Finished BonusTicTacToe
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25
BonusTicTacToe/BonusTicTacToe.sln
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25
BonusTicTacToe/BonusTicTacToe.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.8.34309.116
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BonusTicTacToe", "BonusTicTacToe\BonusTicTacToe.csproj", "{B21DDB60-F0D6-41DE-8FDF-AA26DC85A993}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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||||
Release|Any CPU = Release|Any CPU
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EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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||||
{B21DDB60-F0D6-41DE-8FDF-AA26DC85A993}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{B21DDB60-F0D6-41DE-8FDF-AA26DC85A993}.Debug|Any CPU.Build.0 = Debug|Any CPU
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||||
{B21DDB60-F0D6-41DE-8FDF-AA26DC85A993}.Release|Any CPU.ActiveCfg = Release|Any CPU
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||||
{B21DDB60-F0D6-41DE-8FDF-AA26DC85A993}.Release|Any CPU.Build.0 = Release|Any CPU
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||||
EndGlobalSection
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||||
GlobalSection(SolutionProperties) = preSolution
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||||
HideSolutionNode = FALSE
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||||
EndGlobalSection
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||||
GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {FCDC64AF-9F7E-47B8-B223-B9CDEB525AB2}
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EndGlobalSection
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EndGlobal
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26
BonusTicTacToe/BonusTicTacToe/BonusTicTacToe.csproj
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26
BonusTicTacToe/BonusTicTacToe/BonusTicTacToe.csproj
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>WinExe</OutputType>
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<TargetFramework>net8.0-windows</TargetFramework>
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<Nullable>enable</Nullable>
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<UseWindowsForms>true</UseWindowsForms>
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<ImplicitUsings>enable</ImplicitUsings>
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</PropertyGroup>
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<ItemGroup>
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<Compile Update="Resources\Fonts.Designer.cs">
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<DesignTime>True</DesignTime>
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<AutoGen>True</AutoGen>
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<DependentUpon>Fonts.resx</DependentUpon>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Update="Resources\Fonts.resx">
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<Generator>ResXFileCodeGenerator</Generator>
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<LastGenOutput>Fonts.Designer.cs</LastGenOutput>
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</EmbeddedResource>
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</ItemGroup>
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</Project>
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8
BonusTicTacToe/BonusTicTacToe/BonusTicTacToe.csproj.user
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8
BonusTicTacToe/BonusTicTacToe/BonusTicTacToe.csproj.user
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup>
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<Compile Update="MainForm.cs">
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<SubType>Form</SubType>
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</Compile>
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</ItemGroup>
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</Project>
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9
BonusTicTacToe/BonusTicTacToe/Direction.cs
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9
BonusTicTacToe/BonusTicTacToe/Direction.cs
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namespace BonusTicTacToe;
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public enum Direction
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{
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LeftRight,
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UpDown,
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DiagonalTopLeftBottomRight,
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DiagonalTopRightBottomLeft,
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}
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218
BonusTicTacToe/BonusTicTacToe/Game.cs
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BonusTicTacToe/BonusTicTacToe/Game.cs
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using System.Text.Json;
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namespace BonusTicTacToe;
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public class Game
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{
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public const string GamePath = "./game.json";
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public static readonly bool SaveToFile = false;
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public static Game Defaults => new()
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{
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TilesX = 3,
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TilesY = 3,
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Players = 2,
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ConnectToWin = 3,
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MovesPerTurn = 1,
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WinsToFinish = 1,
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};
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public required int TilesX { get; set; }
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public required int TilesY { get; set; }
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public required int Players { get; set; }
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public required int ConnectToWin { get; set; }
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public required int MovesPerTurn { get; set; }
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public required int WinsToFinish { get; set; }
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public int CurrentTurn { get; set; } = 0;
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public byte[] Board
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{
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// We can't create the array in the constructor
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// because setting required properties happens
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// after that step.
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get => _board ??= new byte[TilesX * TilesY];
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set => _board = value;
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}
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public byte HasFinished { get; set; } = 0;
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public bool IsDraw { get; set; } = false;
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public int TotalMoves { get; set; } = 0;
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private byte[]? _board = null;
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public byte this[int x, int y]
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{
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get => Board[y * TilesX + x];
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set => Board[y * TilesX + x] = value;
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}
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public static Game Load()
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{
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if (!SaveToFile) return Defaults;
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Game game;
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if (File.Exists(GamePath))
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{
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FileStream fs = new(GamePath, FileMode.Open);
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game = JsonSerializer.Deserialize<Game>(fs)!;
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fs.Close();
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// Game is already completed.
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if (game.HasFinished != 0 || game.IsDraw) game = Defaults;
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}
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else
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{
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game = Defaults;
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game.Save();
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}
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return game;
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}
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public void Save()
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{
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if (!SaveToFile) return;
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FileStream fs = new(GamePath, FileMode.Create);
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JsonSerializer.Serialize(fs, this);
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fs.Close();
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}
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public List<WinObject> GetWins()
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{
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// Check all tiles for three/four/... of a kind either
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// left-right, top-bottom, or right/left diagonals.
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List<WinObject> wins = [];
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for (int x1 = 0; x1 < TilesX; x1++)
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{
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for (int y1 = 0; y1 < TilesY; y1++)
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{
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byte value1 = this[x1, y1];
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if (value1 == 0) continue;
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int inARow = 1;
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// Leftwards and rightwards.
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int minX = x1;
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int maxX = x1;
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for (int x2 = x1 - 1; x2 >= 0; x2--)
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{
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byte value2 = this[x2, y1];
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if (value1 != value2) break;
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inARow++;
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minX = x2;
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}
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for (int x2 = x1 + 1; x2 < TilesX; x2++)
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{
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byte value2 = this[x2, y1];
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if (value1 != value2) break;
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inARow++;
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maxX = x2;
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}
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if (inARow >= ConnectToWin) tryAdd(new()
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{
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player = (byte)(value1 - 1),
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direction = Direction.LeftRight,
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minX = minX,
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maxX = maxX,
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minY = y1,
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maxY = y1
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});
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// Upwards and downwards.
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int minY = y1;
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int maxY = y1;
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inARow = 1;
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for (int y2 = y1 - 1; y2 >= 0; y2--)
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{
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byte value2 = this[x1, y2];
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if (value1 != value2) break;
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inARow++;
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minY = y2;
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}
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for (int y2 = y1 + 1; y2 < TilesY; y2++)
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{
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byte value2 = this[x1, y2];
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if (value1 != value2) break;
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inARow++;
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maxY = y2;
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}
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if (inARow >= ConnectToWin) tryAdd(new()
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{
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player = (byte)(value1 - 1),
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direction = Direction.UpDown,
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minX = x1,
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maxX = x1,
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minY = minY,
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maxY = maxY
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});
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// Diagonal top-left to bottom-right.
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(minX, minY) = (x1, y1);
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(maxX, maxY) = (x1, y1);
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inARow = 1;
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for ((int x2, int y2) = (x1 - 1, y1 - 1); x2 >= 0 && y2 >= 0; x2--, y2--)
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{
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byte value2 = this[x2, y2];
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if (value1 != value2) break;
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inARow++;
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minX = x2;
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minY = y2;
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}
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for ((int x2, int y2) = (x1 + 1, y1 + 1); x2 < TilesX && y2 < TilesY; x2++, y2++)
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{
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byte value2 = this[x2, y2];
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if (value1 != value2) break;
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inARow++;
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maxX = x2;
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maxY = y2;
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}
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if (inARow >= ConnectToWin) tryAdd(new()
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{
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player = (byte)(value1 - 1),
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direction = Direction.DiagonalTopLeftBottomRight,
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minX = minX,
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maxX = maxX,
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minY = minY,
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maxY = maxY
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});
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// Diagonal top-right to bottom-left.
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(minX, minY) = (x1, y1);
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(maxX, maxY) = (x1, y1);
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inARow = 1;
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for ((int x2, int y2) = (x1 + 1, y1 - 1); x2 < TilesX && y2 >= 0; x2++, y2--)
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{
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byte value2 = this[x2, y2];
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if (value1 != value2) break;
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inARow++;
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maxX = x2;
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minY = y2;
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}
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for ((int x2, int y2) = (x1 - 1, y1 + 1); x2 >= 0 && y2 < TilesY; x2--, y2++)
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{
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byte value2 = this[x2, y2];
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if (value1 != value2) break;
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inARow++;
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minX = x2;
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maxY = y2;
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}
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if (inARow >= ConnectToWin) tryAdd(new()
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{
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player = (byte)(value1 - 1),
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direction = Direction.DiagonalTopRightBottomLeft,
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minX = minX,
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maxX = maxX,
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minY = minY,
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maxY = maxY
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});
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}
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}
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void tryAdd(WinObject win)
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{
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if (!wins.Any(x => x.direction == win.direction &&
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x.minX == win.minX && x.minY == win.minY &&
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x.player == win.player))
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wins.Add(win);
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}
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return wins;
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}
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}
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85
BonusTicTacToe/BonusTicTacToe/MainForm.Designer.cs
generated
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85
BonusTicTacToe/BonusTicTacToe/MainForm.Designer.cs
generated
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namespace BonusTicTacToe
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{
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||||
partial class MainForm
|
||||
{
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/// <summary>
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/// Required designer variable.
|
||||
/// </summary>
|
||||
private System.ComponentModel.IContainer components = null;
|
||||
|
||||
/// <summary>
|
||||
/// Clean up any resources being used.
|
||||
/// </summary>
|
||||
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing && (components != null))
|
||||
{
|
||||
components.Dispose();
|
||||
}
|
||||
base.Dispose(disposing);
|
||||
}
|
||||
|
||||
#region Windows Form Designer generated code
|
||||
|
||||
/// <summary>
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||||
/// Required method for Designer support - do not modify
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||||
/// the contents of this method with the code editor.
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||||
/// </summary>
|
||||
private void InitializeComponent()
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{
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Toolbar = new MenuStrip();
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ReplayButton = new ToolStripMenuItem();
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CustomizeButton = new ToolStripMenuItem();
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ExitButton = new ToolStripMenuItem();
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Toolbar.SuspendLayout();
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SuspendLayout();
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||||
//
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||||
// Toolbar
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||||
//
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||||
Toolbar.AutoSize = false;
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||||
Toolbar.ImageScalingSize = new Size(32, 32);
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||||
Toolbar.Items.AddRange(new ToolStripItem[] { ReplayButton, CustomizeButton, ExitButton });
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||||
Toolbar.Location = new Point(0, 0);
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||||
Toolbar.Name = "Toolbar";
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||||
Toolbar.Size = new Size(974, 56);
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||||
Toolbar.TabIndex = 0;
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||||
Toolbar.Text = "Toolbar";
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||||
//
|
||||
// ReplayButton
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||||
//
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||||
ReplayButton.Name = "ReplayButton";
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||||
ReplayButton.Size = new Size(104, 52);
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||||
ReplayButton.Text = "Replay";
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||||
ReplayButton.Click += ReplayButton_Click;
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||||
//
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||||
// ExitButton
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||||
//
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||||
ExitButton.Name = "ExitButton";
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||||
ExitButton.Size = new Size(71, 52);
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||||
ExitButton.Text = "Exit";
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||||
ExitButton.Click += ExitButton_Click;
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||||
//
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||||
// MainForm
|
||||
//
|
||||
AutoScaleDimensions = new SizeF(13F, 32F);
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||||
AutoScaleMode = AutoScaleMode.Font;
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||||
ClientSize = new Size(974, 929);
|
||||
Controls.Add(Toolbar);
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||||
FormBorderStyle = FormBorderStyle.FixedSingle;
|
||||
MainMenuStrip = Toolbar;
|
||||
Name = "MainForm";
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||||
Text = "Bonus Tic Tac Toe";
|
||||
Toolbar.ResumeLayout(false);
|
||||
Toolbar.PerformLayout();
|
||||
ResumeLayout(false);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private MenuStrip Toolbar;
|
||||
private ToolStripMenuItem ReplayButton;
|
||||
private ToolStripMenuItem CustomizeButton;
|
||||
private ToolStripMenuItem ExitButton;
|
||||
}
|
||||
}
|
||||
416
BonusTicTacToe/BonusTicTacToe/MainForm.cs
Normal file
416
BonusTicTacToe/BonusTicTacToe/MainForm.cs
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||||
|
||||
using System.Drawing.Drawing2D;
|
||||
|
||||
namespace BonusTicTacToe;
|
||||
|
||||
public partial class MainForm : Form
|
||||
{
|
||||
public Game ActiveGame { get; set; } = Game.Load();
|
||||
public Preferences Preferences { get; } = Preferences.Load();
|
||||
|
||||
public float ScalingFactor { get; private set; }
|
||||
|
||||
private Font fontOutfit;
|
||||
|
||||
public MainForm()
|
||||
{
|
||||
SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
|
||||
SetStyle(ControlStyles.AllPaintingInWmPaint, true);
|
||||
SetStyle(ControlStyles.UserPaint, true);
|
||||
|
||||
InitializeComponent();
|
||||
|
||||
// Get DPI for the scaling factor.
|
||||
Graphics tempG = CreateGraphics();
|
||||
ScalingFactor = tempG.DpiX / 192;
|
||||
tempG.Dispose();
|
||||
|
||||
// Load main font from memory.
|
||||
fontOutfit = new(Program.fonts.Families.Single(x => x.Name == "Outfit SemiBold"), 12);
|
||||
|
||||
SetWindowSizeFromGame();
|
||||
}
|
||||
|
||||
public void SetWindowSizeFromGame()
|
||||
{
|
||||
Size = new Size(
|
||||
(int)(ScalingFactor * (Preferences.TileSize * ActiveGame.TilesX + Preferences.WindowBuffer * 2)),
|
||||
(int)(ScalingFactor * (Preferences.TileSize * ActiveGame.TilesY + Preferences.WindowBuffer * 2)));
|
||||
}
|
||||
public void SetupBoard()
|
||||
{
|
||||
ActiveGame.Board = new byte[ActiveGame.TilesX * ActiveGame.TilesY];
|
||||
ActiveGame.CurrentTurn = 0;
|
||||
ActiveGame.HasFinished = 0;
|
||||
ActiveGame.IsDraw = false;
|
||||
ActiveGame.TotalMoves = 0;
|
||||
|
||||
Invalidate(true);
|
||||
ActiveGame.Save();
|
||||
}
|
||||
|
||||
protected override void OnSizeChanged(EventArgs e)
|
||||
{
|
||||
// Full invalidation when the window size is changed,
|
||||
// since the grid is centered.
|
||||
Invalidate(true);
|
||||
}
|
||||
|
||||
private Point lastHighlightedTile;
|
||||
protected override void OnMouseMove(MouseEventArgs e)
|
||||
{
|
||||
// Check if the tile you're highlighting has changed,
|
||||
// redraw the screen with the new one.
|
||||
Point highlightedTile = ScreenToTileInt(Cursor.Position);
|
||||
if (highlightedTile != lastHighlightedTile) Invalidate(true);
|
||||
lastHighlightedTile = highlightedTile;
|
||||
}
|
||||
protected override void OnMouseClick(MouseEventArgs e)
|
||||
{
|
||||
// Add a player move to the current selected tile and redraw.
|
||||
Point highlightedTile = ScreenToTileInt(Cursor.Position);
|
||||
PlayMove(highlightedTile);
|
||||
}
|
||||
|
||||
private void PlayMove(Point tile)
|
||||
{
|
||||
if (ActiveGame.HasFinished != 0 || ActiveGame.IsDraw ||
|
||||
!TileWithinRange(tile) || ActiveGame[tile.X, tile.Y] != 0) return;
|
||||
|
||||
ActiveGame[tile.X, tile.Y] = (byte)((ActiveGame.CurrentTurn / ActiveGame.MovesPerTurn) + 1);
|
||||
ActiveGame.CurrentTurn = (ActiveGame.CurrentTurn + 1) % (ActiveGame.Players * ActiveGame.MovesPerTurn);
|
||||
ActiveGame.TotalMoves++;
|
||||
|
||||
// Check for wins.
|
||||
List<WinObject> wins = ActiveGame.GetWins();
|
||||
for (int i = 0; i < ActiveGame.Players; i++)
|
||||
{
|
||||
if (wins.Count(x => x.player == i) >= ActiveGame.WinsToFinish)
|
||||
{
|
||||
ActiveGame.HasFinished = (byte)(i + 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
ActiveGame.IsDraw = ActiveGame.HasFinished == 0 && ActiveGame.TotalMoves >= ActiveGame.Board.Length;
|
||||
|
||||
Invalidate(true);
|
||||
ActiveGame.Save();
|
||||
}
|
||||
|
||||
protected override void OnPaint(PaintEventArgs e)
|
||||
{
|
||||
Graphics g = e.Graphics;
|
||||
g.SmoothingMode = SmoothingMode.HighQuality;
|
||||
|
||||
float centerX = ClientRectangle.Width / 2, centerY = ClientRectangle.Height / 2;
|
||||
float tileSize = Preferences.TileSize * ScalingFactor;
|
||||
float lenX = tileSize * ActiveGame.TilesX,
|
||||
lenY = tileSize * ActiveGame.TilesY;
|
||||
|
||||
float left = centerX - lenX * 0.5f, top = centerY - lenY * 0.5f,
|
||||
right = centerX + lenX * 0.5f, bottom = centerY + lenY * 0.5f;
|
||||
|
||||
// Step 1: Draw highlighted segment.
|
||||
Point mouseTilePos = ScreenToTileInt(Cursor.Position);
|
||||
if (ActiveGame.HasFinished == 0 && !ActiveGame.IsDraw && TileWithinRange(mouseTilePos))
|
||||
{
|
||||
SolidBrush highlightColor = new(Color.FromArgb(0x18000000));
|
||||
Point tl = TileToScreen(mouseTilePos);
|
||||
g.FillRectangle(highlightColor, new RectangleF(tl, new SizeF(tileSize, tileSize)));
|
||||
}
|
||||
|
||||
// Step 2: Draw grid lines.
|
||||
Pen gridPen = new(Color.FromArgb(unchecked((int)0xFF000000)), Preferences.LineThickness * ScalingFactor);
|
||||
g.DrawRectangle(gridPen, new RectangleF(left, top, lenX, lenY));
|
||||
|
||||
for (int x = 0; x <= ActiveGame.TilesX; x++)
|
||||
{
|
||||
float t = (float)x / ActiveGame.TilesX;
|
||||
float lerpX = left + t * lenX;
|
||||
g.DrawLine(gridPen, new PointF(lerpX, top), new PointF(lerpX, bottom));
|
||||
}
|
||||
for (int y = 0; y <= ActiveGame.TilesY; y++)
|
||||
{
|
||||
float t = (float)y / ActiveGame.TilesY;
|
||||
float lerpY = top + t * lenY;
|
||||
g.DrawLine(gridPen, new PointF(left, lerpY), new PointF(right, lerpY));
|
||||
}
|
||||
|
||||
// Step 3: Draw player inputs.
|
||||
for (int x = 0; x < ActiveGame.TilesX; x++)
|
||||
{
|
||||
for (int y = 0; y < ActiveGame.TilesY; y++)
|
||||
{
|
||||
RenderPlayerInput(g, x, y);
|
||||
}
|
||||
}
|
||||
|
||||
// Step 4: Draw text stating whose turn it is.
|
||||
// (Or who has won).
|
||||
string text;
|
||||
byte value;
|
||||
if (ActiveGame.HasFinished != 0)
|
||||
{
|
||||
int turns = 1 + (ActiveGame.TotalMoves - 1) / (ActiveGame.Players * ActiveGame.MovesPerTurn);
|
||||
text = $" has won in {turns} turn{(turns == 1 ? "" : "s")}!";
|
||||
value = ActiveGame.HasFinished;
|
||||
}
|
||||
else if (ActiveGame.IsDraw)
|
||||
{
|
||||
int turns = 1 + (ActiveGame.TotalMoves - 1) / (ActiveGame.Players * ActiveGame.MovesPerTurn);
|
||||
text = $"It's a draw in {turns} turn{(turns == 1 ? "" : "s")}!";
|
||||
value = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
text = " to Move";
|
||||
if (ActiveGame.MovesPerTurn > 1) text += $" ({ActiveGame.CurrentTurn % ActiveGame.MovesPerTurn + 1}/{ActiveGame.MovesPerTurn})";
|
||||
value = (byte)((ActiveGame.CurrentTurn / ActiveGame.MovesPerTurn) + 1);
|
||||
}
|
||||
SolidBrush textBrush = new(Color.FromArgb(unchecked((int)0xFF_101010)));
|
||||
SizeF length = g.MeasureString(text, fontOutfit);
|
||||
float textSpriteSize = 20 * ScalingFactor,
|
||||
textSpriteThickness = 6 * ScalingFactor;
|
||||
length.Width += textSpriteSize;
|
||||
|
||||
float fullTextLeft = centerX - length.Width * 0.5f,
|
||||
trueTextLeft = fullTextLeft + textSpriteSize;
|
||||
float padding = 10 * ScalingFactor;
|
||||
float fullTextBottom = top - padding;
|
||||
StringFormat textFormat = new()
|
||||
{
|
||||
Alignment = StringAlignment.Near,
|
||||
LineAlignment = StringAlignment.Far,
|
||||
};
|
||||
g.DrawString(text, fontOutfit, textBrush, new PointF(trueTextLeft, fullTextBottom), textFormat);
|
||||
RenderMoveSprite(g, value, new PointF(fullTextLeft, fullTextBottom - textSpriteSize * 1.7f), textSpriteSize, textSpriteThickness);
|
||||
|
||||
// Step 5: If there are wins, draw them.
|
||||
List<WinObject> wins = ActiveGame.GetWins();
|
||||
float lineThickness = 15 * ScalingFactor;
|
||||
foreach (WinObject w in wins)
|
||||
{
|
||||
Color color = Color.FromArgb((int)playerColors[w.player]);
|
||||
Pen temp = new(color, lineThickness);
|
||||
PointF min, max;
|
||||
switch (w.direction)
|
||||
{
|
||||
case Direction.LeftRight:
|
||||
min = new(w.minX + 0.1f, w.minY + 0.5f);
|
||||
max = new(w.maxX + 0.9f, w.minY + 0.5f);
|
||||
break;
|
||||
|
||||
case Direction.UpDown:
|
||||
min = new(w.minX + 0.5f, w.minY + 0.1f);
|
||||
max = new(w.minX + 0.5f, w.maxY + 0.9f);
|
||||
break;
|
||||
|
||||
case Direction.DiagonalTopRightBottomLeft:
|
||||
min = new(w.maxX + 0.9f, w.minY + 0.1f);
|
||||
max = new(w.minX + 0.1f, w.maxY + 0.9f);
|
||||
break;
|
||||
|
||||
case Direction.DiagonalTopLeftBottomRight:
|
||||
min = new(w.minX + 0.1f, w.minY + 0.1f);
|
||||
max = new(w.maxX + 0.9f, w.maxY + 0.9f);
|
||||
break;
|
||||
|
||||
default:
|
||||
min = new();
|
||||
max = new();
|
||||
break;
|
||||
}
|
||||
|
||||
g.DrawLine(temp, TileToScreen(min), TileToScreen(max));
|
||||
}
|
||||
|
||||
// Step 6: Highlight replay button if game is finished.
|
||||
if (ActiveGame.HasFinished != 0 || ActiveGame.IsDraw)
|
||||
{
|
||||
ReplayButton.Font = new Font(ReplayButton.Font, FontStyle.Bold);
|
||||
}
|
||||
else ReplayButton.Font = new Font(ReplayButton.Font, FontStyle.Regular);
|
||||
|
||||
base.OnPaint(e);
|
||||
}
|
||||
|
||||
private readonly uint[] playerColors = [
|
||||
0xFF_454545,
|
||||
0xFF_E83535,
|
||||
0xFF_35A9E8,
|
||||
0xFF_2AAD39,
|
||||
0xFF_9E49E3,
|
||||
0xFF_EBA121,
|
||||
0xFF_2C5AE6,
|
||||
0xFF_FA78ED,
|
||||
];
|
||||
private void RenderMoveSprite(Graphics g, byte value, PointF tileStart, float tileSize, float thickness)
|
||||
{
|
||||
Color color;
|
||||
if (value > 0 && value <= playerColors.Length) color = Color.FromArgb((int)playerColors[value - 1]);
|
||||
else color = Color.Black;
|
||||
|
||||
Pen pen = new(color, thickness);
|
||||
switch (value)
|
||||
{
|
||||
case 0: return; // No move.
|
||||
case 1:
|
||||
// Draw 'X'
|
||||
float xLeft = tileStart.X, xRight = tileStart.X + tileSize,
|
||||
xTop = tileStart.Y, xBottom = tileStart.Y + tileSize;
|
||||
g.DrawLine(pen, xLeft, xTop, xRight, xBottom);
|
||||
g.DrawLine(pen, xRight, xTop, xLeft, xBottom);
|
||||
break;
|
||||
case 2:
|
||||
// Draw 'O'
|
||||
g.DrawEllipse(pen, new RectangleF(tileStart, new SizeF(tileSize, tileSize)));
|
||||
break;
|
||||
case 3:
|
||||
// Draw triangle (equilateral requires a little more math)
|
||||
const float halfSqrt3 = 0.866025403784f;
|
||||
float tMiddleX = tileStart.X + tileSize * 0.5f, tLeft = tileStart.X, tRight = tileStart.X + tileSize,
|
||||
tMiddleY = tileStart.Y + tileSize * 0.5f, tRadius = tileSize * halfSqrt3 * 0.5f,
|
||||
tTop = tMiddleY - tRadius, tBottom = tMiddleY + tRadius;
|
||||
|
||||
g.DrawPolygon(pen, [
|
||||
new PointF(tLeft, tBottom),
|
||||
new PointF(tMiddleX, tTop),
|
||||
new PointF(tRight, tBottom)
|
||||
]);
|
||||
break;
|
||||
case 4:
|
||||
// Draw square.
|
||||
float sLeft = tileStart.X, sRight = tileStart.X + tileSize,
|
||||
sTop = tileStart.Y, sBottom = tileStart.Y + tileSize;
|
||||
g.DrawPolygon(pen, [
|
||||
new PointF(sLeft, sTop),
|
||||
new PointF(sRight, sTop),
|
||||
new PointF(sRight, sBottom),
|
||||
new PointF(sLeft, sBottom)
|
||||
]);
|
||||
break;
|
||||
case 5:
|
||||
// Draw pentagon. Uses polygon code.
|
||||
PointF[] polyArray = GeneratePolygon(value);
|
||||
float pRadius = tileSize * 0.5f,
|
||||
pCenterX = tileStart.X + pRadius,
|
||||
pCenterY = tileStart.Y + pRadius;
|
||||
for (int i = 0; i < polyArray.Length; i++)
|
||||
{
|
||||
PointF point = polyArray[i];
|
||||
polyArray[i] = new PointF(point.X * pRadius * 1.1f + pCenterX,
|
||||
point.Y * pRadius * 1.1f + pCenterY);
|
||||
}
|
||||
g.DrawPolygon(pen, polyArray);
|
||||
break;
|
||||
case 6:
|
||||
// Draw star. Uses polygon code.
|
||||
PointF[] starArray = GeneratePolygon(10);
|
||||
float sOuterRadius = tileSize * 0.5f,
|
||||
sInnerRadius = sOuterRadius * 0.5f,
|
||||
sCenterX = tileStart.X + sOuterRadius,
|
||||
sCenterY = tileStart.Y + sOuterRadius;
|
||||
for (int i = 0; i < starArray.Length; i++)
|
||||
{
|
||||
PointF point = starArray[i];
|
||||
float scale = i % 2 == 0 ? sOuterRadius : sInnerRadius;
|
||||
starArray[i] = new PointF(point.X * scale + sCenterX,
|
||||
point.Y * scale + sCenterY);
|
||||
}
|
||||
g.DrawPolygon(pen, starArray);
|
||||
break;
|
||||
case 7:
|
||||
// Draw asterisk. Uses polygon code.
|
||||
const int astPoints = 6;
|
||||
PointF[] astArray = GeneratePolygon(astPoints);
|
||||
float aRadius = tileSize * 0.5f,
|
||||
aCenterX = tileStart.X + aRadius,
|
||||
aCenterY = tileStart.Y + aRadius;
|
||||
for (int i = 0; i < astArray.Length / 2; i++)
|
||||
{
|
||||
PointF pointA = astArray[i], pointB = astArray[i + astPoints / 2];
|
||||
pointA = new(pointA.X * aRadius * 1.1f + aCenterX,
|
||||
pointA.Y * aRadius * 1.1f + aCenterY);
|
||||
pointB = new(pointB.X * aRadius * 1.1f + aCenterX,
|
||||
pointB.Y * aRadius * 1.1f + aCenterY);
|
||||
g.DrawLine(pen, pointA, pointB);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
// Draw unknown.
|
||||
SolidBrush brush = new(color);
|
||||
g.FillRectangle(brush, new RectangleF(tileStart, new SizeF(tileSize, tileSize)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
private void RenderPlayerInput(Graphics g, int x, int y)
|
||||
{
|
||||
byte value = ActiveGame[x, y];
|
||||
if (value == 0) return; // No move made.
|
||||
|
||||
float tileSize = Preferences.TileSize * ScalingFactor;
|
||||
PointF tileStart = TileToScreen(new Point(x, y));
|
||||
|
||||
float padding = 35 * ScalingFactor;
|
||||
tileStart.X += padding;
|
||||
tileStart.Y += padding;
|
||||
tileSize -= padding * 2;
|
||||
|
||||
float thickness = 15 * ScalingFactor;
|
||||
RenderMoveSprite(g, value, tileStart, tileSize, thickness);
|
||||
}
|
||||
|
||||
private bool TileWithinRange(Point tile) =>
|
||||
tile.X >= 0 && tile.X < ActiveGame.TilesX &&
|
||||
tile.Y >= 0 && tile.Y < ActiveGame.TilesY;
|
||||
|
||||
private Point TileToScreen(PointF tile)
|
||||
{
|
||||
float centerX = ClientRectangle.Width / 2, centerY = ClientRectangle.Height / 2;
|
||||
float tileSize = Preferences.TileSize * ScalingFactor;
|
||||
float lenX = tileSize * ActiveGame.TilesX,
|
||||
lenY = tileSize * ActiveGame.TilesY;
|
||||
|
||||
float left = centerX - lenX * 0.5f, top = centerY - lenY * 0.5f;
|
||||
return new((int)(left + tileSize * tile.X), (int)(top + tileSize * tile.Y));
|
||||
}
|
||||
private PointF ScreenToTile(Point screen, bool convertToClient = true)
|
||||
{
|
||||
if (convertToClient) screen = PointToClient(screen);
|
||||
float centerX = ClientRectangle.Width / 2, centerY = ClientRectangle.Height / 2;
|
||||
float tileSize = Preferences.TileSize * ScalingFactor;
|
||||
float lenX = tileSize * ActiveGame.TilesX,
|
||||
lenY = tileSize * ActiveGame.TilesY;
|
||||
|
||||
float left = centerX - lenX * 0.5f, top = centerY - lenY * 0.5f;
|
||||
return new((screen.X - left) / tileSize, (screen.Y - top) / tileSize);
|
||||
}
|
||||
private Point ScreenToTileInt(Point screen, bool convertToClient = true)
|
||||
{
|
||||
PointF raw = ScreenToTile(screen, convertToClient);
|
||||
if (raw.X < 0) raw.X--;
|
||||
if (raw.Y < 0) raw.Y--;
|
||||
return new Point((int)raw.X, (int)raw.Y);
|
||||
}
|
||||
|
||||
private static PointF[] GeneratePolygon(int sides)
|
||||
{
|
||||
PointF[] points = new PointF[sides];
|
||||
double anglePer = 2 * Math.PI / sides;
|
||||
for (int i = 0; i < sides; i++)
|
||||
{
|
||||
points[i] = new PointF((float)Math.Sin(anglePer * i), -(float)Math.Cos(anglePer * i));
|
||||
}
|
||||
return points;
|
||||
}
|
||||
|
||||
private void ExitButton_Click(object? sender, EventArgs e)
|
||||
{
|
||||
Close();
|
||||
}
|
||||
|
||||
private void ReplayButton_Click(object? sender, EventArgs e)
|
||||
{
|
||||
SetupBoard();
|
||||
}
|
||||
}
|
||||
123
BonusTicTacToe/BonusTicTacToe/MainForm.resx
Normal file
123
BonusTicTacToe/BonusTicTacToe/MainForm.resx
Normal file
@ -0,0 +1,123 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
|
||||
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" use="required" type="xsd:string" />
|
||||
<xsd:attribute name="type" type="xsd:string" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="assembly">
|
||||
<xsd:complexType>
|
||||
<xsd:attribute name="alias" type="xsd:string" />
|
||||
<xsd:attribute name="name" type="xsd:string" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="data">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="resheader">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:choice>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:schema>
|
||||
<resheader name="resmimetype">
|
||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<metadata name="Toolbar.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
|
||||
<value>17, 17</value>
|
||||
</metadata>
|
||||
</root>
|
||||
41
BonusTicTacToe/BonusTicTacToe/Preferences.cs
Normal file
41
BonusTicTacToe/BonusTicTacToe/Preferences.cs
Normal file
@ -0,0 +1,41 @@
|
||||
using System.Text.Json;
|
||||
|
||||
namespace BonusTicTacToe;
|
||||
|
||||
public class Preferences
|
||||
{
|
||||
public const string PrefsPath = "./prefs.json";
|
||||
public static readonly bool SaveToFile = false;
|
||||
|
||||
public float TileSize { get; set; } = 150;
|
||||
public float WindowBuffer { get; set; } = 200;
|
||||
public float LineThickness { get; set; } = 3;
|
||||
|
||||
public static Preferences Load()
|
||||
{
|
||||
if (!SaveToFile) return new();
|
||||
|
||||
Preferences prefs;
|
||||
if (File.Exists(PrefsPath))
|
||||
{
|
||||
FileStream fs = new(PrefsPath, FileMode.Open);
|
||||
prefs = JsonSerializer.Deserialize<Preferences>(fs)!;
|
||||
fs.Close();
|
||||
}
|
||||
else
|
||||
{
|
||||
prefs = new();
|
||||
prefs.Save();
|
||||
}
|
||||
return prefs;
|
||||
}
|
||||
|
||||
public void Save()
|
||||
{
|
||||
if (!SaveToFile) return;
|
||||
|
||||
FileStream fs = new(PrefsPath, FileMode.Create);
|
||||
JsonSerializer.Serialize(fs, this);
|
||||
fs.Close();
|
||||
}
|
||||
}
|
||||
40
BonusTicTacToe/BonusTicTacToe/Program.cs
Normal file
40
BonusTicTacToe/BonusTicTacToe/Program.cs
Normal file
@ -0,0 +1,40 @@
|
||||
/**********722871**********
|
||||
* Date: 9/24/2024
|
||||
* Programmer: Kyle Gilbert
|
||||
* Program Name: BonusTicTacToe
|
||||
* Program Description: Customizable tic-tac-toe with some nice colors.
|
||||
**************************/
|
||||
|
||||
using BonusTicTacToe.Resources;
|
||||
using System.Drawing.Text;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace BonusTicTacToe;
|
||||
|
||||
public static class Program
|
||||
{
|
||||
internal static PrivateFontCollection fonts = new();
|
||||
|
||||
[STAThread]
|
||||
public static void Main()
|
||||
{
|
||||
Application.SetCompatibleTextRenderingDefault(false);
|
||||
Application.SetHighDpiMode(HighDpiMode.SystemAware);
|
||||
|
||||
// Load fonts into our collection via an unsafe marshal copy.
|
||||
// Somewhat unsafe, but that's where the fun happens anyway.
|
||||
// Maybe variable fonts could have worked?
|
||||
IEnumerable<byte[]> fontsToLoad = [
|
||||
Fonts.Outfit_SemiBold, // 600
|
||||
];
|
||||
foreach (byte[] toLoad in fontsToLoad)
|
||||
{
|
||||
int length = toLoad.Length;
|
||||
nint ptr = Marshal.AllocCoTaskMem(length);
|
||||
Marshal.Copy(toLoad, 0, ptr, length);
|
||||
fonts.AddMemoryFont(ptr, length);
|
||||
}
|
||||
|
||||
Application.Run(new MainForm());
|
||||
}
|
||||
}
|
||||
153
BonusTicTacToe/BonusTicTacToe/Resources/Fonts.Designer.cs
generated
Normal file
153
BonusTicTacToe/BonusTicTacToe/Resources/Fonts.Designer.cs
generated
Normal file
@ -0,0 +1,153 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Runtime Version:4.0.30319.42000
|
||||
//
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
namespace BonusTicTacToe.Resources {
|
||||
using System;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// A strongly-typed resource class, for looking up localized strings, etc.
|
||||
/// </summary>
|
||||
// This class was auto-generated by the StronglyTypedResourceBuilder
|
||||
// class via a tool like ResGen or Visual Studio.
|
||||
// To add or remove a member, edit your .ResX file then rerun ResGen
|
||||
// with the /str option, or rebuild your VS project.
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
|
||||
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
|
||||
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
|
||||
internal class Fonts {
|
||||
|
||||
private static global::System.Resources.ResourceManager resourceMan;
|
||||
|
||||
private static global::System.Globalization.CultureInfo resourceCulture;
|
||||
|
||||
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
|
||||
internal Fonts() {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the cached ResourceManager instance used by this class.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Resources.ResourceManager ResourceManager {
|
||||
get {
|
||||
if (object.ReferenceEquals(resourceMan, null)) {
|
||||
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("BonusTicTacToe.Resources.Fonts", typeof(Fonts).Assembly);
|
||||
resourceMan = temp;
|
||||
}
|
||||
return resourceMan;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Overrides the current thread's CurrentUICulture property for all
|
||||
/// resource lookups using this strongly typed resource class.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Globalization.CultureInfo Culture {
|
||||
get {
|
||||
return resourceCulture;
|
||||
}
|
||||
set {
|
||||
resourceCulture = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized resource of type System.Byte[].
|
||||
/// </summary>
|
||||
internal static byte[] Outfit_Black {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("Outfit_Black", resourceCulture);
|
||||
return ((byte[])(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized resource of type System.Byte[].
|
||||
/// </summary>
|
||||
internal static byte[] Outfit_Bold {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("Outfit_Bold", resourceCulture);
|
||||
return ((byte[])(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized resource of type System.Byte[].
|
||||
/// </summary>
|
||||
internal static byte[] Outfit_ExtraBold {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("Outfit_ExtraBold", resourceCulture);
|
||||
return ((byte[])(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized resource of type System.Byte[].
|
||||
/// </summary>
|
||||
internal static byte[] Outfit_ExtraLight {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("Outfit_ExtraLight", resourceCulture);
|
||||
return ((byte[])(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized resource of type System.Byte[].
|
||||
/// </summary>
|
||||
internal static byte[] Outfit_Light {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("Outfit_Light", resourceCulture);
|
||||
return ((byte[])(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized resource of type System.Byte[].
|
||||
/// </summary>
|
||||
internal static byte[] Outfit_Medium {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("Outfit_Medium", resourceCulture);
|
||||
return ((byte[])(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized resource of type System.Byte[].
|
||||
/// </summary>
|
||||
internal static byte[] Outfit_Regular {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("Outfit_Regular", resourceCulture);
|
||||
return ((byte[])(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized resource of type System.Byte[].
|
||||
/// </summary>
|
||||
internal static byte[] Outfit_SemiBold {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("Outfit_SemiBold", resourceCulture);
|
||||
return ((byte[])(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized resource of type System.Byte[].
|
||||
/// </summary>
|
||||
internal static byte[] Outfit_Thin {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("Outfit_Thin", resourceCulture);
|
||||
return ((byte[])(obj));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
148
BonusTicTacToe/BonusTicTacToe/Resources/Fonts.resx
Normal file
148
BonusTicTacToe/BonusTicTacToe/Resources/Fonts.resx
Normal file
@ -0,0 +1,148 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
|
||||
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" use="required" type="xsd:string" />
|
||||
<xsd:attribute name="type" type="xsd:string" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="assembly">
|
||||
<xsd:complexType>
|
||||
<xsd:attribute name="alias" type="xsd:string" />
|
||||
<xsd:attribute name="name" type="xsd:string" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="data">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="resheader">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:choice>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:schema>
|
||||
<resheader name="resmimetype">
|
||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
|
||||
<data name="Outfit_Black" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>Outfit-Black.ttf;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</data>
|
||||
<data name="Outfit_Bold" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>Outfit-Bold.ttf;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</data>
|
||||
<data name="Outfit_ExtraBold" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>Outfit-ExtraBold.ttf;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</data>
|
||||
<data name="Outfit_ExtraLight" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>Outfit-ExtraLight.ttf;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</data>
|
||||
<data name="Outfit_Light" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>Outfit-Light.ttf;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</data>
|
||||
<data name="Outfit_Medium" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>Outfit-Medium.ttf;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</data>
|
||||
<data name="Outfit_Regular" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>Outfit-Regular.ttf;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</data>
|
||||
<data name="Outfit_SemiBold" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>Outfit-SemiBold.ttf;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</data>
|
||||
<data name="Outfit_Thin" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>Outfit-Thin.ttf;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</data>
|
||||
</root>
|
||||
BIN
BonusTicTacToe/BonusTicTacToe/Resources/Outfit-Black.ttf
Normal file
BIN
BonusTicTacToe/BonusTicTacToe/Resources/Outfit-Black.ttf
Normal file
Binary file not shown.
BIN
BonusTicTacToe/BonusTicTacToe/Resources/Outfit-Bold.ttf
Normal file
BIN
BonusTicTacToe/BonusTicTacToe/Resources/Outfit-Bold.ttf
Normal file
Binary file not shown.
BIN
BonusTicTacToe/BonusTicTacToe/Resources/Outfit-ExtraBold.ttf
Normal file
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BonusTicTacToe/BonusTicTacToe/Resources/Outfit-ExtraBold.ttf
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BonusTicTacToe/BonusTicTacToe/Resources/Outfit-ExtraLight.ttf
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BonusTicTacToe/BonusTicTacToe/Resources/Outfit-ExtraLight.ttf
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BonusTicTacToe/BonusTicTacToe/Resources/Outfit-Light.ttf
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BonusTicTacToe/BonusTicTacToe/Resources/Outfit-Light.ttf
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BonusTicTacToe/BonusTicTacToe/Resources/Outfit-Medium.ttf
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BonusTicTacToe/BonusTicTacToe/Resources/Outfit-Medium.ttf
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BonusTicTacToe/BonusTicTacToe/Resources/Outfit-Regular.ttf
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BonusTicTacToe/BonusTicTacToe/Resources/Outfit-SemiBold.ttf
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BonusTicTacToe/BonusTicTacToe/Resources/Outfit-SemiBold.ttf
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BonusTicTacToe/BonusTicTacToe/Resources/Outfit-Thin.ttf
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BonusTicTacToe/BonusTicTacToe/Resources/Outfit-Thin.ttf
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8
BonusTicTacToe/BonusTicTacToe/WinObject.cs
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8
BonusTicTacToe/BonusTicTacToe/WinObject.cs
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@ -0,0 +1,8 @@
|
||||
namespace BonusTicTacToe;
|
||||
|
||||
public struct WinObject
|
||||
{
|
||||
public Direction direction;
|
||||
public byte player;
|
||||
public int minX, maxX, minY, maxY;
|
||||
}
|
||||
@ -17,3 +17,8 @@ I have about 1-2 weeks for each project. Check the Git commits for specific date
|
||||
- I made a few default strategies (draw until 17, simple card counting, simple probabilities).
|
||||
- No additional libraries were used.
|
||||
- It has two custom-rendered graphs on the console display. I haven't figured out how to use XTerm yet, so I'm generating individual characters.
|
||||
- BonusTicTacToe/
|
||||
- Plays tic-tac-toe. I made the game in Windows Forms.
|
||||
- The game allows for customization for the board size (rows/columns), number of players (up to 8), amount needed in a row to win, and amount of wins needed to finish the game.
|
||||
- Nice colors and sprites for each player. Scales seamlessly with a higher DPI.
|
||||
- The only component used is the menu component. The board and sprites are rendered myself with OnPaint.
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user