private bool updateCurrentflipCoinsArray(List <Point> i_FlippedCoinsArray, ref bool io_IsOppositeUserColorFlag, ref bool io_IsUserColorFlag, int i_CoordinateX, int i_CoordinateY) { bool v_IsContinueWithLoop = true; Coin.eCoinColor currentOppositePlayerColor = this.getOppositePlayer.GetPlayerColor; Coin.eCoinColor currentPlayerColor = m_CurrentTurn.GetPlayerColor; if (r_BoardMatrix.GetCoin(i_CoordinateX, i_CoordinateY).StateOfCoin == currentOppositePlayerColor) { i_FlippedCoinsArray.Add(new Point(i_CoordinateX, i_CoordinateY)); if (!io_IsOppositeUserColorFlag) { io_IsOppositeUserColorFlag = !io_IsOppositeUserColorFlag; } } else if (r_BoardMatrix.GetCoin(i_CoordinateX, i_CoordinateY).StateOfCoin == currentPlayerColor) { if (io_IsOppositeUserColorFlag) { flipCoinsArray(i_FlippedCoinsArray); } v_IsContinueWithLoop = !v_IsContinueWithLoop; } else { v_IsContinueWithLoop = !v_IsContinueWithLoop; } return(v_IsContinueWithLoop); }
private void addPicture(Coin.eCoinColor i_Color, PictureBox i_PictureBox) { if (i_Color == Coin.eCoinColor.Red) { i_PictureBox.Image = WindowsUI.Properties.Resources.CoinRed; } else { i_PictureBox.Image = WindowsUI.Properties.Resources.CoinYellow; } }
public int GetTheNumberOfCoinsWithSameColor(Coin.eCoinColor i_CoinColorInput) { int countTheNumberOfSameColorCoin = 0; foreach (Coin coin in r_BoardMatrix) { if (coin.StateOfCoin == i_CoinColorInput) { ++countTheNumberOfSameColorCoin; } } return(countTheNumberOfSameColorCoin); }
public Player(string i_FullName, Coin.eCoinColor i_PlayerColor, eStateOfPlayer i_PlayerState) { r_PlayerState = i_PlayerState; if (i_FullName != null) { r_FullName = i_FullName; } if (i_PlayerColor != Coin.eCoinColor.Uninitiliazed) { r_PlayerColor = i_PlayerColor; } }
private void ChangeFormText(Coin.eCoinColor i_Color) { string formText; if (i_Color.Equals(Coin.eCoinColor.Red)) { formText = string.Format(@"Otehllo - {0}'s Turn", Coin.eCoinColor.Red.ToString()); } else { formText = string.Format(@"Otehllo - {0}'s Turn", Coin.eCoinColor.Yellow.ToString()); } this.Text = formText; }
private void addPossibleMoves(List <Point> i_PossiblePlayerMovesArray, ref bool io_IsCurrentPlayerColor, ref bool io_IsOppositePlayerColor, int i_CoordinateX, int i_CoordinateY) { Coin.eCoinColor currentPlayerColor = m_CurrentTurn.GetPlayerColor; Coin.eCoinColor currentOppositePlayerColor = getOppositePlayer.GetPlayerColor; if (r_BoardMatrix.GetCoin(i_CoordinateX, i_CoordinateY).StateOfCoin == currentPlayerColor && !io_IsCurrentPlayerColor) { io_IsCurrentPlayerColor = !io_IsCurrentPlayerColor; } if (r_BoardMatrix.GetCoin(i_CoordinateX, i_CoordinateY).StateOfCoin == currentOppositePlayerColor) { if (io_IsCurrentPlayerColor) { if (!io_IsOppositePlayerColor) { io_IsOppositePlayerColor = !io_IsOppositePlayerColor; } } } else if (r_BoardMatrix.GetCoin(i_CoordinateX, i_CoordinateY).StateOfCoin == currentPlayerColor) { if (io_IsCurrentPlayerColor && io_IsOppositePlayerColor) { io_IsOppositePlayerColor = !io_IsOppositePlayerColor; } } else if (r_BoardMatrix.GetCoin(i_CoordinateX, i_CoordinateY).StateOfCoin == Coin.eCoinColor.Uninitiliazed) { if (io_IsCurrentPlayerColor && io_IsOppositePlayerColor) { i_PossiblePlayerMovesArray.Add(new Point(i_CoordinateX, i_CoordinateY)); io_IsCurrentPlayerColor = !io_IsCurrentPlayerColor; io_IsOppositePlayerColor = !io_IsOppositePlayerColor; } else if (io_IsCurrentPlayerColor) { io_IsCurrentPlayerColor = !io_IsCurrentPlayerColor; } else if (io_IsOppositePlayerColor) { io_IsOppositePlayerColor = !io_IsOppositePlayerColor; } } }
private void flipCoins(List <Coin> i_SequenceOfCoinsToFlip, Coin.eCoinColor i_NewColor) { foreach (Coin itrCoin in i_SequenceOfCoinsToFlip) { itrCoin.Color = i_NewColor; if (i_NewColor.Equals(Coin.eCoinColor.Red)) { m_GameBoard.RedLinkedList.AddLast(itrCoin); m_GameBoard.YellowLinkedList.Remove(itrCoin); } else { m_GameBoard.YellowLinkedList.AddLast(itrCoin); m_GameBoard.RedLinkedList.Remove(itrCoin); } m_GameBoard.FlipCoinInNotifiers(itrCoin); } }
public Player(ePlayerTypes i_PlayerType, Coin.eCoinColor i_PlayerColorOfCoin) { m_PlayerType = i_PlayerType; m_PlayerColorOfCoin = i_PlayerColorOfCoin; }