//let's play a game why not private void button1_Click(object sender, EventArgs e) { string p1name = player1name.Text; string p2name = player2name.Text; string p3name = player3name.Text; player[] players; if (p1name.Trim() == "") { p1name = "player 1"; } if (p2name.Trim() == "") { p2name = "player 2"; } if (p3name.Trim() == "") { p3name = "player 3"; } player player1 = new player(p1name, 1); player player2 = new player(p2name, 2); if (checkBox1.Checked) { player player3 = new player(p3name, 3); players = new player[] { player1, player2, player3 }; } else { players = new player[] { player1, player2 }; } game LeJeuDe99 = new game(players); this.Hide(); }
//ctor - happens right when you instantiate the class - this stuff should be in every new game, but only once per game or something public playarea(game gameInProgress) { currentGame = gameInProgress; InitializeComponent(); //board layout arrays int[] row1 = new int[10] { 73, 72, 71, 70, 69, 68, 67, 66, 65, 100}; int[] row2 = new int[10] { 74, 57, 58, 59, 60, 61, 62, 63, 64, 99 }; int[] row3 = new int[10] { 75, 56, 21, 20, 19, 18, 17, 36, 37, 98 }; int[] row4 = new int[10] { 76, 55, 22, 13, 14, 15, 16, 35, 38, 97 }; int[] row5 = new int[10] { 77, 54, 23, 12, 1, 4, 5, 34, 39, 96 }; int[] row6 = new int[10] { 78, 53, 24, 11, 2, 3, 6, 33, 40, 95 }; int[] row7 = new int[10] { 79, 52, 25, 10, 9, 8, 7, 32, 41, 94 }; int[] row8 = new int[10] { 80, 51, 26, 27, 28, 29, 30, 31, 42, 93 }; int[] row9 = new int[10] { 81, 50, 49, 48, 47, 46, 45, 44, 43, 92 }; int[] row10 = new int[10] { 82, 83, 84, 85, 86, 87, 88, 89, 90, 91 }; rows = new int[][] { row1, row2, row3, row4, row5, row6, row7, row8, row9, row10 }; for (int i = 0; i < rows.Length; i++) //row { int[] row = rows[i]; for (int j = 0; j < row.Length; j++) //column { //lets make a play area howabout, 10x10 and arranged in that bizarre matrix above int s = 35; //arbitrary woo boardsquare square = new boardsquare(); //boardsquare object inherits button - see boardsquare.cs square.Name = "bsq" + row[j]; square.Text = row[j].ToString(); square.squareID = row[j]; square.row = i; square.column = j; square.Size = new System.Drawing.Size(s, s); square.Location = new Point(j * s, i * s); square.Click += new EventHandler(square_Click); square.Enabled = false; this.Controls.Add(square); } } //oops, this is the game of 99, not 100 this.Controls.RemoveByKey("bsq100"); }
private void button1_Click(object sender, EventArgs e) //let's play a game why not { string p1name = player1name.Text; string p2name = player2name.Text; string p3name = player3name.Text; player[] players; if (p1name.Trim() == "") { p1name = "player 1"; } if (p2name.Trim() == "") { p2name = "player 2"; } if (p3name.Trim() == "") { p3name = "player 3"; } player player1 = new player(p1name, 1); player player2 = new player(p2name, 2); if (checkBox1.Checked) { player player3 = new player(p3name, 3); players = new player[] { player1, player2, player3 }; } else { players = new player[] { player1, player2 }; } game LeJeuDe99 = new game(players); this.Hide(); }
public playarea(game gameInProgress) //ctor - happens right when you instantiate the class - this stuff should be in every new game, but only once per game or something { currentGame = gameInProgress; InitializeComponent(); //board layout arrays int[] row1 = new int[10] { 73, 72, 71, 70, 69, 68, 67, 66, 65, 100 }; int[] row2 = new int[10] { 74, 57, 58, 59, 60, 61, 62, 63, 64, 99 }; int[] row3 = new int[10] { 75, 56, 21, 20, 19, 18, 17, 36, 37, 98 }; int[] row4 = new int[10] { 76, 55, 22, 13, 14, 15, 16, 35, 38, 97 }; int[] row5 = new int[10] { 77, 54, 23, 12, 1, 4, 5, 34, 39, 96 }; int[] row6 = new int[10] { 78, 53, 24, 11, 2, 3, 6, 33, 40, 95 }; int[] row7 = new int[10] { 79, 52, 25, 10, 9, 8, 7, 32, 41, 94 }; int[] row8 = new int[10] { 80, 51, 26, 27, 28, 29, 30, 31, 42, 93 }; int[] row9 = new int[10] { 81, 50, 49, 48, 47, 46, 45, 44, 43, 92 }; int[] row10 = new int[10] { 82, 83, 84, 85, 86, 87, 88, 89, 90, 91 }; rows = new int[][] { row1, row2, row3, row4, row5, row6, row7, row8, row9, row10 }; for (int i = 0; i < rows.Length; i++) //row { int[] row = rows[i]; for (int j = 0; j < row.Length; j++) //column { //lets make a play area howabout, 10x10 and arranged in that bizarre matrix above int s = 35; //arbitrary woo boardsquare square = new boardsquare(); //boardsquare object inherits button - see boardsquare.cs square.Name = "bsq" + row[j]; square.Text = row[j].ToString(); square.squareID = row[j]; square.row = i; square.column = j; square.Size = new System.Drawing.Size(s, s); square.Location = new Point(j * s, i * s); square.Click += new EventHandler(square_Click); square.Enabled = false; this.Controls.Add(square); } } //oops, this is the game of 99, not 100 this.Controls.RemoveByKey("bsq100"); }