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10 hole peg solitaire solution
10 hole peg solitaire solution









  1. #10 HOLE PEG SOLITAIRE SOLUTION CRACKER#
  2. #10 HOLE PEG SOLITAIRE SOLUTION CODE#

There is one last major thing that has to happen before the player's move can be executed: the move must be validated.

10 hole peg solitaire solution

/ /// /// The hole on the board to flip.īoardLayout = !boardLayout / hole on the board is empty, it will flip it to contain / contains a peg, it will flip it to be empty. Flip the ending hole so that it contains the peg // that was in action. Move the peg one more time in the specific // direction so that it is now in the ending hole. Flip the next hole so that it is empty. Move the peg one hole in the specific direction. Flip the starting hole in the move so that it // is now empty. Position peg = new Position(move.StartPosition) / /// /// Returns the move that is taking place. / /// Takes a peg and jumps to the ending hole. Below is the function InitializeBoard() that sets up a new game board: For the game's purposes, true represents that a peg is present and false represents an empty hole. A BitArray manages a compact array of bit values, which are represented as Booleans, where true indicates that the bit is on (1) and false indicates the bit is off (0). The backbone of the game is the board, which is a List that contains BitArrays.

#10 HOLE PEG SOLITAIRE SOLUTION CODE#

The source code in the project is very well commented, and should be easy to follow by adding some breakpoints on the mouse events. I just want to give a real basic overview of the code. Now, my game works even better, and if I ever want to add more rows to the board, I can without any code changes. I figured that this would be very helpful, so I took his logic and applied it to my game. It was very informative, and he had even written an application in C++ that would generate all the possible solutions to the game. I came across an article written by Daniel O'Brien. So, what I decided to do was search Google for the game logic. I would have to go in and add every new move to the list, and it would get real big very quickly. This seemed fine at the beginning, but what if I wanted to be able to add another row on the fly. I had a huge switch statement that listed every possible move, and when a player would make a move, it would check to see if it was on the list. I created the whole game and had it working, but I knew that my game logic was really sloppy. I knew that I had to create a bunch of pegs, and that the player needed to be able to drag a peg from one hole to another.

10 hole peg solitaire solution

I really didn't do that much planning for this. I thought it would be cool if I could create this game from scratch.

#10 HOLE PEG SOLITAIRE SOLUTION CRACKER#

Well, the other day, I was eating at Cracker Barrel, and I was playing their peg game on the table. Years later, I made Tic Tac Toe using C#.

10 hole peg solitaire solution

As I was creating it, I learned so many different things, and it also got me very interested in making games. I had never created any games before, nor had I ever been exposed to any game logic. Back when I was in college, we had to create the old game of Nim as a console application in C++.











10 hole peg solitaire solution