예제 #1
0
 public Engine(SetupModel setup)
 {
     currentTurn     = Mark.X;
     board           = new Mark?[3, 3];
     ScoreX          = ScoreO = 0;
     playerX         = setup.PlayerNameX;
     playerO         = setup.PlayerNameO;
     difficultyLevel = setup.Level;
 }
예제 #2
0
 /// <summary>
 /// Invoked when this page is about to be displayed in a Frame.
 /// </summary>
 /// <param name="e">Event data that describes how this page was reached.
 /// This parameter is typically used to configure the page.</param>
 protected override void OnNavigatedTo(NavigationEventArgs e)
 {
     model  = e.Parameter as SetupModel;
     engine = new Engine(model);
     UpdateScores();
     CleanBoard();
     TriggerButtons(true);
     tbScore1.FontWeight = FontWeights.Bold;
     tbScore2.FontWeight = FontWeights.Normal;
 }
예제 #3
0
        private void StartGame(object sender, RoutedEventArgs e)
        {
            SetupModel model = new SetupModel
            {
                PlayerNameX = tbPlayerNameX.Text,
                PlayerNameO = difficultyLevel != DifficultyLevel.Multiplayer ? "Computer" : tbPlayerNameO.Text,
                Level       = difficultyLevel
            };

            Frame.Navigate(typeof(Game), model);
        }
예제 #4
0
        /// <summary>
        /// Invoked when this page is about to be displayed in a Frame.
        /// </summary>
        /// <param name="e">Event data that describes how this page was reached.
        /// This parameter is typically used to configure the page.</param>
        protected override void OnNavigatedTo(NavigationEventArgs e)
        {
            SetupModel model = e.Parameter as SetupModel;

            if (model != null)
            {
                tbPlayerNameX.Text = model.PlayerNameX;
                difficultyLevel    = model.Level;

                if (difficultyLevel == DifficultyLevel.Multiplayer)
                {
                    tbPlayerNameO.Text = model.PlayerNameO;
                    ShowSinglePlayerControls(false);
                    ShowMulitPlayerControls(true);
                }
                else
                {
                    CheckDifficultyLevel();
                }
            }
        }