public static Ship CreateBattleShip(Player owner) { var ship = new Ship(ShipType.Battleship, owner); owner.AddShip(ship); return ship; }
public Game() { List<Player> players = new List<Player>(); Player player1 = new Player("Player One"); players.Add(player1); Player player2 = new Player("Player Two"); players.Add(player2); Players = players; }
public void Initialize(Player player, Player computer) { this.PlaceShip(Ship.CreateDestroyer(player, computer)); this.PlaceShip(Ship.CreateDestroyer(player, computer)); this.PlaceShip(Ship.CreateBattleShip(player, computer)); this.PlaceShip(Ship.CreateDestroyer(computer, player)); this.PlaceShip(Ship.CreateDestroyer(computer, player)); this.PlaceShip(Ship.CreateBattleShip(computer, player)); }
/// <summary> /// AddDeployedPlayer adds both players and will make sure /// that the AI player deploys all ships /// </summary> /// <param name="p"></param> public void AddDeployedPlayer(Player p) { if (_players[0] == null) { _players[0] = p; } else if (_players[1] == null) { _players[1] = p; CompleteDeployment(); } else { throw new ApplicationException("You cannot add another player, the game already has two players."); } }
private bool TakeMove(Player hero, Player enemy) { bool wasHit; do { var guessedCell = hero.TakeShot(); wasHit = enemy.CheckForHit(guessedCell); if (wasHit && enemy.Dead()) { return true; } } while (wasHit); return false; }
/// <summary> /// Starts a new game. /// </summary> /// <remarks> /// Creates an AI player based upon the _aiSetting. /// </remarks> public static void StartGame() { if (_theGame != null) EndGame(); //Create the game _theGame = new BattleShipsGame(); //create the players switch (_aiSetting) { case AIOption.Easy: _ai = new AIEasyPlayer(_theGame); break; case AIOption.Medium: _ai = new AIMediumPlayer(_theGame); break; case AIOption.Hard: _ai = new AIHardPlayer(_theGame); break; default: _ai = new AIMediumPlayer(_theGame); break; } _human = new Player(_theGame); //AddHandler _human.PlayerGrid.Changed, AddressOf GridChanged _ai.PlayerGrid.Changed += GridChanged; _theGame.AttackCompleted += AttackCompleted; AddNewState(GameState.Deploying); }
/// <summary> /// Draws the player's grid and ships. /// </summary> /// <param name="grid">the grid to show</param> /// <param name="thePlayer">the player to show the ships of</param> /// <param name="small">true if the small grid is shown</param> /// <param name="showShips">true if ships are to be shown</param> /// <param name="left">the left side of the grid</param> /// <param name="top">the top of the grid</param> /// <param name="width">the width of the grid</param> /// <param name="height">the height of the grid</param> /// <param name="cellWidth">the width of each cell</param> /// <param name="cellHeight">the height of each cell</param> /// <param name="cellGap">the gap between the cells</param> private static void DrawCustomField(ISeaGrid grid, Player thePlayer, bool small, bool showShips, int left, int top, int width, int height, int cellWidth, int cellHeight, int cellGap) { //SwinGame.FillRectangle(Color.Blue, left, top, width, height) int rowTop = 0; int colLeft = 0; //Draw the grid for (int row = 0; row <= 9; row++) { rowTop = top + (cellGap + cellHeight) * row; for (int col = 0; col <= 9; col++) { colLeft = left + (cellGap + cellWidth) * col; Color fillColor = default(Color); bool draw = false; draw = true; switch (grid[row, col]) { // case TileView.Ship: // draw = false; // break; //If small Then fillColor = _SMALL_SHIP Else fillColor = _LARGE_SHIP case TileView.Miss: if (small) fillColor = SMALL_MISS; else fillColor = LARGE_MISS; break; case TileView.Hit: if (small) fillColor = SMALL_HIT; else fillColor = LARGE_HIT; break; case TileView.Sea: case TileView.Ship: if (small) fillColor = SMALL_SEA; else draw = false; break; } if (draw) { SwinGame.FillRectangle(fillColor, colLeft, rowTop, cellWidth, cellHeight); if (!small) { SwinGame.DrawRectangle(OUTLINE_COLOR, colLeft, rowTop, cellWidth, cellHeight); } } } } if (!showShips) { return; } int shipHeight = 0; int shipWidth = 0; string shipName = null; //Draw the ships foreach (Ship s in thePlayer) { if (s == null || !s.IsDeployed) continue; rowTop = top + (cellGap + cellHeight) * s.Row + SHIP_GAP; colLeft = left + (cellGap + cellWidth) * s.Column + SHIP_GAP; if (s.Direction == Direction.LeftRight) { shipName = "ShipLR" + s.Size; shipHeight = cellHeight - (SHIP_GAP * 2); shipWidth = (cellWidth + cellGap) * s.Size - (SHIP_GAP * 2) - cellGap; } else { //Up down shipName = "ShipUD" + s.Size; shipHeight = (cellHeight + cellGap) * s.Size - (SHIP_GAP * 2) - cellGap; shipWidth = cellWidth - (SHIP_GAP * 2); } if (!small) { SwinGame.DrawBitmap(GameResources.GameImage(shipName), colLeft, rowTop); } else { SwinGame.FillRectangle(SHIP_FILL_COLOR, colLeft, rowTop, shipWidth, shipHeight); SwinGame.DrawRectangle(SHIP_OUTLINE_COLOR, colLeft, rowTop, shipWidth, shipHeight); } } }
/// <summary> /// Draws a small field, showing the attacks made and the locations of the player's ships /// </summary> /// <param name="grid">the grid to show</param> /// <param name="thePlayer">the player to show the ships of</param> public static void DrawSmallField(ISeaGrid grid, Player thePlayer) { const int SMALL_FIELD_LEFT = 39; const int SMALL_FIELD_TOP = 373; const int SMALL_FIELD_WIDTH = 166; const int SMALL_FIELD_HEIGHT = 166; const int SMALL_FIELD_CELL_WIDTH = 13; const int SMALL_FIELD_CELL_HEIGHT = 13; const int SMALL_FIELD_CELL_GAP = 4; DrawCustomField(grid, thePlayer, true, true, SMALL_FIELD_LEFT, SMALL_FIELD_TOP, SMALL_FIELD_WIDTH, SMALL_FIELD_HEIGHT, SMALL_FIELD_CELL_WIDTH, SMALL_FIELD_CELL_HEIGHT, SMALL_FIELD_CELL_GAP); }
/// <summary> /// Draws a large field using the grid and the indicated player's ships. /// </summary> /// <param name="grid">the grid to draw</param> /// <param name="thePlayer">the players ships to show</param> /// <param name="showShips">indicates if the ships should be shown</param> public static void DrawField(ISeaGrid grid, Player thePlayer, bool showShips) { DrawCustomField(grid, thePlayer, false, showShips, FIELD_LEFT, FIELD_TOP, FIELD_WIDTH, FIELD_HEIGHT, CELL_WIDTH, CELL_HEIGHT, CELL_GAP); }
private Ship(ShipType type, Player owner) { this.ShipType = type; this.Owner = owner; this.hitCells = new List<Cell>(); }
public static Ship CreateDestroyer(Player owner) { var ship = new Ship(ShipType.Destroyer, owner); owner.AddShip(ship); return ship; }