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antichess: Javadoc index of package antichess.
Package Samples:
antichess
Classes:
XChessBoard: XChessBoard creates an antichess board image on the board, places pieces on it, and animates pieces for drag&drop. Here is the outline of how XChessBoard handles an antichess board: Everytime setGameController is called, a new backgroud image is created by first calling initBoard() and then, setBoardImage(). placePieces() creates labels with piece images for every non-empty square. It places this accordingly on the board. updateBoard() goes through all the squares of the board. It updates the positions of already created pieces. If there are not enough labels, it creates new labels. If there are ...
HumanPlayer: HumanPlayer is the human player for AChess Program. It handles the communication between a human and a GameController. When it is a human player's turn, GameController should first call setMoveList() with possible moves. Then, it should wait for getMove() to return a non-null move. When there is a moveMade, UI should first call getMyTurn() and if it returns true, it should call getMoveList() to get a list of possible moves. If the moveMade is among this, UI should call setMove() with moveMade. It is necessarily true that when myTurn is true, moveList is non-null, however it can be empty. It is ...
Move: A move consists of a start and destination location, and information about whether the move is a capture move, switch, en passant, a castling move, a pawn moving 2 squares, or a promotion. Move is mutable. A move can be undone using Piece.undoMove. The move must passed into undoMove must be the same move pass into makeMove, because makeMove will store additional information necessary for undo in the move after applying the move.
GameMessage: GameMessage keeps the information about the changes in the flow of an antichess game. When a GameController is running a game, it notifies all its observers with a GameMessage. GameMessages are immutable.
GameController: This class controls the main flow of the game. This class also performs reading in of a saved game file, and the parsing of strings in the game file format. GameController is mutable.
Board: Board represents an antichess board. Board is mutable. The topology of the board could vary and is supplied as an argument
BetterEngine: BetterEngine represents the player engine BetterEngine is a class with static methods
Zobrist: Zobrist class handles the Zobrist algorithm for creating a zobrist key for a given board.
King: This class contains the rules that apply to King. It implements castling as a special move.
NewEngine: NewEngine represents the player engine NewEngine is a class with static methods
MachinePlayer: MachinePlayer is the machine player for AChess Program.
Bishop: This class contains the rules that apply to Bishop.
Knight: This class contains the rules that apply to Knight.
Queen: This class contains the rules that apply to Queen.
Rook: This class contains the rules that apply to Rook.
Piece: Piece represents a piece in the antichess game.
Timer: A timer to count down a given time.
TestCylinder: Tests the Cylindrical board
TextUI: Interactive loop for textui
TextUI2: Interactive loop for textui
Pawn: A Pawn piece in antichess.
TestBetterEngine: Tests BetterEngine
TestEvaluator: Tests Evaluator
TestNewEngine: Tests NewEngine
TestZobrist: Tests Zobrist
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