public ChessMove(Point x1, Point x2, eMove m, Point eated, eChessPieceType pieceType, int moves, int fromMoves) { this._moveFrom.X = x1.X; this._moveFrom.Y = x1.Y; this._moveTo.X = x2.X; this._moveTo.Y = x2.Y; this._moveEated.X = eated.X; this._moveEated.Y = eated.Y; this._howMove = m; this.ChessPieceEated = pieceType; this._moves = moves; this._fromMoves = fromMoves; }
public ChessMove(Point x1, Point x2, eMove m, int fromMoves) { this._moveFrom.X = x1.X; this._moveFrom.Y = x1.Y; this._moveTo.X = x2.X; this._moveTo.Y = x2.Y; this._moveEated.X = 0; this._moveEated.Y = 0; this._howMove = m; this.ChessPieceEated = eChessPieceType.Null; this._moves = 0; this._fromMoves = fromMoves; }
private void addMoveToMovesList(ref List <Move> o_MovesList, int i_ColNum, int i_RowNum, eMove i_MoveInCol, eMove i_MoveInRow) { Point source = new Point(i_ColNum, i_RowNum); Point destination = new Point(i_ColNum + (int)i_MoveInCol, i_RowNum + (int)i_MoveInRow); Move validMove = new Move(source, destination); o_MovesList.Add(validMove); }
private bool checkIfCurrentMoveIsAPossibleMoveOfTheCurrentSoldier(Soldier i_CurrentSoldier, eMove i_CurrentMove) { bool isCurrentMoveIsAPossibleMoveOfTheCurrentSoldier = false; if (i_CurrentMove != eMove.Invalid) { foreach (eMove move in i_CurrentSoldier.GetPossibleMoves()) { if (!isCurrentMoveIsAPossibleMoveOfTheCurrentSoldier) { isCurrentMoveIsAPossibleMoveOfTheCurrentSoldier = i_CurrentMove == move; } } } return(isCurrentMoveIsAPossibleMoveOfTheCurrentSoldier); }
private void findNewPositionAccordingToEMove(out int o_RowToMoveTo, out int o_ColToMoveTo, eMove i_CurrentEMove, Soldier i_CurrentSoldier) { switch (i_CurrentEMove) { case eMove.UpLeft: o_RowToMoveTo = i_CurrentSoldier.GetPositionOnBoard()[0] - 1; o_ColToMoveTo = i_CurrentSoldier.GetPositionOnBoard()[1] - 1; break; case eMove.UpRight: o_RowToMoveTo = i_CurrentSoldier.GetPositionOnBoard()[0] - 1; o_ColToMoveTo = i_CurrentSoldier.GetPositionOnBoard()[1] + 1; break; case eMove.DownLeft: o_RowToMoveTo = i_CurrentSoldier.GetPositionOnBoard()[0] + 1; o_ColToMoveTo = i_CurrentSoldier.GetPositionOnBoard()[1] - 1; break; case eMove.DownRight: o_RowToMoveTo = i_CurrentSoldier.GetPositionOnBoard()[0] + 1; o_ColToMoveTo = i_CurrentSoldier.GetPositionOnBoard()[1] + 1; break; default: o_RowToMoveTo = i_CurrentSoldier.GetPositionOnBoard()[0]; o_ColToMoveTo = i_CurrentSoldier.GetPositionOnBoard()[1]; break; } }
private void addMoveToMovesList(ref List <string> io_MovesList, int i_ColNum, int i_RowNum, eMove i_MoveInCol, eMove i_MoveInRow) { string validMove = string.Format( "{0}{1}>{2}{3}", (char)('A' + i_ColNum), (char)('a' + i_RowNum), (char)('A' + i_ColNum + i_MoveInCol), (char)('a' + i_RowNum + i_MoveInRow)); io_MovesList.Add(validMove); }