private void CBoard2_MouseClick(object sender, MouseEventArgs e) { if (_GameState) { if (e.Button == MouseButtons.Left) { for (int x = 0; x < 5; x++) { if (e.X > x * Case_x) { _Mouse_Position.X = x; //convertir la position de la souris en position de damier } } for (int y = 0; y < 5; y++) { if (e.Y > y * Case_y) { _Mouse_Position.Y = y;//convertir la position de la souris en position de damier } } int Piece_Type = m.Return_information(_Mouse_Position.X, _Mouse_Position.Y); //retourner le type selectioné. if (m.Return_information(_Mouse_Position.X, _Mouse_Position.Y) != 0) // si rien est choisi la position départ n'est pas affecté { _Mouse_Position_Depart.X = _Mouse_Position.X; _Mouse_Position_Depart.Y = _Mouse_Position.Y; _highlight = true; } if (m.Return_information(_Mouse_Position.X, _Mouse_Position.Y) == 0) // si la position d'arrivé est sur la case null, affecté à la variable destiation. { _Mouse_Position_Select.X = _Mouse_Position.X; _Mouse_Position_Select.Y = _Mouse_Position.Y; _highlight = false; move(m.Return_information(_Mouse_Position_Depart.X, _Mouse_Position_Depart.Y)); // cette fonction reçoit la type de pièce avec sa position de départ effectue le mouvement if (m.Game_state() == 2) { MessageBox.Show("Black Win !!!!, Game Over"); _GameState = false; } if (m.Game_state() == 3) { MessageBox.Show("White Win !!!!, Game Over "); _GameState = false; } } draw(); } } }
private void CBoardSolo_MouseClick(object sender, MouseEventArgs e) { if (_GameState) { if (e.Button == MouseButtons.Left) { for (int x = 0; x < 5; x++) { if (e.X > x * Case_x) { _Mouse_Position.X = x; } } for (int y = 0; y < 5; y++) { if (e.Y > y * Case_y) { _Mouse_Position.Y = y; } } int Piece_Type = m.Return_information(_Mouse_Position.X, _Mouse_Position.Y); if (_AI_White) { if (!_WhiteTurn) { if (m.Return_information(_Mouse_Position.X, _Mouse_Position.Y) != 0) { _Mouse_Position_Depart.X = _Mouse_Position.X; _Mouse_Position_Depart.Y = _Mouse_Position.Y; _highlight = true; } if (m.Return_information(_Mouse_Position.X, _Mouse_Position.Y) == 0) { _Mouse_Position_Select.X = _Mouse_Position.X; _Mouse_Position_Select.Y = _Mouse_Position.Y; _highlight = false; Human_Move(m.Return_information(_Mouse_Position_Depart.X, _Mouse_Position_Depart.Y)); } } if (_WhiteTurn) { AI_Move(); } } if (!_AI_White) { if (_WhiteTurn) { if (m.Return_information(_Mouse_Position.X, _Mouse_Position.Y) != 0) { _Mouse_Position_Depart.X = _Mouse_Position.X; _Mouse_Position_Depart.Y = _Mouse_Position.Y; _highlight = true; } if (m.Return_information(_Mouse_Position.X, _Mouse_Position.Y) == 0) { _Mouse_Position_Select.X = _Mouse_Position.X; _Mouse_Position_Select.Y = _Mouse_Position.Y; _highlight = false; Human_Move(m.Return_information(_Mouse_Position_Depart.X, _Mouse_Position_Depart.Y)); } } if (!_WhiteTurn) { AI_Move(); } } if (m.Game_state() == 2) { MessageBox.Show("Black Win !!!!, Game Over"); _GameState = false; } if (m.Game_state() == 3) { MessageBox.Show("White Win !!!!, Game Over "); _GameState = false; } draw(); } } }