示例#1
0
 //clears a peg in between the previous one and the new one
 void removePeg(GameObject startPeg, GameObject endPeg)
 {
     pegToRemove = getPegInbetween(startPeg, endPeg);
     //remove peg
     removeScript = pegToRemove.GetComponent <PegScript>();
     removeScript.setHasPeg(false);
     removeScript.setEmpty();
 }
示例#2
0
 //sets selected for everything in the checkValid List
 void setValidMoves(List <GameObject> list)
 {
     for (int i = 0; i < list.Count; i++)
     {
         setMoveScript = list [i].GetComponent <PegScript> ();
         setMoveScript.setBoardSelected();
     }
 }
示例#3
0
    //play game
    void playGame()
    {
        //Check for the selected peg
        previousSelectedPeg = selectedPeg;
        selectedPeg         = checkSelectedPeg();
        //get a list of all the possible valid locations
        if (selectedPeg != null)
        {
            //check if contains a peg
            selectedPegScript = selectedPeg.GetComponent <PegScript>();
            if (selectedPegScript.getHasPeg() == true)
            {
                //Debug.Log ("selection is a peg");

                if (previousValidMoves != null)
                {
                    previousValidMoves = validMoves;
                    clearPreviousMoves(previousValidMoves);
                }
                validMoves = checkValidMoves(selectedPeg);
                setValidMoves(validMoves);
            }
            //remove peg and set current peg to this one
            else if (selectedPegScript.getHasPeg() == false)
            {
                //Debug.Log ("selection is a hole");
                selectedPegScript.setHasPeg(true);
                selectedPegScript.setIsSelected(true);
                selectedPegScript.setPegSelected();
                removePeg(selectedPeg, previousSelectedPeg);
                //then show the currently available moves
                previousValidMoves = validMoves;
                clearPreviousMoves(previousValidMoves);
                validMoves = checkValidMoves(selectedPeg);
                setValidMoves(validMoves);
            }


            if (checkForWin())
            {
                gameEndText.enabled = true;
                gameEndText.text    = "You won!";
            }
            if (!checkForMoves())
            {
                gameEndText.enabled = true;
                gameEndText.text    = "You Lost";
            }
        }

        //check for if the player clicked on one of the valid locations

        //move the peg and delete the one in between
    }
示例#4
0
    //set the number of pegs left in the canvas
    void setPegNum()
    {
        pegsLeft = 0;
        for (int i = 0; i < board.Count; i++)
        {
            for (int j = 0; j < board [i].Length; j++)
            {
                winPegScript = board [i] [j].GetComponent <PegScript> ();
                if (winPegScript.getHasPeg() == true)
                {
                    pegsLeft++;
                }
            }
        }

        pegsText.text = pegsLeft.ToString();
    }
示例#5
0
 //check for a win condition of one peg left
 bool checkForWin()
 {
     pegNum = 0;
     for (int i = 0; i < board.Count; i++)
     {
         for (int j = 0; j < board [i].Length; j++)
         {
             winPegScript = board [i] [j].GetComponent <PegScript> ();
             if (winPegScript.getHasPeg() == true)
             {
                 pegNum++;
             }
             if (pegNum > 1)
             {
                 return(false);
             }
         }
     }
     return(true);
 }
示例#6
0
 //checks to see if there are any valid moves yet -> helps determine if its the end of the game or not
 bool checkForMoves()
 {
     for (int i = 0; i < board.Count; i++)
     {
         for (int j = 0; j < board [i].Length; j++)
         {
             pegScript = board [i] [j].GetComponent <PegScript> ();
             if (pegScript.hasPeg == true)
             {
                 moveList = checkValidMoves(board [i] [j]);
                 if (moveList.Count > 0)
                 {
                     return(true);
                 }
                 moveList.Clear();
             }
         }
     }
     return(false);
 }
示例#7
0
    //Checks for valid moves based on the selected peg, returns a list of the valid gameobjects
    List <GameObject> checkValidMoves(GameObject peg)
    {
        int.TryParse(peg.name.Substring(3, 1), out row);
        int.TryParse(peg.name.Substring(5, 1), out col);

        //valid moves would be anything that are two spots away from it, as long as it is still within the bounds of the board
        List <GameObject> locationList = new List <GameObject>();

        //position 0 - row
        //position 1 - col
        int[] validLocation = new int[2];
        //start looking for 2 rows above, then check current row, then check two rows below
        for (int i = row - 2; i <= row + 2; i += 2)
        {
            //make sure i is still in the bounds of the board
            if (i < 0)
            {
                continue;
            }
            if (i >= board.Count)
            {
                continue;
            }
            validLocation [0] = i;
            for (int j = col - 2; j <= col + 2; j += 2)
            {
                //make sure j is still in the bounds of the board
                if (j < 0)
                {
                    continue;
                }
                if (j >= board [i].Length)
                {
                    continue;
                }
                validLocation [1] = j;

                //checks and makes sure you're not trying to access the current location
                if (validLocation [0] == row && validLocation [1] == col)
                {
                    continue;
                }

                //check and see if the spot is empty
                checkPegScript = board[i][j].GetComponent <PegScript>();
                if (checkPegScript.getHasPeg() == false)
                {
                    //ROW4_0 breaks the algrorithm -> Check for this one edge case
                    if (peg.name.Equals("Row4_0") && i == 2 && j == 2)
                    {
                        continue;
                    }
                    //if there is a peg in between them then it is a valid move
                    middlePeg       = getPegInbetween(peg, board[i][j]);
                    middlePegScript = middlePeg.GetComponent <PegScript> ();
                    if (middlePegScript.getHasPeg() == true)
                    {
                        locationList.Add(board [i] [j]);
                    }
                }
            }
        }
        return(locationList);
    }
示例#8
0
    //checks all of the game objects to search for isSelected = true
    //restricts selection to one peg only
    GameObject checkSelectedPeg()
    {
        for (int i = 0; i < board.Count; i++)
        {
            for (int j = 0; j < board [i].Length; j++)
            {
                currentPeg       = board [i] [j];
                currentPegScript = board [i] [j].GetComponent <PegScript> ();
                //checks if the selection is a peg
                if (currentPegScript.getIsSelected() == true && currentPegScript.getHasPeg() == true)
                {
                    if (currentPeg.Equals(previousPeg))
                    {
                        //continues the loop to check for a new peg
                        continue;
                    }
                    else
                    {
                        //set previous peg to not selected
                        if (previousPeg != null)
                        {
                            previousPegScript = previousPeg.GetComponent <PegScript>();
                            previousPegScript.setIsSelected(false);
                            previousPegScript.setPeg();
                        }
                        currentPegScript.setPegSelected();
                        previousPeg = currentPeg;
                        return(currentPeg);
                    }
                }

                //checks if the selection is an empty space
                else if (currentPegScript.getIsSelected() == true && currentPegScript.getHasPeg() == false)
                {
                    //if its a valid move
                    if (validMoves != null)
                    {
                        if (validMoves.Contains(currentPeg))
                        {
                            //set the previous peg to empty
                            if (previousPeg != null)
                            {
                                previousPegScript = previousPeg.GetComponent <PegScript> ();
                                previousPegScript.setIsSelected(false);
                                previousPegScript.setHasPeg(false);
                                previousPegScript.setEmpty();
                            }
                            currentPegScript.setPeg();
                            previousPeg = currentPeg;
                            return(currentPeg);
                        }
                        //if its not a valid move, remove the isSelected return the seleted peg
                        else
                        {
                            currentPegScript.setIsSelected(false);
                            return(selectedPeg);
                        }
                    }
                }
            }
        }
        //always return the current peg in case of errant clicks
        return(selectedPeg);
    }
示例#9
0
    public override bool CheckWinState(GameObject[] pegs)
    {
        PegScript lastPeg = (pegs[2].GetComponent <PegScript>() as PegScript);

        return(lastPeg.HasCompleteTower());
    }