// moves a cylinder piece to a place on the gameboard private void MovePiece(Cylinder piece, int col, int row) { double centerX; double centerY; GetViewCoordinates(col, row, out centerX, out centerY); piece.MoveTo(new Point3D(centerX, centerY, S_CYLINDER_HEIGHT / 2.0)); }
public void ShowGhost(int row, int col, bool isPlayerLight) { // Hack to match danny's orientation row = 7 - row; // create the piece and place it above the destination square var newPiece = new Cylinder(S_CYLINDER_WIDTH, S_CYLINDER_HEIGHT, CYLINDER_RESOLUTION, isPlayerLight ? new DiffuseMaterial(new SolidColorBrush(S_LIGHT_COLOR)) : new DiffuseMaterial(new SolidColorBrush(S_DARK_COLOR))); double centerX, centerY; GetViewCoordinates(col, row, out centerX, out centerY); // make the piece transparent var pieceColor = (newPiece.Material as DiffuseMaterial).Color; pieceColor.A = 70; (newPiece.Material as DiffuseMaterial).Color = pieceColor; newPiece.MoveTo(new Point3D(centerX, centerY, 0.0)); mainViewport.Children.Add(newPiece); m_ghostPieces.Add(newPiece, new Point(col, row)); }
/// <summary> /// Places a piece on the gameboard by visually "dropping the piece." /// </summary> /// <param name="row">The row of the piece to place.</param> /// <param name="col">The column of the piece to place.</param> /// <param name="isBlack">If true, the piece color is black; otherwise, it's white.</param> public void AddPieceAnimated(int row, int col, bool isPlayerLight) { // Update the GUI board m_GUIboard[row, col] = isPlayerLight ? MinimaxSpot.Light : MinimaxSpot.Dark; // Hack to match danny's orientation row = 7 - row; // create the piece and place it above the destination square var newPiece = new Cylinder(S_CYLINDER_WIDTH, S_CYLINDER_HEIGHT, CYLINDER_RESOLUTION, isPlayerLight ? new DiffuseMaterial(new SolidColorBrush(S_LIGHT_COLOR)) : new DiffuseMaterial(new SolidColorBrush(S_DARK_COLOR))); double centerX, centerY; GetViewCoordinates(col, row, out centerX, out centerY); newPiece.MoveTo(new Point3D(centerX, centerY, 20.0)); mainViewport.Children.Add(newPiece); // animate it's descent var animationStoryboard = new Storyboard(); var translateTransform = new TranslateTransform3D( centerX, centerY, 20.0); var moveDownAnimation = new DoubleAnimation(0, new Duration(TimeSpan.FromMilliseconds(500))); mainViewport.RegisterName("GamePieceDrop", translateTransform); Storyboard.SetTargetName(moveDownAnimation, "GamePieceDrop"); Storyboard.SetTargetProperty(moveDownAnimation, new PropertyPath(TranslateTransform3D.OffsetZProperty)); animationStoryboard.Children.Add(moveDownAnimation); newPiece.Transform = translateTransform; animationStoryboard.Begin(mainViewport); mainViewport.UnregisterName("GamePieceDrop"); m_gamePieces[new Point(row, col)] = newPiece; }