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Class JavaGO.Game

java.lang.Object
    |
    +----JavaGO.Game

public class Game
extends Object
implements Constants
Game class


Constructor Index

 o Game()

Method Index

 o actionMove(int, int)
Processing of a possible new move
 o actionPass()
Processing of possible new pass move
 o addInfo(String)
add Information to game
 o getDeads(int)
get deads
 o getNode()
get node
 o getPlayer()
get player
 o getScore()
get score
 o getSize()
get size
 o getTerritory(int)
get territory
 o init(JavaGO, int, int, double)
init
 o initMark()
init of mark data table
 o isAlive(int, int)
If this function returns true, the stone is alive.
If this function returns false, the stone status is undeterminate (for the moment)

CAUTION : isAlive( x, y ) can return false, even if the stone is not dead ! This function MUST be called throw isDead that makes the necessary init

 o isDead(int, int)
Returns if this stone is dead
 o ko(int, int)
Returns true if KO
 o newPassMove()
Processing of new pass move
 o newStoneMove(int, int)
new stone move (without color, normal move)
 o newStoneMove(int, int, int)
new stone move (direct call by handicap() )
 o nodeXY(int, int)
find move node with position
 o otherColor(int)
Returns the other color (black -> white and white -> black)
 o possibleKO(int, int, int, int)
possibleKO( int x, int y, int node, int color )
 o printAll()
print all Intersection
 o remove(int, int)
Remove dead chains
 o removeDeads(int)
Deads removal for one color
 o resetDeads()
reset deads
 o scorer()
Score calculation
 o setHandicaps(int)
Init of Handicaps stones
 o setNode(int)
set node :
if >= 0 direct acces to node, either : next, previous,
first or last node
 o setState()
set intersection data table
 o SGF()
SGF game file
 o whichType(Intersection, int, int)
Returns the type of this Intersection
 o whichTypeNeighbour(Intersection, int, int)
Returns the type of the neighbour or reprocess the new position
MUST be called by whichType()

Constructors

 o Game
public Game()

Methods

 o init
public void init(JavaGO param_javago,
                 int param_game_size,
                 int param_handicap,
                 double param_komi)
init

 o actionMove
public boolean actionMove(int x,
                          int y)
Processing of a possible new move

 o newStoneMove
public void newStoneMove(int x,
                         int y)
new stone move (without color, normal move)

 o newStoneMove
public void newStoneMove(int x,
                         int y,
                         int color)
new stone move (direct call by handicap() )

 o actionPass
public void actionPass()
Processing of possible new pass move

 o newPassMove
public void newPassMove()
Processing of new pass move

 o setState
public void setState()
set intersection data table

 o setHandicaps
public void setHandicaps(int handicap)
Init of Handicaps stones

 o initMark
public void initMark()
init of mark data table

 o removeDeads
public void removeDeads(int color)
Deads removal for one color

 o isDead
public boolean isDead(int x,
                      int y)
Returns if this stone is dead

 o isAlive
public boolean isAlive(int x,
                       int y)
If this function returns true, the stone is alive.
If this function returns false, the stone status is undeterminate (for the moment)

CAUTION : isAlive( x, y ) can return false, even if the stone is not dead ! This function MUST be called throw isDead that makes the necessary init

 o scorer
public double scorer()
Score calculation

 o whichType
public Intersection whichType(Intersection color,
                              int x,
                              int y)
Returns the type of this Intersection

 o whichTypeNeighbour
public Intersection whichTypeNeighbour(Intersection color,
                                       int x,
                                       int y)
Returns the type of the neighbour or reprocess the new position
MUST be called by whichType()

 o remove
public void remove(int x,
                   int y)
Remove dead chains

 o setNode
public boolean setNode(int param_node)
set node :
if >= 0 direct acces to node, either : next, previous,
first or last node

 o ko
public boolean ko(int x,
                  int y)
Returns true if KO

 o possibleKO
public boolean possibleKO(int x,
                          int y,
                          int node,
                          int color)
possibleKO( int x, int y, int node, int color )

 o otherColor
public int otherColor(int color)
Returns the other color (black -> white and white -> black)

 o getNode
public int getNode()
get node

 o getSize
public int getSize()
get size

 o getPlayer
public int getPlayer()
get player

 o getScore
public double getScore()
get score

 o getDeads
public int getDeads(int color)
get deads

 o getTerritory
public int getTerritory(int color)
get territory

 o resetDeads
public void resetDeads()
reset deads

 o nodeXY
public int nodeXY(int x,
                  int y)
find move node with position

 o printAll
public void printAll()
print all Intersection

 o addInfo
public void addInfo(String param_info)
add Information to game

 o SGF
public String SGF()
SGF game file


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