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post #31 of 41
Thread Starter 
Code:
public void MoveToPool()
{
  Card[] cards = this.cardPile.ToArray();
  CardPile.Pool.AddRange( cards );

  /* since this is a move, we should remove them from the player card pile too (?) */
 this.cardPile.RemoveRange( cards );
}

This code throws up exceptions on cardPile as having no definition and apparently GetRange isn't part of Pool?
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post #32 of 41
Quote:
Originally Posted by Rubers View Post

Code:
public void MoveToPool()
{
  Card[] cards = this.cardPile.ToArray();
  CardPile.Pool.AddRange( cards );
  /* since this is a move, we should remove them from the player card pile too (?) */
 this.cardPile.RemoveRange( cards );
}
This code throws up exceptions on cardPile as having no definition and apparently GetRange isn't part of Pool?

Yeah, that's my bad... I removed that now smile.gif
Could I see the CardPile class?
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post #33 of 41
Thread Starter 
Here's the CardPile class:
Code:
public class CardPile
    {
        public static readonly CardPile Pool = new CardPile();
        
        /// <summary>
        /// The deck in the hand
        /// </summary>
        public List<Card> cards = new List<Card>();

        /// <summary>
        /// Remove all the Cards from the Pile
        /// </summary>
        public void Clear()
        {
            cards.Clear();
        }
        public int GetLength()
        {
            int count = cards.Count;
            return count;

        }
        public void AddCard(Card card)
        {
            cards.Insert(0, card);
            
        }
        public Card GetCard()
        {
            Card card;
            card = cards[0];
            return card;
        }

        public void MoveToPool()
        {
            Card[] cards = this.cardPile.ToArray();
            CardPile.Pool.cards.AddRange(cards);

            /* since this is a move, we should remove them from the player card pile too (?) */
            this.cardPile.RemoveRange(cards);
        }
    }

and I changed that code to
Code:
CardPile.Pool.cards.AddRange(cards);

which is correct now ;D
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post #34 of 41
Oh, I thought the MoveToPool method was inside the Player class... sorry! smile.gif
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post #35 of 41
Thread Starter 
Well, I put it in CardPile because I figured, with the pool being within cardpile too it would be best there, plus the only items being moved to the pool will be cards in the Pile, not in the player's stack frown.gif
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post #36 of 41
Quote:
Originally Posted by Rubers View Post

Well, I put it in CardPile because I figured, with the pool being within cardpile too it would be best there, plus the only items being moved to the pool will be cards in the Pile, not in the player's stack frown.gif

Sure, its an apt spot to put it wink.gif I wasn't shunning your decision, I just assumed that it was in the Player class smile.gif
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post #37 of 41
Thread Starter 
I think I'm going to leave the pool for now because I don't understand any of the above! I also can't fathom "ToArray()" at all. Also, I'm using lists to store the card piles, so to an array won't help?

Isn't there a much simpler way to create the pool?

Sorry for all the questions I feel like an idiot!
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post #38 of 41
Quote:
Originally Posted by Rubers View Post

I think I'm going to leave the pool for now because I don't understand any of the above! I also can't fathom "ToArray()" at all. Also, I'm using lists to store the card piles, so to an array won't help?
Isn't there a much simpler way to create the pool?
Sorry for all the questions I feel like an idiot!

A list is internally an array that gets automatically re-allocated when necessary (unless specify a maximum capacity for the list).

What does the pool actually do? If it just moves cards from the specific CardPile., then this will suffice:
Code:
        public void MoveToPool()
        {
            CardPile.Pool.cards.AddRange( this.cards );

            /* since this is a move, we should remove them from the player card pile too (?) */
            this.cards.Clear();
        }

Also, no need to feel like an idiot! It is sort of hard to learn without asking questions! thumb.gif
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post #39 of 41
Thread Starter 
The pool is should be identical to the playerOneStack and playerTwoStack objects (they are instances of CardPile).

Basically, players play cards from their "Stack" to the "Pile" in the middle of the table. This works perfectly at the moment.

When a player calls Snap by accident, or if two players call snap together then all cards in the Piles (playerOneStack.Pile and playerTwoStack.Pile) will be moved to the Pool. Players then have the chance to call snap on the normal piles, and if there are any cards in the pool, on the pool too!

So the pool is essentially another pile that cards are added to and removed from. They will never take cards from the players' hand, only from the pile and when it does take the cards it takes them all. It will only ever move cards to a single players hand and it will move all cards when it does so.
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post #40 of 41
Ah right.

Well that will work then, just call the MoveToPool() method on each player's CardList pile.
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