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Span4Game.cs
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Span4Game.cs
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namespace Span4;
public partial class Span4Game
{
public enum GameStateType
{
Player1Turn,
Player2Turn,
Player1Wins,
Player2Wins,
Draw,
};
enum UserInput
{
None,
Up,
Down,
Left,
Right,
}
public byte Width { get; private set; }
public byte Height { get; private set; }
public int ChipsToWin { get; private set; }
public int Player1Wins { get; private set; }
public int Player2Wins { get; private set; }
public byte[,] GameField { get; private set; }
public GameStateType GameState { get; private set; }
readonly byte player1Value = 1;
readonly byte player2Value = 2;
UserInput lastInput;
public byte CurrentColumn { get; private set; }
public Span4Game(byte width = 7, byte height = 6, byte chipsToWin = 4)
{
Width = width;
Height = height;
ChipsToWin = chipsToWin;
Reset();
}
public bool AddChip(byte column)
{
if (GameState != GameStateType.Player1Turn &&
GameState != GameStateType.Player2Turn)
{
return false;
}
for (int i = 0; i < Height; i++)
{
if (GameField[column, i] != 0) { continue; }
{
GameField[column, i] = (GameState == GameStateType.Player1Turn) ? player1Value : player2Value;
UpdateGameState();
return true;
}
}
return false;
}
public void Start()
{
Reset();
UpdateScreen();
}
public void Reset()
{
GameField = new byte[Width, Height];
GameState = GameStateType.Player1Turn;
CurrentColumn = 0;
lastInput = UserInput.None;
}
void Update()
{
switch (lastInput)
{
case UserInput.Left:
MoveLeft();
break;
case UserInput.Right:
MoveRight();
break;
case UserInput.Down:
Drop();
break;
}
lastInput = UserInput.None;
UpdateScreen();
}
void UpdateScreen()
{
graphics.Clear();
DrawGame(graphics);
graphics.Show();
}
void UpdateGameState()
{
if (GameState == GameStateType.Player1Turn)
{
if (DidPlayerWin(player1Value))
{
GameState = GameStateType.Player1Wins;
Player1Wins++;
}
else if (IsBoardFilled())
{
GameState = GameStateType.Draw;
}
else
{
GameState = GameStateType.Player2Turn; //next turn
}
}
else if (GameState == GameStateType.Player2Turn)
{
if (DidPlayerWin(player2Value))
{
GameState = GameStateType.Player2Wins;
Player2Wins++;
}
else if (IsBoardFilled())
{
GameState = GameStateType.Draw;
}
else
{
GameState = GameStateType.Player1Turn; //next turn
}
}
else
{ //no change - game isn't active
return;
}
}
bool DidPlayerWin(byte playerValue)
{
for (byte i = 0; i < Width; i++)
{
for (byte j = 0; j < Height; j++)
{ //could optimize but the code is so simple it shouldn't matter
if (IsHorizontalWin(playerValue, i, j)) { return true; }
if (IsVerticalWin(playerValue, i, j)) { return true; }
if (IsDiagonalUpWin(playerValue, i, j)) { return true; }
if (IsDiagnonalDownWin(playerValue, i, j)) { return true; }
}
}
return false;
}
bool IsHorizontalWin(byte playerValue, byte xStart, byte y)
{
if (y >= Height) { return false; }
for (int i = 0; i < ChipsToWin; i++)
{
if (xStart + i >= Width) { return false; }
if (GameField[i + xStart, y] != playerValue) { return false; }
}
return true;
}
bool IsVerticalWin(byte playerValue, byte x, byte yStart)
{
if (x >= Width) { return false; }
for (int i = 0; i < ChipsToWin; i++)
{
if (yStart + i >= Height) { return false; }
if (GameField[x, i + yStart] != playerValue) { return false; }
}
return true;
}
bool IsDiagonalUpWin(byte playerValue, byte xStart, byte yStart)
{
if (xStart > Width - ChipsToWin) { return false; }
if (yStart > Height - ChipsToWin) { return false; }
for (int i = 0; i < ChipsToWin; i++)
{
if (GameField[xStart + i, yStart + i] != playerValue) { return false; }
}
return true;
}
bool IsDiagnonalDownWin(byte playerValue, byte xStart, byte yStart)
{
if (xStart > Width - ChipsToWin) { return false; }
if (yStart < 3) { return false; }
if (yStart >= Height) { return false; } //should never happen
for (int i = 0; i < ChipsToWin; i++)
{
if (GameField[xStart + i, yStart - i] != playerValue) { return false; }
}
return true;
}
bool IsBoardFilled()
{
for (int i = 0; i < Width; i++)
{
for (int j = 0; j < Height; j++)
{
if (GameField[i, j] == 0)
{
return false;
}
}
}
return true;
}
public void Up()
{
Reset();
Update();
}
public void Down()
{
lastInput = UserInput.Down;
Update();
}
public void Left()
{
lastInput = UserInput.Left;
Update();
}
public void Right()
{
lastInput = UserInput.Right;
Update();
}
void MoveLeft()
{
if (CurrentColumn > 0) { CurrentColumn--; }
}
void MoveRight()
{
if (CurrentColumn < Width - 1) { CurrentColumn++; }
}
void Drop()
{
AddChip(CurrentColumn);
}
}