public void AddCards() { _hand.AddCards( new Card[] { new Card(PokerSuit.Club, PokerRank.Three), new Card(PokerSuit.Club, PokerRank.Jack) }).Should().BeTrue(); _hand.AddCards( new Card[] { new Card(PokerSuit.None, PokerRank.Three), new Card(PokerSuit.Club, PokerRank.Nine) }).Should().BeFalse(); }
public void DrawCards(int n) { int[] cards = new int[n]; for (int i = 0; i < n; i++) { int cardDrawn = DrawCard(); cards[i] = cardDrawn; } hand.AddCards(cards); }
public TestModule() : base("/test") { Before += (ctx) => { Console.WriteLine($"Request from IP: {this.Request.UserHostAddress}"); return(null); }; Get("/HandValue", parameters => { //two new cards var card1 = CardDefinition.King | CardDefinition.Diamond; var card2 = CardDefinition.Ace | CardDefinition.Spade; var card3 = CardDefinition.Nine | CardDefinition.Club; var Hand = new Hand(); Hand.AddCards(card1, card2, card3); return(Hand); }); Get("/Shoe", parameters => { var shoe = new Shoe(initialize: true); return(shoe.Draw()); }); Get("/Table", p => { TestModule.simpleTable = TestModule.simpleTable ?? new Table(); return(TestModule.simpleTable); }); Get("/Hand", p => { TestModule.simpleTable = TestModule.simpleTable ?? new Table(); //return $"Card : {simpleTable.Shoe.Draw()}, count: {simpleTable.Shoe.CardsRemaining}"; return(new { card = simpleTable.Shoe.Draw(), cardCount = simpleTable.Shoe.CardsRemaining }); }); Get("/User/", p => { return(""); }); Get("/TableStart", p => { var playerId = this.Request.UserHostAddress.ToString(); TestModule.simpleTable = TestModule.simpleTable ?? new Table(); TestModule.simpleTable.AddPlayer(playerId); TestModule.simpleTable.GetPlayer(playerId).PlaceBet(10); TestModule.simpleTable.StartHand(); return(TestModule.simpleTable.CurrentPlayer); }); }
/// <summary> /// /// </summary> /// <param name="hand"></param> /// <param name="deck"></param> /// <param name="numCardsRequiredInHand"></param> private void DealRequiredNumberOfCardsToHand(Hand hand, Deck deck, int numCardsRequiredInHand) { var numCardsToDealToHand = numCardsRequiredInHand - hand.Cards.Count; if (numCardsToDealToHand <= 0) { return; } var randomCards = deck.TakeRandomCards(numCardsToDealToHand); hand.AddCards(randomCards); }
/**public void newGame() * { * Deck theTalon = new Deck(); * Board theBoard = new Board(); * Hand playerHand = new Hand(); * Hand computerHand = new Hand(); * * int deckSize = 36; * int handSize = 8; * int roundNumber = 0; * }**/ private void frmBoard_Load(object sender, EventArgs e) { //newGame(); trumpCard = theTalon.GetCard(deckSize - 1); trumpSuit = trumpCard.Suit; pbTalon.Image = trumpCard.GetCardImage(); trumpCard.FaceUp = true; pbTrumpSuit.Image = trumpCard.GetCardImage(); playerHand.AddCards(theTalon, handSize); for (int i = 1; i <= handSize; i++) { playerHand[i].FaceUp = true; CardBox aCardBox = new CardBox(playerHand[i]); // Wire the apporpriate event handlers for each cardbox aCardBox.Click += CardBox_Click; // wire CardBox_MouseEnter for the "POP" visual effect aCardBox.MouseEnter += CardBox_MouseEnter; // wire CardBox_MouseLeave for the regular visual effect aCardBox.MouseLeave += CardBox_MouseLeave; pnlPlayerHand.Controls.Add(aCardBox); RealignCards(pnlPlayerHand); } computer.AddCards(theTalon, handSize); for (int i = 1; i <= handSize; i++) { computer.getCard(i).FaceUp = true; CardBox aCardBox = new CardBox(computer.getCard(i)); // Wire the apporpriate event handlers for each cardbox aCardBox.Click += CardBox_Click; // wire CardBox_MouseEnter for the "POP" visual effect aCardBox.MouseEnter += CardBox_MouseEnter; // wire CardBox_MouseLeave for the regular visual effect aCardBox.MouseLeave += CardBox_MouseLeave; pnlOpponentHand.Controls.Add(aCardBox); RealignCards(pnlOpponentHand); } // Establish a baseline card for each player int playerLowest = 0; int opponentLowest = 0; // Determine the lowest card of the proper suit - player foreach (CardBox cards in pnlPlayerHand.Controls) { if (cards.Card.Suit == trumpSuit) { if (playerLowest == 0) { playerLowest = (int)cards.Card.Rank; } else if ((int)cards.Card.Rank < playerLowest) { playerLowest = (int)cards.Card.Rank; } } } // Determine the lowest card of the proper suit - AI foreach (CardBox cards in pnlOpponentHand.Controls) { if (cards.Card.Suit == trumpSuit) { if (opponentLowest == 0) { opponentLowest = (int)cards.Card.Rank; } else if ((int)cards.Card.Rank < playerLowest) { opponentLowest = (int)cards.Card.Rank; } } } // Determine whose turn it is based on the lowest trump card // THIS DOESN'T ACCOUNT FOR TIES if (playerLowest < opponentLowest) { playerTurn = true; AIAttacking = false; } else { playerTurn = false; AIAttacking = true; } }
/// <summary> /// Add multiple cards to the players hand. /// </summary> /// <param name="cards"></param> public void AddCards(IEnumerable <Card> cards) { Hand.AddCards(cards); }
public void AddCards(Deck deck, int amount) { myHand.AddCards(deck, amount); }
protected override void Initialize() { spriteBatch = new SpriteBatch(GraphicsDevice); tweener = new Tweener(); renderables = new List <IRenderable>(); cards = new List <Card>(); Board = new GameBoard(); Player1Deck = new Deck(new List <Card> { new Boar(Content), new Boar(Content), new Boar(Content), new Boar(Content), new Boar(Content), new Boar(Content), new Boar(Content), new Boar(Content), new Boar(Content), new Possessed_Neophyte(Content), new Possessed_Neophyte(Content), new Possessed_Neophyte(Content), new Possessed_Neophyte(Content), new Possessed_Neophyte(Content) }); Player1Deck.Shuffle(); // make shuffle take iterations as param cards.AddRange(Player1Deck._CardList); renderables.AddRange(Player1Deck._CardList); Player1Deck._CardList.ForEach(c => Console.WriteLine(c.Name)); Player1Hand = new Hand(); Player1Hand.Position = new Vector2((graphics.GraphicsDevice.Viewport.Width / 2f), graphics.GraphicsDevice.Viewport.Height - 350); Player1Hand.rotationOrigin = Player1Hand.Position + (Vector2.UnitY * 1600); rotationOrigin = Player1Hand.Position; Player1Hand.AddCards(Player1Deck.Deal(3)); basicEffect = new BasicEffect(GraphicsDevice) { TextureEnabled = true, VertexColorEnabled = true, }; Viewport viewport = GraphicsDevice.Viewport; Matrix projection = Matrix.CreateOrthographicOffCenter(0, viewport.Width, viewport.Height, 0, 0, 1); Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0); basicEffect.World = Matrix.Identity * Matrix.CreateTranslation(0, 0, -0.5f); basicEffect.View = Matrix.Identity; basicEffect.Projection = halfPixelOffset * projection; basicEffect.TextureEnabled = true; basicEffect.VertexColorEnabled = true; base.Initialize(); }
public void DealCard(Hand hand) { Random random = new Random(); int index = random.Next(0, deck.Count); List<Card> additions = new List<Card>(); additions.Add(this.deck[index]); hand.AddCards(additions); this.deck.RemoveAt(index); }
private void OnPullCard(Card[] pulled) { hand.AddCards(pulled); }