Пример #1
0
        static void suffleDeck(CardInfo[] deck)
        {
            Random rand = new Random();
            int cardCount=CardInfo.ranks.Length*CardInfo.suits.Length;
            for (int card = 0; card < cardCount; card++) {
                int random = rand.Next(cardCount);
                CardInfo swap = deck[card];
                deck[card] = deck[random];
                deck[random] = swap;

            }
        }
Пример #2
0
        private bool tryPutDownCard(CardInfo touchedCard)
        {
            Vector2 cardCenter = new Vector2(touchedCardPosition.X+wCard/2
                  , touchedCardPosition.Y + hCard / 2
                );
            for (int cardspot = 0; cardspot < 16; cardspot++)
            {
                Rectangle rect = cardSpots[cardspot];
                if (cardspot >= 8)
                {
                    rect.Inflate(0, hSurface - rect.Bottom);
                }

                if (isWithinRectangle(cardCenter, rect))
                {

                    if (cardspot < 4)
                    {
                        int hold = cardspot;
                        if (holds[hold] == null)
                        {
                            holds[hold] = touchedCard;
                            return true;
                        }

                    }
                    else if (cardspot < 8)
                    {
                        int final = cardspot - 4;
                        if (topCard(finals[final]) == null)
                        {
                            if (touchedCard.Rank == 0)
                            {
                                finals[final].Add(touchedCard);
                                return true;
                            }

                        }
                        else if (touchedCard.Suit == topCard(finals[final]).Suit &&
                            touchedCard.Rank == topCard(finals[final]).Rank + 1
                           )
                        {
                            finals[final].Add(touchedCard);
                            return true;
                        }
                    }
                    else
                    {
                        int pile = cardspot - 8;

                        if (piles[pile].Count == 0)
                        {
                            piles[pile].Add(touchedCard);
                            return true;
                        }
                        else
                        {
                            CardInfo topcardp = topCard(piles[pile]);
                            if (touchedCard.Suit < 2 != topcardp.Suit < 2
                                && touchedCard.Rank == topcardp.Rank - 1
                                )
                            {
                                piles[pile].Add(touchedCard);
                                return true;
                            }
                        }

                    }
                    break;
                }
            }

            if (touchedCardOrigin is CardInfo[])
            {
                (touchedCardOrigin as CardInfo[])[touchedCardOriginIndex] = touchedCard;
            }
            else if(touchedCardOrigin is List<CardInfo>[])
            {
                (touchedCardOrigin as List<CardInfo>[])[touchedCardOriginIndex].Add(touchedCard);

            }
            return false;
        }
Пример #3
0
 private Rectangle GetCardTextureSource(CardInfo cardInfo)
 {
     return new Rectangle(wCard * cardInfo.Rank, hCard * cardInfo.Suit, wCard, hCard);
 }
Пример #4
0
 private bool checkForAutoMove(CardInfo cardinfo)
 {
     if (cardinfo.Rank == 0) {
         for (int final = 0; final < 4; final++) {
             finals[final].Add(cardinfo);
             cardinfo.AutoMoveOffset = -new Vector2(cardSpots[final + 4].X, cardSpots[final + 4].Y);
             return true;
         }
     }
     else if (cardinfo.Rank == 1)
     {
         for (int final = 0; final < 4; final++)
         {
             CardInfo topCardInfo = topCard(finals[final]);
             if (topCardInfo != null && topCardInfo.Suit == cardinfo.Suit && topCardInfo.Rank == 0) {
                 finals[final].Add(cardinfo);
                 cardinfo.AutoMoveOffset = -new Vector2(cardSpots[final+4].X,cardSpots[final+4].Y);
             }
            return true;
         }
     }
     else {
         int slot = -1;
         int count = 0;
         for (int final = 0; final < 4; final++) {
             CardInfo topCardinfo = topCard(finals[final]);
             if (topCardinfo != null) {
                 if (topCardinfo.Suit == cardinfo.Suit
                     && topCardinfo.Rank == cardinfo.Rank - 1
                     ) {
                         slot = final;
                     }
                 else if (topCardinfo.Suit < 2 != cardinfo.Suit < 2
                    && topCardinfo.Rank >= cardinfo.Rank - 1
                    ) {
                        count++;
                 }
             }
         }
         if (slot >= 0 && count == 2) {
             cardinfo.AutoMoveOffset = -new Vector2(cardSpots[slot + 4].X, cardSpots[slot + 4].Y);
             finals[slot].Add(cardinfo);
             return true;
         }
     }
     return false;
 }
Пример #5
0
        /// <summary>
        /// 允许游戏运行逻辑,例如更新全部内容、
        /// 检查冲突、收集输入信息以及播放音频。
        /// </summary>
        /// <param name="gameTime">提供计时值的快照。</param>
        protected override void Update(GameTime gameTime)
        {
            // 允许游戏退出
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: 在此处添加更新逻辑
            bool checkForNextAutoMove = false;

            foreach (List<CardInfo> final in finals) {
                foreach (CardInfo card in final) {
                    if (card.AutoMoveTime > TimeSpan.Zero) {
                        card.AutoMoveTime -= gameTime.ElapsedGameTime;
                        if (card.AutoMoveTime <= TimeSpan.Zero) {
                            card.AutoMoveTime = TimeSpan.Zero;
                            checkForNextAutoMove = true;
                        }
                        card.AutoMoveInterpolation = (float)card.AutoMoveTime.Ticks / AutoMoveDuration.Ticks;

                    }
                }
                if (checkForNextAutoMove && !AnalyzeForAntoMove() && hasWon()) {
                    congratsComponent.Enabled = true;
                }
            }

            while (TouchPanel.IsGestureAvailable) {
                GestureSample gesture = TouchPanel.ReadGesture();
                Vector2 position = Vector2.Transform(gesture.Position,inverseMatrix);
                Vector2 delta = position - Vector2.Transform(gesture.Position-gesture.Delta,inverseMatrix);

                switch (gesture.GestureType) {

                    case GestureType.Tap:
                        if ((position - centerReplay).Length() < radiusReplay) {
                            congratsComponent.Enabled = false;
                            replay();
                        }
                        break;
                    case GestureType.FreeDrag:
                        if (touchedCard != null) {
                            touchedCardPosition += delta;
                        }
                        else if (firstDragInGesture) {
                            tryPickUpCard(position);
                        }
                        firstDragInGesture = false;
                        break;
                    case GestureType.DragComplete:
                        if (touchedCard != null && tryPutDownCard(touchedCard)) {
                            calculateDisplayMatrix();
                            if (!AnalyzeForAntoMove() && hasWon()) {
                                congratsComponent.Enabled = true;
                            }
                        }
                        firstDragInGesture = true;
                        touchedCard = null;
                        break;
                }

            }

            base.Update(gameTime);
        }
Пример #6
0
        /// <summary>
        /// 允许游戏在开始运行之前执行其所需的任何初始化。
        /// 游戏能够在此时查询任何所需服务并加载任何非图形
        /// 相关的内容。调用 base.Initialize 将枚举所有组件
        /// 并对其进行初始化。 
        /// </summary>
        protected override void Initialize()
        {
            // TODO: 在此处添加初始化逻辑

            for (int suit = 0; suit < CardInfo.suits.Length; suit++)
            {
                for (int rank = 0; rank < CardInfo.ranks.Length; rank++)
                {
                    CardInfo card = new CardInfo(suit, rank);
                    deck[suit * CardInfo.ranks.Length + rank] = card;
                }

            }

            for (int pile = 0; pile < 8; pile++)
            {

                piles[pile] = new List<CardInfo>();
            }

            for (int final = 0; final < 4; final++)
            {
                finals[final] = new List<CardInfo>();
            }

            congratsComponent = new CongratulationsComponent(this);
            congratsComponent.Enabled = false;
            this.Components.Add(congratsComponent);
                base.Initialize();
        }