/// <summary> /// Invoke the 'SetGameEnded' event handler if it is set. /// </summary> /// <param name="arg">The event hadler argumentum.</param> private void OnSetGameEnded(ReversiSetGameEndedEventArgs arg) { if (SetGameEnded != null) { SetGameEnded(this, arg); } }
/// <summary> /// Játék végének eseménykezelése. /// </summary> private async void Model_SetGameEnded(object sender, ReversiSetGameEndedEventArgs e) { _model.Pause(); MessageDialog dialog; if (e.Player1Points > e.Player2Points) { dialog = new MessageDialog("Player 1 won." + Environment.NewLine + "Player 1 points: " + e.Player1Points.ToString() + ", player 2 points: " + e.Player2Points.ToString() + "."); } else if (e.Player1Points < e.Player2Points) { dialog = new MessageDialog("Player 2 won." + Environment.NewLine + "Player 1 points: " + e.Player1Points.ToString() + ", player 2 points: " + e.Player2Points.ToString() + "."); } else { dialog = new MessageDialog("It is a tie." + Environment.NewLine + "Player 1 points: " + e.Player1Points.ToString() + ", player 2 points: " + e.Player2Points.ToString() + "."); } await dialog.ShowAsync(); _model.Unpause(); }
private void model_SetGameEnded(Object sender, ReversiSetGameEndedEventArgs e) { _eventSetGameEndedInvoked = true; if (!_simpleEvents) { removeStep(e); } }
/// <summary> /// We finished a game. We delete the last put downs backwords, then if it not ended /// (_remainingSteps[0,0] != 0) we set _remainingSteps[0,0] to 1. /// </summary> /// <param name="e"></param> private void removeStep(ReversiSetGameEndedEventArgs e) { if (e.Player1Points > e.Player2Points) { _possibleResults[0] += 1; } else if (e.Player1Points < e.Player2Points) { _possibleResults[1] += 1; } else { _possibleResults[2] += 1; } while (_remainingSteps[_remainingSteps[0, 0], 0] == 0) { --(_remainingSteps[0, 0]); if (_remainingSteps[_remainingSteps[0, 0], 0] != 0) { _remainingSteps[_remainingSteps[0, 0], 0] -= 2; } if (_remainingSteps[0, 0] == 0) { break; } } if (_remainingSteps[0, 0] != 0) { _remainingSteps[0, 0] = 1; _currentPassingCount = 0; } ++_possibleGameCount; }