponent && !e.state) target = e.pos; if (app.board[e.pos].isEmtpy && e.state) target = e.pos; //Gegnerischer Stein wurde wieder abgesetzt if (app.board[e.pos].isOpponent && e.state && start == null) target = null; //Eigenen Stein wurde wieder abgesetzt if (app.board[e.pos].isOwn && e.state && target == null) start = null; if (app.board[e.pos].isOwn && !e.state) start = e.pos; //boardLeds.clear(); //if (start != null) foreach (var led in boardLeds.getAllFieldLeds(start)) led.on(); //if (target != null) foreach (var led in boardLeds.getAllFieldLeds(target)) led.on(); }
public override void onPieceChanged(TSwitchChangeEvent e) { showMove = tmpMove; Console.WriteLine(e.pos.ToString() + e.state.ToString()); base.onPieceChanged(e); boardLeds.clear(); if ((!e.state && !app.board[e.pos].isEmtpy) || (e.state && app.board[e.pos].isEmtpy)) foreach (var led in boardLeds.getAllFieldLeds(e.pos)) led.on(); //Weil der Schalter beim schlagen u.U. zu kurz offen ist if (start != null && app.board[e.pos].isOpponent) { target = e.pos; //moveDone(); } }
public override void onPieceChangedDelay(TSwitchChangeEvent e) { base.onPieceChangedDelay(e); if (e.state) app.board[e.pos].piece = piece; else { app.board[e.pos].piece = EPiece.none; } //if (app.board.canSendToEngine()) { // string newFEN; // bool isCheck; //if (app.engine.validate(app.board.toFEN(), out newFEN, out isCheck)) app.game.setBoard(app.board.toFEN()); //} }
public override void onPieceChangedDelay(TSwitchChangeEvent e) { base.onPieceChangedDelay(e); if (!e.state) { app.board[e.pos].piece = EPiece.none; } if (app.board.canSendToEngine()) { app.engine.position(app.board.toFEN()); engine.debug(); } }