// constructor public TDeck() { deckArray = new TCard[DECKSIZE]; // initialise a new deckArray rand = new Random(); // initialise a new Random generator // populate deckArray, select the suit, then select the rank for (int i = 0; i < 4; i++) { for (int j = 0; j < HANDSIZE; j++) { TCard card = new TCard(i, j); // suit, rank deckArray[(i * HANDSIZE) + j] = card; } // end j for loop } // end i for loop } // end constructor
Random rand; // random generator #endregion Fields #region Constructors // constructor public TDeck() { deckArray = new TCard[DECKSIZE]; // initialise a new deckArray rand = new Random(); // initialise a new Random generator // populate deckArray, select the suit, then select the rank for (int i = 0; i < 4; i++) { for (int j = 0; j < HANDSIZE; j++) { TCard card = new TCard(i, j); // suit, rank deckArray[(i * HANDSIZE) + j] = card; } // end j for loop } // end i for loop }
public void shuffle() { Random RanNum = new Random(); int SwapIndex; for (int i = 0; i < 4; i++) { for (int j = 0; j < Cards.Length; j++) { SwapIndex = RanNum.Next(Cards.Length); TCard Temp = Cards[i]; Cards[i] = Cards[SwapIndex]; Cards[SwapIndex] = Temp; } } }
public TDeck() { Cards = new TCard[TOTALCARDS]; int Suit = -1; int CardValue = 0; for (int i = 0; i < Cards.Length; i++) { if (i % CARDSPERSUIT == 0) { Suit++; } CardValue = i % CARDSPERSUIT; Cards[i] = new TCard(Suit, CardValue); } }
public void Deal(THand[] Hands) { int HandNum = 0; int CardNum = 0; TCard[] TempHand = new TCard[CARDSPERSUIT]; for (int i = 0; i < Cards.Length; i++) { Hands[HandNum].cards[CardNum] = Cards[i]; CardNum++; if ((i + 1) % CARDSPERSUIT == 0) { CardNum = 0; HandNum++; } } }
/* * pre - takes in an integer * post - returns a THand */ // create a handArray from the TCards in the deckArray public THand dealHand(int mySeat) { seat s = seat.NORTH; // default needed for some reason THand hand; // THand handler?? TCard[] handArray = new TCard[HANDSIZE]; // determine the seat/position. North, South ,East or West switch (mySeat) { case 0: s = seat.NORTH; break; case 1: s = seat.EAST; break; case 2: s = seat.SOUTH; break; case 3: //AJD Changed to WEST from South s = seat.WEST; break; } //int blah = (int)seat.North; // just playing // create a new THand for (int i = 0; i < HANDSIZE; i++) { handArray[i] = deckArray[i + (mySeat * HANDSIZE)]; } hand = new THand(handArray, s); return hand; }
/* * pre - takes in an integer * post - returns a THand */ // create a handArray from the TCards in the deckArray public THand dealHand(int mySeat) { seat s = seat.NORTH; // default needed for some reason THand hand; // THand handler?? TCard[] handArray = new TCard[HANDSIZE]; // determine the seat/position. North, South ,East or West switch (mySeat) { case 0: s = seat.NORTH; break; case 1: s = seat.EAST; break; case 2: s = seat.SOUTH; break; case 3: s = seat.SOUTH; break; } //int blah = (int)seat.North; // just playing // create a new THand for (int i = 0; i < HANDSIZE; i++) { handArray[i] = deckArray[i + (mySeat * HANDSIZE)]; } hand = new THand(handArray, s); return(hand); } // end dealhand method
// constructor public THand(TCard[] startHandArray, seat startSeat) { this.handArray = startHandArray; this.mySeat = startSeat; }
public TDeck() { Cards = new TCard[TOTALCARDS]; int Suit = -1; int CardValue = 0; for (int i = 0; i < Cards.Length; i++) { if (i % CARDSPERSUIT == 0) Suit++; CardValue = i % CARDSPERSUIT; Cards[i] = new TCard(Suit, CardValue); } }