Well, I've found my old projects and, naturally, couldn't comprehend my younger self's way of thinking. I wrote an entire journal entry about that so I won't ramble about it.
However, I want to highlight one particular insanity I produced... not that long time ago, actually. While my first game's code is bad because... well, I was about 15 years old at that time and didn't know much about programming (I was self taught), this abomination was written about 3 years ago when I entered faculty (college).
Behold, the Uruk-Hai of programming:
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace Mlin
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
// Graphics specific variables
public Texture2D Board;
public Texture2D Figure;
public Texture2D Background;
public Rectangle BoardRect;
public Double GraphicScale;
public Vector2 FigurePosition;
public Vector2 FigureOffset;
public string Gamestate;
public Color Player1Color;
public Color Player2Color;
// Game logic variables
public Char[,] FigurePlacement = new char[7,7];
public byte PlayerTurn;
public bool PositionPhase = true;
public byte FigureCount1 = 0;
public byte FigureCount2 = 0;
public bool Selected = false;
public byte SelectedPos;
public byte x, y;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
graphics.PreferredBackBufferHeight = 800;
graphics.PreferredBackBufferWidth = 800;
graphics.ApplyChanges();
IsMouseVisible = true;
PlayerTurn = 1;
Player1Color = Color.Red;
Player2Color = Color.Blue;
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
Board = Content.Load<Texture2D>("Images/Board");
Figure = Content.Load<Texture2D>("Images/Figure");
// Setup
BoardRect.Width = graphics.PreferredBackBufferWidth;
BoardRect.Height = graphics.PreferredBackBufferHeight;
BoardRect.X = 0; BoardRect.Y = 0;
GraphicScale = (double) graphics.PreferredBackBufferHeight / Board.Height;
FigureOffset.X = Figure.Bounds.Center.X; FigureOffset.Y = Figure.Bounds.Center.Y;
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (Keyboard.GetState().IsKeyDown(Keys.Escape))
this.Exit();
// TODO: Add your update logic here
if (Mouse.GetState().LeftButton == ButtonState.Pressed && PositionPhase == true)
{
#region Positions
// First line
if (Mouse.GetState().X > ((int)(175 * GraphicScale)) && Mouse.GetState().X < ((int)(325 * GraphicScale)) && Mouse.GetState().Y > ((int)(175 * GraphicScale)) && Mouse.GetState().Y < ((int)(325 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[0, 0] == '\0') { FigurePlacement[0, 0] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(175 * GraphicScale)) && Mouse.GetState().X < ((int)(325 * GraphicScale)) && Mouse.GetState().Y > ((int)(175 * GraphicScale)) && Mouse.GetState().Y < ((int)(325 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[0, 0] == '\0') { FigurePlacement[0, 0] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(175 * GraphicScale)) && Mouse.GetState().Y < ((int)(325 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[3, 0] == '\0') { FigurePlacement[3, 0] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(175 * GraphicScale)) && Mouse.GetState().Y < ((int)(325 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[3, 0] == '\0') { FigurePlacement[3, 0] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(1675 * GraphicScale)) && Mouse.GetState().X < ((int)(1825 * GraphicScale)) && Mouse.GetState().Y > ((int)(175 * GraphicScale)) && Mouse.GetState().Y < ((int)(325 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[6, 0] == '\0') { FigurePlacement[6, 0] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(1675 * GraphicScale)) && Mouse.GetState().X < ((int)(1825 * GraphicScale)) && Mouse.GetState().Y > ((int)(175 * GraphicScale)) && Mouse.GetState().Y < ((int)(325 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[6, 0] == '\0') { FigurePlacement[6, 0] = '2'; ++FigureCount2; PlayerTurn = 1; }
// Second line
else if (Mouse.GetState().X > ((int)(375 * GraphicScale)) && Mouse.GetState().X < ((int)(525 * GraphicScale)) && Mouse.GetState().Y > ((int)(375 * GraphicScale)) && Mouse.GetState().Y < ((int)(525 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[1, 1] == '\0') { FigurePlacement[1, 1] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(375 * GraphicScale)) && Mouse.GetState().X < ((int)(525 * GraphicScale)) && Mouse.GetState().Y > ((int)(375 * GraphicScale)) && Mouse.GetState().Y < ((int)(525 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[1, 1] == '\0') { FigurePlacement[1, 1] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(375 * GraphicScale)) && Mouse.GetState().Y < ((int)(525 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[3, 1] == '\0') { FigurePlacement[3, 1] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(375 * GraphicScale)) && Mouse.GetState().Y < ((int)(525 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[3, 1] == '\0') { FigurePlacement[3, 1] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(1475 * GraphicScale)) && Mouse.GetState().X < ((int)(1625 * GraphicScale)) && Mouse.GetState().Y > ((int)(375 * GraphicScale)) && Mouse.GetState().Y < ((int)(525 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[5, 1] == '\0') { FigurePlacement[5, 1] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(1475 * GraphicScale)) && Mouse.GetState().X < ((int)(1625 * GraphicScale)) && Mouse.GetState().Y > ((int)(375 * GraphicScale)) && Mouse.GetState().Y < ((int)(525 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[5, 1] == '\0') { FigurePlacement[5, 1] = '2'; ++FigureCount2; PlayerTurn = 1; }
// Third line
else if (Mouse.GetState().X > ((int)(575 * GraphicScale)) && Mouse.GetState().X < ((int)(725 * GraphicScale)) && Mouse.GetState().Y > ((int)(575 * GraphicScale)) && Mouse.GetState().Y < ((int)(725 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[2, 2] == '\0') { FigurePlacement[2, 2] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(575 * GraphicScale)) && Mouse.GetState().X < ((int)(725 * GraphicScale)) && Mouse.GetState().Y > ((int)(575 * GraphicScale)) && Mouse.GetState().Y < ((int)(725 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[2, 2] == '\0') { FigurePlacement[2, 2] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(575 * GraphicScale)) && Mouse.GetState().Y < ((int)(725 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[3, 2] == '\0') { FigurePlacement[3, 2] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(575 * GraphicScale)) && Mouse.GetState().Y < ((int)(725 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[3, 2] == '\0') { FigurePlacement[3, 2] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(1275 * GraphicScale)) && Mouse.GetState().X < ((int)(1425 * GraphicScale)) && Mouse.GetState().Y > ((int)(575 * GraphicScale)) && Mouse.GetState().Y < ((int)(725 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[4, 2] == '\0') { FigurePlacement[4, 2] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(1275 * GraphicScale)) && Mouse.GetState().X < ((int)(1425 * GraphicScale)) && Mouse.GetState().Y > ((int)(575 * GraphicScale)) && Mouse.GetState().Y < ((int)(725 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[4, 2] == '\0') { FigurePlacement[4, 2] = '2'; ++FigureCount2; PlayerTurn = 1; }
// 4th line
else if (Mouse.GetState().X > ((int)(175 * GraphicScale)) && Mouse.GetState().X < ((int)(325 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[0, 3] == '\0') { FigurePlacement[0, 3] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(175 * GraphicScale)) && Mouse.GetState().X < ((int)(325 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[0, 3] == '\0') { FigurePlacement[0, 3] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(375 * GraphicScale)) && Mouse.GetState().X < ((int)(525 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[1, 3] == '\0') { FigurePlacement[1, 3] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(375 * GraphicScale)) && Mouse.GetState().X < ((int)(525 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[1, 3] == '\0') { FigurePlacement[1, 3] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(575 * GraphicScale)) && Mouse.GetState().X < ((int)(725 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[2, 3] == '\0') { FigurePlacement[2, 3] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(575 * GraphicScale)) && Mouse.GetState().X < ((int)(725 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[2, 3] == '\0') { FigurePlacement[2, 3] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(1275 * GraphicScale)) && Mouse.GetState().X < ((int)(1425 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[4, 3] == '\0') { FigurePlacement[4, 3] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(1275 * GraphicScale)) && Mouse.GetState().X < ((int)(1425 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[4, 3] == '\0') { FigurePlacement[4, 3] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(1475 * GraphicScale)) && Mouse.GetState().X < ((int)(1625 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[5, 3] == '\0') { FigurePlacement[5, 3] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(1475 * GraphicScale)) && Mouse.GetState().X < ((int)(1625 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[5, 3] == '\0') { FigurePlacement[5, 3] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(1675 * GraphicScale)) && Mouse.GetState().X < ((int)(1825 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[6, 3] == '\0') { FigurePlacement[6, 3] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(1675 * GraphicScale)) && Mouse.GetState().X < ((int)(1825 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[6, 3] == '\0') { FigurePlacement[6, 3] = '2'; ++FigureCount2; PlayerTurn = 1; }
// 5th line
else if (Mouse.GetState().X > ((int)(575 * GraphicScale)) && Mouse.GetState().X < ((int)(725 * GraphicScale)) && Mouse.GetState().Y > ((int)(1275 * GraphicScale)) && Mouse.GetState().Y < ((int)(1425 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[2, 4] == '\0') { FigurePlacement[2, 4] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(575 * GraphicScale)) && Mouse.GetState().X < ((int)(725 * GraphicScale)) && Mouse.GetState().Y > ((int)(1275 * GraphicScale)) && Mouse.GetState().Y < ((int)(1425 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[2, 4] == '\0') { FigurePlacement[2, 4] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(1275 * GraphicScale)) && Mouse.GetState().Y < ((int)(1425 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[3, 4] == '\0') { FigurePlacement[3, 4] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(1275 * GraphicScale)) && Mouse.GetState().Y < ((int)(1425 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[3, 4] == '\0') { FigurePlacement[3, 4] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(1275 * GraphicScale)) && Mouse.GetState().X < ((int)(1425 * GraphicScale)) && Mouse.GetState().Y > ((int)(1275 * GraphicScale)) && Mouse.GetState().Y < ((int)(1425 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[4, 4] == '\0') { FigurePlacement[4, 4] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(1275 * GraphicScale)) && Mouse.GetState().X < ((int)(1425 * GraphicScale)) && Mouse.GetState().Y > ((int)(1275 * GraphicScale)) && Mouse.GetState().Y < ((int)(1425 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[4, 4] == '\0') { FigurePlacement[4, 4] = '2'; ++FigureCount2; PlayerTurn = 1; }
// 6th line
else if (Mouse.GetState().X > ((int)(375 * GraphicScale)) && Mouse.GetState().X < ((int)(525 * GraphicScale)) && Mouse.GetState().Y > ((int)(1475 * GraphicScale)) && Mouse.GetState().Y < ((int)(1625 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[1, 5] == '\0') { FigurePlacement[1, 5] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(375 * GraphicScale)) && Mouse.GetState().X < ((int)(525 * GraphicScale)) && Mouse.GetState().Y > ((int)(1475 * GraphicScale)) && Mouse.GetState().Y < ((int)(1625 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[1, 5] == '\0') { FigurePlacement[1, 5] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(1475 * GraphicScale)) && Mouse.GetState().Y < ((int)(1625 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[3, 5] == '\0') { FigurePlacement[3, 5] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(1475 * GraphicScale)) && Mouse.GetState().Y < ((int)(1625 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[3, 5] == '\0') { FigurePlacement[3, 5] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(1475 * GraphicScale)) && Mouse.GetState().X < ((int)(1625 * GraphicScale)) && Mouse.GetState().Y > ((int)(1475 * GraphicScale)) && Mouse.GetState().Y < ((int)(1625 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[5, 5] == '\0') { FigurePlacement[5, 5] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(1475 * GraphicScale)) && Mouse.GetState().X < ((int)(1625 * GraphicScale)) && Mouse.GetState().Y > ((int)(1475 * GraphicScale)) && Mouse.GetState().Y < ((int)(1625 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[5, 5] == '\0') { FigurePlacement[5, 5] = '2'; ++FigureCount2; PlayerTurn = 1; }
// Last line
else if (Mouse.GetState().X > ((int)(175 * GraphicScale)) && Mouse.GetState().X < ((int)(325 * GraphicScale)) && Mouse.GetState().Y > ((int)(1675 * GraphicScale)) && Mouse.GetState().Y < ((int)(1825 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[0, 6] == '\0') { FigurePlacement[0, 6] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(175 * GraphicScale)) && Mouse.GetState().X < ((int)(325 * GraphicScale)) && Mouse.GetState().Y > ((int)(1675 * GraphicScale)) && Mouse.GetState().Y < ((int)(1825 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[0, 6] == '\0') { FigurePlacement[0, 6] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(1675 * GraphicScale)) && Mouse.GetState().Y < ((int)(1825 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[3, 6] == '\0') { FigurePlacement[3, 6] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(1675 * GraphicScale)) && Mouse.GetState().Y < ((int)(1825 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[3, 6] == '\0') { FigurePlacement[3, 6] = '2'; ++FigureCount2; PlayerTurn = 1; }
else if (Mouse.GetState().X > ((int)(1675 * GraphicScale)) && Mouse.GetState().X < ((int)(1825 * GraphicScale)) && Mouse.GetState().Y > ((int)(1675 * GraphicScale)) && Mouse.GetState().Y < ((int)(1825 * GraphicScale)) && PlayerTurn == 1 && FigurePlacement[6, 6] == '\0') { FigurePlacement[6, 6] = '1'; ++FigureCount1; PlayerTurn = 2; }
else if (Mouse.GetState().X > ((int)(1675 * GraphicScale)) && Mouse.GetState().X < ((int)(1825 * GraphicScale)) && Mouse.GetState().Y > ((int)(1675 * GraphicScale)) && Mouse.GetState().Y < ((int)(1825 * GraphicScale)) && PlayerTurn == 2 && FigurePlacement[6, 6] == '\0') { FigurePlacement[6, 6] = '2'; ++FigureCount2; PlayerTurn = 1; }
#endregion
if (FigureCount1 == 9 && FigureCount2 == 9) PositionPhase = false;
}
if (Mouse.GetState().LeftButton == ButtonState.Pressed && PositionPhase == false)
{
#region Selection decider
if (Mouse.GetState().X > ((int)(175 * GraphicScale)) && Mouse.GetState().X < ((int)(325 * GraphicScale)) && Mouse.GetState().Y > ((int)(175 * GraphicScale)) && Mouse.GetState().Y < ((int)(325 * GraphicScale))) {SelectedPos = 1;}
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(175 * GraphicScale)) && Mouse.GetState().Y < ((int)(325 * GraphicScale))) {SelectedPos = 2;}
else if (Mouse.GetState().X > ((int)(1675 * GraphicScale)) && Mouse.GetState().X < ((int)(1825 * GraphicScale)) && Mouse.GetState().Y > ((int)(175 * GraphicScale)) && Mouse.GetState().Y < ((int)(325 * GraphicScale))) {SelectedPos = 3;}
else if (Mouse.GetState().X > ((int)(375 * GraphicScale)) && Mouse.GetState().X < ((int)(525 * GraphicScale)) && Mouse.GetState().Y > ((int)(375 * GraphicScale)) && Mouse.GetState().Y < ((int)(525 * GraphicScale))) {SelectedPos = 4;}
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(375 * GraphicScale)) && Mouse.GetState().Y < ((int)(525 * GraphicScale))) {SelectedPos = 5;}
else if (Mouse.GetState().X > ((int)(1475 * GraphicScale)) && Mouse.GetState().X < ((int)(1625 * GraphicScale)) && Mouse.GetState().Y > ((int)(375 * GraphicScale)) && Mouse.GetState().Y < ((int)(525 * GraphicScale))) {SelectedPos = 6;}
else if (Mouse.GetState().X > ((int)(575 * GraphicScale)) && Mouse.GetState().X < ((int)(725 * GraphicScale)) && Mouse.GetState().Y > ((int)(575 * GraphicScale)) && Mouse.GetState().Y < ((int)(725 * GraphicScale))) {SelectedPos = 7;}
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(575 * GraphicScale)) && Mouse.GetState().Y < ((int)(725 * GraphicScale))) {SelectedPos = 8;}
else if (Mouse.GetState().X > ((int)(1275 * GraphicScale)) && Mouse.GetState().X < ((int)(1425 * GraphicScale)) && Mouse.GetState().Y > ((int)(575 * GraphicScale)) && Mouse.GetState().Y < ((int)(725 * GraphicScale))) {SelectedPos = 9;}
else if (Mouse.GetState().X > ((int)(175 * GraphicScale)) && Mouse.GetState().X < ((int)(325 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale))) { SelectedPos = 10; }
else if (Mouse.GetState().X > ((int)(375 * GraphicScale)) && Mouse.GetState().X < ((int)(525 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale))) { SelectedPos = 11; }
else if (Mouse.GetState().X > ((int)(575 * GraphicScale)) && Mouse.GetState().X < ((int)(725 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale))) { SelectedPos = 12; }
else if (Mouse.GetState().X > ((int)(1275 * GraphicScale)) && Mouse.GetState().X < ((int)(1425 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale))) { SelectedPos = 13; }
else if (Mouse.GetState().X > ((int)(1475 * GraphicScale)) && Mouse.GetState().X < ((int)(1625 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale))) { SelectedPos = 14; }
else if (Mouse.GetState().X > ((int)(1675 * GraphicScale)) && Mouse.GetState().X < ((int)(1825 * GraphicScale)) && Mouse.GetState().Y > ((int)(925 * GraphicScale)) && Mouse.GetState().Y < ((int)(1075 * GraphicScale))) { SelectedPos = 15; }
else if (Mouse.GetState().X > ((int)(575 * GraphicScale)) && Mouse.GetState().X < ((int)(725 * GraphicScale)) && Mouse.GetState().Y > ((int)(1275 * GraphicScale)) && Mouse.GetState().Y < ((int)(1425 * GraphicScale))) { SelectedPos = 16; }
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(1275 * GraphicScale)) && Mouse.GetState().Y < ((int)(1425 * GraphicScale))) { SelectedPos = 17; }
else if (Mouse.GetState().X > ((int)(1275 * GraphicScale)) && Mouse.GetState().X < ((int)(1425 * GraphicScale)) && Mouse.GetState().Y > ((int)(1275 * GraphicScale)) && Mouse.GetState().Y < ((int)(1425 * GraphicScale))) { SelectedPos = 18; }
else if (Mouse.GetState().X > ((int)(375 * GraphicScale)) && Mouse.GetState().X < ((int)(525 * GraphicScale)) && Mouse.GetState().Y > ((int)(1475 * GraphicScale)) && Mouse.GetState().Y < ((int)(1625 * GraphicScale))) { SelectedPos = 19; }
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(1475 * GraphicScale)) && Mouse.GetState().Y < ((int)(1625 * GraphicScale))) { SelectedPos = 20; }
else if (Mouse.GetState().X > ((int)(1475 * GraphicScale)) && Mouse.GetState().X < ((int)(1625 * GraphicScale)) && Mouse.GetState().Y > ((int)(1475 * GraphicScale)) && Mouse.GetState().Y < ((int)(1625 * GraphicScale))) { SelectedPos = 21; }
else if (Mouse.GetState().X > ((int)(175 * GraphicScale)) && Mouse.GetState().X < ((int)(325 * GraphicScale)) && Mouse.GetState().Y > ((int)(1675 * GraphicScale)) && Mouse.GetState().Y < ((int)(1825 * GraphicScale))) { SelectedPos = 22; }
else if (Mouse.GetState().X > ((int)(925 * GraphicScale)) && Mouse.GetState().X < ((int)(1075 * GraphicScale)) && Mouse.GetState().Y > ((int)(1675 * GraphicScale)) && Mouse.GetState().Y < ((int)(1825 * GraphicScale))) { SelectedPos = 23; }
else if (Mouse.GetState().X > ((int)(1675 * GraphicScale)) && Mouse.GetState().X < ((int)(1825 * GraphicScale)) && Mouse.GetState().Y > ((int)(1675 * GraphicScale)) && Mouse.GetState().Y < ((int)(1825 * GraphicScale))) { SelectedPos = 24; }
#endregion
}
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
spriteBatch.Draw(Board, BoardRect, Color.Yellow);
#region Figure drawing
// First line
if (FigurePlacement[0, 0] == '1')
{
FigurePosition.X = (int)(250 * GraphicScale); FigurePosition.Y = (int)(250 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color , 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[0, 0] == '2')
{
FigurePosition.X = (int)(250 * GraphicScale); FigurePosition.Y = (int)(250 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[3, 0] == '1')
{
FigurePosition.X = (int)(1000 * GraphicScale); FigurePosition.Y = (int)(250 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[3, 0] == '2')
{
FigurePosition.X = (int)(1000 * GraphicScale); FigurePosition.Y = (int)(250 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[6, 0] == '1')
{
FigurePosition.X = (int)(1750 * GraphicScale); FigurePosition.Y = (int)(250 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[6, 0] == '2')
{
FigurePosition.X = (int)(1750 * GraphicScale); FigurePosition.Y = (int)(250 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
// Second line
if (FigurePlacement[1, 1] == '1')
{
FigurePosition.X = (int)(450 * GraphicScale); FigurePosition.Y = (int)(450 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[1, 1] == '2')
{
FigurePosition.X = (int)(450 * GraphicScale); FigurePosition.Y = (int)(450 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[3, 1] == '1')
{
FigurePosition.X = (int)(1000 * GraphicScale); FigurePosition.Y = (int)(450 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[3, 1] == '2')
{
FigurePosition.X = (int)(1000 * GraphicScale); FigurePosition.Y = (int)(450 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[5, 1] == '1')
{
FigurePosition.X = (int)(1550 * GraphicScale); FigurePosition.Y = (int)(450 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[5, 1] == '2')
{
FigurePosition.X = (int)(1550 * GraphicScale); FigurePosition.Y = (int)(450 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
// 3rd line
if (FigurePlacement[2, 2] == '1')
{
FigurePosition.X = (int)(650 * GraphicScale); FigurePosition.Y = (int)(650 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[2, 2] == '2')
{
FigurePosition.X = (int)(650 * GraphicScale); FigurePosition.Y = (int)(650 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[3, 2] == '1')
{
FigurePosition.X = (int)(1000 * GraphicScale); FigurePosition.Y = (int)(650 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[3, 2] == '2')
{
FigurePosition.X = (int)(1000 * GraphicScale); FigurePosition.Y = (int)(650 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[4, 2] == '1')
{
FigurePosition.X = (int)(1350 * GraphicScale); FigurePosition.Y = (int)(650 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[4, 2] == '2')
{
FigurePosition.X = (int)(1350 * GraphicScale); FigurePosition.Y = (int)(650 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
// 4th line
if (FigurePlacement[0, 3] == '1')
{
FigurePosition.X = (int)(250 * GraphicScale); FigurePosition.Y = (int)(1000 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[0, 3] == '2')
{
FigurePosition.X = (int)(250 * GraphicScale); FigurePosition.Y = (int)(1000 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[1, 3] == '1')
{
FigurePosition.X = (int)(450 * GraphicScale); FigurePosition.Y = (int)(1000 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[1, 3] == '2')
{
FigurePosition.X = (int)(450 * GraphicScale); FigurePosition.Y = (int)(1000 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[2, 3] == '1')
{
FigurePosition.X = (int)(650 * GraphicScale); FigurePosition.Y = (int)(1000 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[2, 3] == '2')
{
FigurePosition.X = (int)(650 * GraphicScale); FigurePosition.Y = (int)(1000 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[4, 3] == '1')
{
FigurePosition.X = (int)(1350 * GraphicScale); FigurePosition.Y = (int)(1000 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[4, 3] == '2')
{
FigurePosition.X = (int)(1350 * GraphicScale); FigurePosition.Y = (int)(1000 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[5, 3] == '1')
{
FigurePosition.X = (int)(1550 * GraphicScale); FigurePosition.Y = (int)(1000 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[5, 3] == '2')
{
FigurePosition.X = (int)(1550 * GraphicScale); FigurePosition.Y = (int)(1000 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[6, 3] == '1')
{
FigurePosition.X = (int)(1750 * GraphicScale); FigurePosition.Y = (int)(1000 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[6, 3] == '2')
{
FigurePosition.X = (int)(1750 * GraphicScale); FigurePosition.Y = (int)(1000 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
// 5th line
if (FigurePlacement[2, 4] == '1')
{
FigurePosition.X = (int)(650 * GraphicScale); FigurePosition.Y = (int)(1350 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[2, 4] == '2')
{
FigurePosition.X = (int)(650 * GraphicScale); FigurePosition.Y = (int)(1350 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[3, 4] == '1')
{
FigurePosition.X = (int)(1000 * GraphicScale); FigurePosition.Y = (int)(1350 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[3, 4] == '2')
{
FigurePosition.X = (int)(1000 * GraphicScale); FigurePosition.Y = (int)(1350 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[4, 4] == '1')
{
FigurePosition.X = (int)(1350 * GraphicScale); FigurePosition.Y = (int)(1350 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[4, 4] == '2')
{
FigurePosition.X = (int)(1350 * GraphicScale); FigurePosition.Y = (int)(1350 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
// 6th line
if (FigurePlacement[1, 5] == '1')
{
FigurePosition.X = (int)(450 * GraphicScale); FigurePosition.Y = (int)(1550 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[1, 5] == '2')
{
FigurePosition.X = (int)(450 * GraphicScale); FigurePosition.Y = (int)(1550 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[3, 5] == '1')
{
FigurePosition.X = (int)(1000 * GraphicScale); FigurePosition.Y = (int)(1550 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[3, 5] == '2')
{
FigurePosition.X = (int)(1000 * GraphicScale); FigurePosition.Y = (int)(1550 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[5, 5] == '1')
{
FigurePosition.X = (int)(1550 * GraphicScale); FigurePosition.Y = (int)(1550 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[5, 5] == '2')
{
FigurePosition.X = (int)(1550 * GraphicScale); FigurePosition.Y = (int)(1550 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
// Last line
if (FigurePlacement[0, 6] == '1')
{
FigurePosition.X = (int)(250 * GraphicScale); FigurePosition.Y = (int)(1750 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[0, 6] == '2')
{
FigurePosition.X = (int)(250 * GraphicScale); FigurePosition.Y = (int)(1750 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[3, 6] == '1')
{
FigurePosition.X = (int)(1000 * GraphicScale); FigurePosition.Y = (int)(1750 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[3, 6] == '2')
{
FigurePosition.X = (int)(1000 * GraphicScale); FigurePosition.Y = (int)(1750 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[6, 6] == '1')
{
FigurePosition.X = (int)(1750 * GraphicScale); FigurePosition.Y = (int)(1750 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player1Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
if (FigurePlacement[6, 6] == '2')
{
FigurePosition.X = (int)(1750 * GraphicScale); FigurePosition.Y = (int)(1750 * GraphicScale);
spriteBatch.Draw(Figure, FigurePosition, null, Player2Color, 0.0f, FigureOffset, (float)GraphicScale, SpriteEffects.None, 0);
}
#endregion
spriteBatch.End();
base.Draw(gameTime);
}
}
}
And the result?
[spoiler]
[/spoiler]
No wonder I gave up on it.
If I would write it right now, I would make field on board as its own class. That way, in main code I can simply hold a list of fields and manipulate with it, instead of... doing... what I did.