236 lines
7.1 KiB
C#
236 lines
7.1 KiB
C#
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using System;
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using Xamarin.Forms;
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namespace BugSweeper
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{
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class Board : AbsoluteLayout
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{
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// Alternative sizes make the tiles a tad small.
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const int COLS = 9; // 16
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const int ROWS = 9; // 16
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const int BUGS = 10; // 40
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Tile[,] tiles = new Tile[ROWS, COLS];
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int flaggedTileCount;
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bool isGameInProgress; // on first tap
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bool isGameInitialized; // on first double-tap
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bool isGameEnded;
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// Events to notify page.
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public event EventHandler GameStarted;
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public event EventHandler<bool> GameEnded;
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public Board()
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{
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for (int row = 0; row < ROWS; row++)
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for (int col = 0; col < COLS; col++)
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{
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Tile tile = new Tile(row, col);
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tile.TileStatusChanged += OnTileStatusChanged;
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this.Children.Add(tile);
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tiles[row, col] = tile;
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}
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SizeChanged += (sender, args) =>
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{
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double tileWidth = this.Width / COLS;
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double tileHeight = this.Height / ROWS;
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foreach (Tile tile in tiles)
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{
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Rectangle bounds = new Rectangle(tile.Col * tileWidth,
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tile.Row * tileHeight,
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tileWidth, tileHeight);
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AbsoluteLayout.SetLayoutBounds(tile, bounds);
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}
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};
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NewGameInitialize();
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}
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public void NewGameInitialize()
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{
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// Clear all the tiles.
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foreach (Tile tile in tiles)
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tile.Initialize();
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isGameInProgress = false;
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isGameInitialized = false;
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isGameEnded = false;
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this.FlaggedTileCount = 0;
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}
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public int FlaggedTileCount
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{
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set
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{
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if (flaggedTileCount != value)
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{
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flaggedTileCount = value;
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OnPropertyChanged();
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}
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}
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get
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{
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return flaggedTileCount;
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}
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}
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public int BugCount
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{
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get
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{
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return BUGS;
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}
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}
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// Not called until the first tile is double-tapped.
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void DefineNewBoard(int tappedRow, int tappedCol)
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{
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// Begin the assignment of bugs.
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Random random = new Random();
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int bugCount = 0;
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while (bugCount < BUGS)
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{
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// Get random row and column.
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int row = random.Next(ROWS);
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int col = random.Next(COLS);
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// Skip it if it's already a bug.
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if (tiles[row, col].IsBug)
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{
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continue;
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}
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// Avoid the tappedRow & Col & surrounding ones.
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if (row >= tappedRow - 1 &&
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row <= tappedRow + 1 &&
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col >= tappedCol - 1 &&
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col <= tappedCol + 1)
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{
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continue;
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}
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// It's a bug!
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tiles[row, col].IsBug = true;
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// Calculate the surrounding bug count.
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CycleThroughNeighbors(row, col,
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(neighborRow, neighborCol) =>
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{
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++tiles[neighborRow, neighborCol].SurroundingBugCount;
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});
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bugCount++;
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}
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}
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void CycleThroughNeighbors(int row, int col, Action<int, int> callback)
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{
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int minRow = Math.Max(0, row - 1);
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int maxRow = Math.Min(ROWS - 1, row + 1);
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int minCol = Math.Max(0, col - 1);
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int maxCol = Math.Min(COLS - 1, col + 1);
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for (int neighborRow = minRow; neighborRow <= maxRow; neighborRow++)
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for (int neighborCol = minCol; neighborCol <= maxCol; neighborCol++)
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{
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if (neighborRow != row || neighborCol != col)
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callback(neighborRow, neighborCol);
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}
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}
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void OnTileStatusChanged(object sender, TileStatus tileStatus)
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{
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if (isGameEnded)
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return;
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// With a first tile tapped, the game is now in progress.
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if (!isGameInProgress)
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{
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isGameInProgress = true;
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// Fire the GameStarted event.
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if (GameStarted != null)
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{
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GameStarted(this, EventArgs.Empty);
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}
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}
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// Update the "flagged" bug count before checking for a loss.
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int flaggedCount = 0;
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foreach (Tile tile in tiles)
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if (tile.Status == TileStatus.Flagged)
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flaggedCount++;
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this.FlaggedTileCount = flaggedCount;
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// Get the tile whose status has changed.
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Tile changedTile = (Tile)sender;
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// If it's exposed, some actions are required.
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if (tileStatus == TileStatus.Exposed)
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{
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if (!isGameInitialized)
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{
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DefineNewBoard(changedTile.Row, changedTile.Col);
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isGameInitialized = true;
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}
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if (changedTile.IsBug)
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{
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isGameInProgress = false;
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isGameEnded = true;
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// Fire the GameEnded event!
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if (GameEnded != null)
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{
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GameEnded(this, false);
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}
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return;
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}
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// Auto expose for zero surrounding bugs.
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if (changedTile.SurroundingBugCount == 0)
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{
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CycleThroughNeighbors(changedTile.Row, changedTile.Col,
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(neighborRow, neighborCol) =>
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{
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// Expose all the neighbors.
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tiles[neighborRow, neighborCol].Status = TileStatus.Exposed;
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});
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}
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}
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// Check for a win.
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bool hasWon = true;
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foreach (Tile til in tiles)
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{
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if (til.IsBug && til.Status != TileStatus.Flagged)
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hasWon = false;
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if (!til.IsBug && til.Status != TileStatus.Exposed)
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hasWon = false;
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}
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// If there's a win, celebrate!
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if (hasWon)
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{
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isGameInProgress = false;
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isGameEnded = true;
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// Fire the GameEnded event!
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if (GameEnded != null)
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{
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GameEnded(this, true);
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}
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return;
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}
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}
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}
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}
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