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Othello rules
Othello rules












othello rules
  1. OTHELLO RULES HOW TO
  2. OTHELLO RULES FREE

Thanks for your explanation, looking forward to your reply and feel free to correct me if anything I said was wrong or inaccurate.Ĭlick to expand.You could, but I would also consider making the board state immutable. If so, where should I set up the game rules? In the same script as GameState? In Board? Or in some other scripts? Just want to make sure that I understand you correctly, are you trying to say that I should move boardState to a independent C# script? So it would be something like Init = Instantiate (piece, new Vector3 (4f, 1f, 4f), Quaternion.Euler(0f, 0f, 180f)) as GameObject Init = Instantiate (piece, new Vector3 (3f, 1f, 3f), Quaternion.Euler(0f, 0f, 180f)) as GameObject Init = Instantiate (piece, new Vector3 (4f, 1f, 3f), Quaternion.identity) as GameObject

othello rules

Init = Instantiate (piece, new Vector3 (3f, 1f, 4f), Quaternion.identity) as GameObject To pair with that, I also have a 2D GameObject array to store the instantiate of each piece. And then you can implement your "is this legal" move by simply calling the check routine for each of the eight directions, returning true if any of them return true.Ĭlick to expand.I'm currently using a 2D int array to represent the boardState (aka GameState) where 0 represents empty, 1 represents white and 2 represents black. You will of course unit test the snot out of this check routine. a set of opposite-colored pieces, followed by a same-colored piece) in that direction. And you can make a generic check routine which takes a starting point and a direction, and checks whether there is a valid flip-set (i.e. There are just eight directions to check.

OTHELLO RULES HOW TO

(The second reason will become apparent when you get to the AI.)Īs for how to implement it, it's not that bad. And writing these tests will drive home the first reason to have your GameState object separate from the Unity scene graph. It may seem at first that this will take longer than just writing the code, but believe me, it doesn't. Not in any of the scripts you have now.Īnd remember to build this with test-driven development. This is where you will put the rules for whether a move is legal. It should pretty much be a wrapper for a 2D array of char (with 'X' and 'O' for the pieces and maybe '.' for an empty space). And it must not be a MonoBehavior, nor make any reference to any MonoBehaviour, or any other Unity object. It must represent the state of the board, and be able to answer questions like whether a certain move is legal, and what are all the legal moves. You must have a lightweight GameState class that is not in any way related to Unity objects. You've missed the key bit I was really trying (but apparently failing) to stress in my first reply. Looking forward to all your opinions and suggestions and thanks for your contribution. Does that mean that I need to construct an Animator inside piece's script?Īlso, where should the implementation of game rules go? Should I create an empty GameObject and link the game rule script to it or I should just simply implement game rules inside board's script? Also, since discs are required to flip by using animation instead of substitution between black and white, I need to apply animations (which I already have) onto discs when they flip. If so, I don't really know what I should include in piece's script. What I'm confused is that whether I need a script for my piece (which is a prefab). All those features I have achieved (place discs in turn and make sure discs will only be place on center of grid) are in a script that is linked to my board. Is there a way I can check in a listed way (like, check A first, then if meet some condition, check B and check C and so on and so forth)?Īlso, I'm confused about script management right now. To me, it seems that there are so many conditions to check (whether the disc is in corner, whether it's on edge, whether there are enemy discs on all eight directions, whether there are friendly discs on all eight directions, whether there are empty slots between discs, etc.). (If it's still not the time, please let me know.) However, as much as I understand how game works, I'm still confused by how you could actually implement it. Now I think it's time to implement the game rule. Thanks to those valuable comments from community, right now I have a board that I can place white and black pieces (discs) in turn!














Othello rules