private void Multiplayer_Click(object sender, EventArgs e) { Counter_Chooser f = new Counter_Chooser(true);//If multiplayer then will open counter chooser with true to represent multiplayer. f.Closed += (s, args) => this.Close(); f.Show(); this.Hide(); }
private void Singleplayer_Click(object sender, EventArgs e) { Counter_Chooser f = new Counter_Chooser(false);//If singleplayer chosen then will open counter chooser with false for singleplayer. f.Closed += (s, args) => this.Close(); f.Show(); this.Hide(); }
private void userChecker() { int userCounter = 0; if (_isMP && _playerCount == 1) { if (_otherUserColour == _colourNumber) { AIU.Visible = true; return; } User p2 = new User(_colourNumber); Connect_4 f = new Connect_4(_p1, p2, false);//If its the second user on multiplayer they will both be assigned the colours and the game will be open. f.Closed += (s, args) => this.Close(); f.Show(); this.Hide(); } else if (_isMP && _playerCount == 0) { _playerCount++; User p1 = new User(_colourNumber); Counter_Chooser c = new Counter_Chooser(_isMP, _playerCount, p1, p1.CounterColour);//If its multiplayer but first user then player 1s counter colour assigned and counter chooser called again for player 2. c.Closed += (s, args) => this.Close(); c.Show(); this.Hide(); } else { do { Random r = new Random(); userCounter = r.Next(1, 6); } while (userCounter == _colourNumber);// Will choose a random colour for the ai making sure it doesn't clash with the users. User player1 = new User(_colourNumber); AI player2 = new AI(userCounter); Difficulty f = new Difficulty(player1, player2);// The ai and user are assingned there colours then the difficulty form is called. f.Closed += (s, args) => this.Close(); f.Show(); this.Hide(); } }