Piles are comparable to stapels of cards, you can see them in various games to hold cards together.
Depending on the game type the piles will respond to certain rules and allow or not the addition of particular cards.

All the piles implement the following interface
 public interface ICardPile<TCard> : ICardSet<TCard>, INotifyPropertyChanged
        where TCard : Card
    {
        int IndexOf(TCard item);
        void Insert(int index, TCard item);
        void RemoveAt(int index);
        void Add(TCard item);
        bool CanAdd(TCard item);
        void Clear();
        bool Contains(TCard item);
        int Count { get; }
        bool Remove(TCard item);

        TCard this [int index] {get;}
        TCard First();
        TCard Last();
    }

Last edited Dec 17, 2010 at 7:11 PM by sebdg, version 2

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