so when a player is forced to go to a box that has been won, i want to give them the ability to go to any box not yet won, but i was wonder if there was an easier way than just doing nine different if-statements every time i need that to be checked. right now this is what happens: http://ift.tt/1Y9bTlD and this is the code for the rules:
if(source.equals(a1) || source.equals(b1) || source.equals(c1) ||
source.equals(d1) || source.equals(e1) || source.equals(f1) ||
source.equals(g1) || source.equals(h1) || source.equals(i1))
{
b1.setEnabled(false);
b2.setEnabled(false);
b3.setEnabled(false);
b4.setEnabled(false);
b5.setEnabled(false);
b6.setEnabled(false);
b7.setEnabled(false);
b8.setEnabled(false);
b9.setEnabled(false);
c1.setEnabled(false);
c2.setEnabled(false);
c3.setEnabled(false);
c4.setEnabled(false);
c5.setEnabled(false);
c6.setEnabled(false);
c7.setEnabled(false);
c8.setEnabled(false);
c9.setEnabled(false);
d1.setEnabled(false);
d2.setEnabled(false);
d3.setEnabled(false);
d4.setEnabled(false);
d5.setEnabled(false);
d6.setEnabled(false);
d7.setEnabled(false);
d8.setEnabled(false);
d9.setEnabled(false);
e1.setEnabled(false);
e2.setEnabled(false);
e3.setEnabled(false);
e4.setEnabled(false);
e5.setEnabled(false);
e6.setEnabled(false);
e7.setEnabled(false);
e8.setEnabled(false);
e9.setEnabled(false);
f1.setEnabled(false);
f2.setEnabled(false);
f3.setEnabled(false);
f4.setEnabled(false);
f5.setEnabled(false);
f6.setEnabled(false);
f7.setEnabled(false);
f8.setEnabled(false);
f9.setEnabled(false);
g1.setEnabled(false);
g2.setEnabled(false);
g3.setEnabled(false);
g4.setEnabled(false);
g5.setEnabled(false);
g6.setEnabled(false);
g7.setEnabled(false);
g8.setEnabled(false);
g9.setEnabled(false);
h1.setEnabled(false);
h2.setEnabled(false);
h3.setEnabled(false);
h4.setEnabled(false);
h5.setEnabled(false);
h6.setEnabled(false);
h7.setEnabled(false);
h8.setEnabled(false);
h9.setEnabled(false);
i1.setEnabled(false);
i2.setEnabled(false);
i3.setEnabled(false);
i4.setEnabled(false);
i5.setEnabled(false);
i6.setEnabled(false);
i7.setEnabled(false);
i8.setEnabled(false);
i9.setEnabled(false);
}
nine times, one for each quadrant, and this is what happens when a button is pushed:
if("disable".equals(actionEvent.getActionCommand()))
{
if(PlayerOneTurn % 2 != 0)
{
if(source.equals(a1))
{
if(input.equals("X") || (input.equals("x")))
{
a1.setText("x");
a1.setActionCommand(" ");
}
else
{
a1.setText("o");
a1.setActionCommand(" ");
}
}
if(source.equals(a2))
{
if(input.equals("X") || (input.equals("x")))
{
a2.setText("x");
a2.setActionCommand(" ");
}
else
{
a2.setText("o");
a2.setActionCommand(" ");
}
}
if(source.equals(a3))
{
if(input.equals("X") || (input.equals("x")))
{
a3.setText("x");
a3.setActionCommand(" ");
}
else
{
a3.setText("o");
a3.setActionCommand(" ");
}
}
if((a1.getText().equals("x") && a2.getText().equals("x") && a3.getText().equals("x"))
|| (a1.getText().equals("o") && a2.getText().equals("o") && a3.getText().equals("o")))
{
AFalse(true);
}`
the AFalse() method is this:
public void AFalse(boolean PlayerOne){
if(PlayerOne == true)
{
a1.setActionCommand(" ");
a2.setActionCommand(" ");
a3.setActionCommand(" ");
a4.setActionCommand(" ");
a5.setActionCommand(" ");
a6.setActionCommand(" ");
a7.setActionCommand(" ");
a8.setActionCommand(" ");
a9.setActionCommand(" ");
winnerA = true;
}
else
{
a1.setActionCommand(" ");
a2.setActionCommand(" ");
a3.setActionCommand(" ");
a4.setActionCommand(" ");
a5.setActionCommand(" ");
a6.setActionCommand(" ");
a7.setActionCommand(" ");
a8.setActionCommand(" ");
a9.setActionCommand(" ");
winnerA = false;
}
}
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