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Form1.cs
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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.IO;
using GUIImageArray;
using MyDialogs;
namespace O_Natashao
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
// here we create the checker board object
GImageArray GCheckerBoard;
// this is the 2D array
int[,] checkerBoard = new int[8, 8];
// sets up players
// p1 | TRUE | white
// p2 | FALSE | black
bool currentPlayer;
int playerToken;
int opponentToken;
private void showGUI()
{
string path = Directory.GetCurrentDirectory() + "\\images\\";
GCheckerBoard = new GImageArray(this, checkerBoard, 50, 50, 100, 50, 0, path);
GCheckerBoard.Which_Element_Clicked += new GImageArray.ImageClickedEventHandler(Which_Element_Clicked);
}
private void Which_Element_Clicked(object sender, EventArgs e)
{
int row = GCheckerBoard.Get_Row(sender);
int col = GCheckerBoard.Get_Col(sender);
if (availableSpace(row, col) == true)
{
if (nextToOpponent(row, col) == true)
{
// this is a flank validator
// it checks the directional flanks
// if any of then are true the play can go ahead
bool flank = false;
bool flankN = checkNorth(row, col);
bool flankNE = checkNE(row, col);
bool flankE = checkEast(row, col);
bool flankSE = checkSE(row, col);
bool flankS = checkSouth(row, col);
bool flankSW = checkSW(row, col);
bool flankW = checkWest(row, col);
bool flankNW = checkNW(row, col);
if (flankN == true || flankNE == true || flankE == true || flankSE == true || flankS == true || flankSW == true || flankW == true || flankNW == true)
flank = true;
if (flank == true)
{
placeToken(row, col);
scoreCounter();
swapPlayer(currentPlayer);
GCheckerBoard.UpDateImages(checkerBoard);
flank = false;
}
else
{
MessageBox.Show("Nope - not there" + Environment.NewLine + "You must flank your opponent");
}
}
else
{
MessageBox.Show("Nope - not there" + Environment.NewLine + "This space is not next to your opponent");
}
}
else
{
MessageBox.Show("Nope - not there" + Environment.NewLine + "This space is not available");
}
}
private bool currentPlayerSettings(bool player)
{
if (player == true)
{
currentPlayer = true;
playerToken = 1;
opponentToken = 0;
p1ToPlayImage.Visible = true;
p2ToPlayImage.Visible = false;
}
else if (player == false)
{
currentPlayer = false;
playerToken = 0;
opponentToken = 1;
p1ToPlayImage.Visible = false;
p2ToPlayImage.Visible = true;
}
return currentPlayer;
}
private void swapPlayer(bool justPlayed)
{
if (justPlayed == true)
{
currentPlayerSettings(false);
}
else if (justPlayed == false)
{
currentPlayerSettings(true);
}
}
private void newGame()
{
// sets up the board for
currentPlayerSettings(true);
startingBoard();
scoreCounter();
GCheckerBoard.UpDateImages(checkerBoard);
// default values for player name input boxes
string defP1 = "Player One", defP2 = "Player Two";
// checks if the user has input player names
// if not it asks for names
if(p1NameBox.Text == "")
{
p1NameBox.Text = My_Dialogs.InputBox("Player One Name", "Enter the name of player one:", ref defP1);
}
if (p2NameBox.Text == "")
{
p2NameBox.Text = My_Dialogs.InputBox("Player Two Name", "Enter the name of player two:", ref defP2);
}
}
private void wantToSave()
{
// this funciton has a dialog box that asks the user if they want to save the game and if so calls the saveGame function
DialogResult dialogResult = MessageBox.Show("Do you want to save your current game?", "Want to save?", MessageBoxButtons.YesNo);
if (dialogResult == DialogResult.Yes)
{
saveGame();
}
else if (dialogResult == DialogResult.No)
{
MessageBox.Show("You game was not saved", "Game Not Saved");
}
}
private void saveGame()
{
saveFileDialog1.Filter = "txt files (*.txt)|*.txt";
saveFileDialog1.FilterIndex = 2;
saveFileDialog1.RestoreDirectory = true;
saveFileDialog1.FileName = "";
if (saveFileDialog1.ShowDialog() == DialogResult.OK)
{
StreamWriter gameOutputStream = File.CreateText(saveFileDialog1.FileName);
// this function writes the checkerboard to a textbox
currentBoard();
// first the file saves the player names
gameOutputStream.WriteLine(p1NameBox.Text);
gameOutputStream.WriteLine(p2NameBox.Text);
// then it saves whose go it is
// this is a boolean so it it converted to string
gameOutputStream.WriteLine(currentPlayer.ToString());
// then it saves the array from the textbox
gameOutputStream.Write(checkerBoardText.Text);
// then the file is closed
gameOutputStream.Close();
// lets the user know the game was saved
MessageBox.Show("You saved your game", "File saved");
}
else
{
MessageBox.Show("You did not save your game", "File not saved");
}
}
private void loadGame()
{
// variables for reading the file
string lineOfText;
string applicatonPath = Directory.GetCurrentDirectory() + "\\";
string[] loadRow = new string[8];
int rowIndex = 0;
// settings for the file dialog
openFileDialog1.Filter = "txt files (*.txt)|*.txt";
openFileDialog1.FilterIndex = 2;
openFileDialog1.RestoreDirectory = true;
openFileDialog1.FileName = "";
// if the user clicks ok on a file it loads the game
if (openFileDialog1.ShowDialog() == DialogResult.OK)
{
StreamReader gameInputStream = File.OpenText(openFileDialog1.FileName);
// when reading the file the player names are read first
p1NameBox.Text = gameInputStream.ReadLine();
p2NameBox.Text = gameInputStream.ReadLine();
// reads whose turn it is
// this variable is boolean to the string is converted
currentPlayer = Convert.ToBoolean(gameInputStream.ReadLine());
// finally the rest of the file reads to populate the checkerboard array
lineOfText = gameInputStream.ReadLine();
while (lineOfText != null)
{
// for loop populates the row list
loadRow = lineOfText.Split(',');
// loops through the list and adds values to the array
for (int col = 0; col <= 7; col++)
{
checkerBoard[rowIndex, col] = Convert.ToInt32(loadRow[col]);
}
// this moves the reader on to the next line of the array
lineOfText = gameInputStream.ReadLine();
// moves the row on to the next row for the next loop
rowIndex++;
}
// closes the game load
gameInputStream.Close();
if (GCheckerBoard == null)
{
showGUI();
}
else
{
GCheckerBoard.UpDateImages(checkerBoard);
}
// set up the interface
scoreCounter();
currentPlayerSettings(currentPlayer);
}
}
// this creates an infinate board to test
private int[,] infinateBoard()
{
for (int row = 0; row <= 7; row++)
{
for (int col = 0; col <= 7; col++)
{
if ((col == 0) && (row == 0))
checkerBoard[row, col] = 0;
else
if (col > 0)
if (checkerBoard[row, col - 1] == 1)
checkerBoard[row, col] = 0;
else
checkerBoard[row, col] = 1;
if (row > 0)
if (checkerBoard[row - 1, col] == 1)
checkerBoard[row, col] = 0;
else
checkerBoard[row, col] = 1;
}
}
return checkerBoard;
}
private int[,] startingBoard()
{
for (int row = 0; row <= 7; row++)
{
for (int col = 0; col <= 7; col++)
{
if (((row == 3) && (col == 3)) || ((row == 4) && (col == 4)))
{
// sets player one starting tokens
// WHITE tokens
checkerBoard[row, col] = 1;
}
else if (((row == 3) && (col == 4)) || ((row == 4) && (col == 3)))
{
// sets player two staring tokens
// BLACK tokens
checkerBoard[row, col] = 0;
}
else
{
// sets all other game spaces to blank
checkerBoard[row, col] = 10;
}
}
}
return checkerBoard;
}
// this function turns the array into lines of text to save
private void currentBoard()
{
for (int row = 0; row <= 7; row++)
{
for (int col = 0; col <= 7; col++)
{
if (checkerBoard[row, col] == 1)
{
if (col == 7)
checkerBoardText.AppendText("1," + Environment.NewLine);
else
checkerBoardText.AppendText("1,");
}
else if (checkerBoard[row, col] == 0)
{
if (col == 7)
checkerBoardText.AppendText("0," + Environment.NewLine);
else
checkerBoardText.AppendText("0,");
}
else if (checkerBoard[row, col] == 10)
{
if (col == 7)
checkerBoardText.AppendText("10," + Environment.NewLine);
else
checkerBoardText.AppendText("10,");
}
else
{
if (col == 7)
checkerBoardText.AppendText("?" + Environment.NewLine);
else
checkerBoardText.AppendText("?");
}
}
}
}
private void scoreCounter()
{
// sets the values to zero before counting
int p1Tokens = 0, p2Tokens = 0, emptySquares = 0;
for (int row = 0; row <= 7; row++)
{
for (int col = 0; col <= 7; col++)
{
if (checkerBoard[row, col] == 1)
{
p1Tokens++;
}
else if (checkerBoard[row, col] == 0)
{
p2Tokens++;
}
else
{
emptySquares++;
}
}
}
p1CountersLabel.Text = p1Tokens.ToString();
p2CountersLabel.Text = p2Tokens.ToString();
}
// checks the selected space is marked with a '10'
// which indicates the space is empty / available
private bool availableSpace(int row, int col)
{
if (checkerBoard[row, col] == 10)
{
return true;
}
else
{
return false;
}
}
// Uses the below directional checks to see if the selected space
// is next to an opponent's token
private bool nextToOpponent(int row, int col)
{
if ((oppN(row, col) == true) || (oppNE(row, col) == true) || (oppE(row, col) == true) || (oppSE(row, col) == true) || (oppS(row, col) == true) || (oppSW(row, col) == true) || (oppW(row, col) == true) || (oppNW(row, col) == true))
{
return true;
}
else
{
return false;
}
}
// Below are directional checks to see if the selected space
// is next to an opponenets token
// they all catch the exception thrown by board edge
private bool oppN(int row, int col)
{
// this func checks if the tile above is the opponent
try
{
if (checkerBoard[row - 1, col] == opponentToken)
return true;
else
return false;
}
catch (IndexOutOfRangeException)
{
//if the above is out of the board it returns false
return false;
}
}
private bool oppNE(int row, int col)
{
// this func checks if the tile above/right is the opponent
try
{
if (checkerBoard[row - 1, col + 1] == opponentToken)
return true;
else
return false;
}
catch (IndexOutOfRangeException)
{
//if the above/right is out of the board it returns false
return false;
}
}
private bool oppE(int row, int col)
{
// this func checks if the tile to the right is the opponent
try
{
if (checkerBoard[row, col + 1] == opponentToken)
return true;
else
return false;
}
catch (IndexOutOfRangeException)
{
//if the right is out of the board it returns false
return false;
}
}
private bool oppSE(int row, int col)
{
// this func checks if the tile to the below/right is the opponent
try
{
if (checkerBoard[row + 1, col + 1] == opponentToken)
return true;
else
return false;
}
catch (IndexOutOfRangeException)
{
//if the below/right is out of the board it returns false
return false;
}
}
private bool oppS(int row, int col)
{
// this func checks if the tile below is the opponent
try
{
if (checkerBoard[row + 1, col] == opponentToken)
return true;
else
return false;
}
catch (IndexOutOfRangeException)
{
//if the below is out of the board it returns false
return false;
}
}
private bool oppSW(int row, int col)
{
// this func checks if the tile below/left is the opponent
try
{
if (checkerBoard[row + 1, col - 1] == opponentToken)
return true;
else
return false;
}
catch (IndexOutOfRangeException)
{
//if the below/left is out of the board it returns false
return false;
}
}
private bool oppW(int row, int col)
{
// this func checks if the tile to the left is the opponent
try
{
if (checkerBoard[row, col - 1] == opponentToken)
return true;
else
return false;
}
catch (IndexOutOfRangeException)
{
//if the left is out of the board it returns false
return false;
}
}
private bool oppNW(int row, int col)
{
// this func checks if the tile to the above/left is the opponent
try
{
if (checkerBoard[row - 1, col - 1] == opponentToken)
return true;
else
return false;
}
catch (IndexOutOfRangeException)
{
//if the above/left is out of the board it returns false
return false;
}
}
// here are directional checks for flanking
// each function contains the logic to flip flanked tokens
private bool checkNorth(int row, int col)
{
bool flankNorth;
int newRow = row - 1;
// lists for the tokens to flip
List<int> listRow = new List<int>();
List<int> listCol = new List<int>();
// this loop checks to see if the next tile is within bounds
// and not the players token
// then it make makes a list of the opponents tiles it passes
// the else catches any non-flank and clears the lists
while (newRow > -1)
{
// if the new tile is empty stop the loop and clear the lists
if (checkerBoard[newRow, col] == 10)
{
listRow.Clear();
listCol.Clear();
break;
}
// options for if it is the players token
else if (checkerBoard[newRow, col] == playerToken)
{
// if there is nothing in the list it is not a flank
if (listRow.Count == 0)
{
listRow.Clear();
listCol.Clear();
break;
}
// if there is items in the list it is a flank
// break the loop so the tiles can be flipped
else
{
break;
}
}
// options for if it is the opponenets token
if (checkerBoard[newRow, col] == opponentToken)
{
// if it is on the edge of the board it not a flank
if (newRow == 0)
{
listRow.Clear();
listCol.Clear();
break;
}
// if it is not on the edge add to list and keep looping
else
{
listRow.Add(newRow);
listCol.Add(col);
newRow--;
}
}
}
// flip tiles if the list is not empty
if (listRow.Count > 0)
{
for (int i = 0; i < listRow.Count; i++)
{
placeToken(listRow[i], listCol[i]);
}
placeToken(row, col);
flankNorth = true;
}
else
flankNorth = false;
return flankNorth;
}
private bool checkNE(int row, int col)
{
bool flankNE;
int newRow = row - 1;
int newCol = col + 1;
// lists for the tokens to flip
List<int> listRow = new List<int>();
List<int> listCol = new List<int>();
// this loop checks to see if the next tile is within bounds
// and not the players token
// then it make makes a list of the opponents tiles it passes
// the else catches any non-flank and clears the lists
while ((newRow > -1) && (newCol < 8))
{
// if the new tile is empty stop the loop and clear the lists
if (checkerBoard[newRow, newCol] == 10)
{
listRow.Clear();
listCol.Clear();
break;
}
// options for if it is the players token
else if (checkerBoard[newRow, newCol] == playerToken)
{
// if there is nothing in the list it is not a flank
if (listRow.Count == 0)
{
listRow.Clear();
listCol.Clear();
break;
}
// if there is items in the list it is a flank
// break the loop so the tiles can be flipped
else
{
break;
}
}
// options for if it is the opponenets token
if (checkerBoard[newRow, newCol] == opponentToken)
{
// if it is on the edge of the board it not a flank
if ((newRow == 0) || (newCol == 7))
{
listRow.Clear();
listCol.Clear();
break;
}
// if it is not on the edge add to list and keep looping
else
{
listRow.Add(newRow);
listCol.Add(newCol);
newRow--;
newCol++;
}
}
}
// flip tiles if the list is not empty
if (listRow.Count > 0)
{
for (int i = 0; i < listRow.Count; i++)
{
placeToken(listRow[i], listCol[i]);
}
placeToken(row, col);
flankNE = true;
}
else
flankNE = false;
return flankNE;
}
private bool checkEast(int row, int col)
{
bool flankEast;
int newCol = col + 1;
// lists for the tokens to flip
List<int> listRow = new List<int>();
List<int> listCol = new List<int>();
// this loop checks to see if the next tile is within bounds
// and not the players token
// then it make makes a list of the opponents tiles it passes
// the else catches any non-flank and clears the lists
while (newCol < 8)
{
// if the new tile is empty stop the loop and clear the lists
if (checkerBoard[row, newCol] == 10)
{
listRow.Clear();
listCol.Clear();
break;
}
// options for if it is the players token
else if (checkerBoard[row, newCol] == playerToken)
{
// if there is nothing in the list it is not a flank
if (listRow.Count == 0)
{
listRow.Clear();
listCol.Clear();
break;
}
// if there is items in the list it is a flank
// break the loop so the tiles can be flipped
else
{
break;
}
}
// options for if it is the opponenets token
if (checkerBoard[row, newCol] == opponentToken)
{
// if it is on the edge of the board it not a flank
if (newCol == 7)
{
listRow.Clear();
listCol.Clear();
break;
}
// if it is not on the edge add to list and keep looping
else
{
listRow.Add(row);
listCol.Add(newCol);
newCol++;
}
}
}
// if the list is not empty flip the tiles
if (listRow.Count > 0)
{
for (int i = 0; i < listRow.Count; i++)
{
placeToken(listRow[i], listCol[i]);
}
placeToken(row, col);
flankEast = true;
}
else
flankEast = false;
return flankEast;
}
private bool checkSE(int row, int col)
{
bool flankSE;
int newRow = row + 1;
int newCol = col + 1;
// lists for the tokens to flip
List<int> listRow = new List<int>();
List<int> listCol = new List<int>();
// this loop checks to see if the next tile is within bounds
// and not the players token
// then it make makes a list of the opponents tiles it passes
// the else catches any non-flank and clears the lists
while ((newRow < 8) && (newCol < 8))
{
// if the new tile is empty stop the loop and clear the lists
if (checkerBoard[newRow, newCol] == 10)
{
listRow.Clear();
listCol.Clear();
break;
}
// options for if it is the players token
else if (checkerBoard[newRow, newCol] == playerToken)
{
// if there is nothing in the list it is not a flank
if (listRow.Count == 0)
{
listRow.Clear();
listCol.Clear();
break;
}
// if there is items in the list it is a flank
// break the loop so the tiles can be flipped
else
{
break;
}
}
// options for if it is the opponenets token
if (checkerBoard[newRow, newCol] == opponentToken)
{
// if it is on the edge of the board it not a flank
if ((newRow == 7) || (newCol == 7))
{
listRow.Clear();
listCol.Clear();
break;
}
// if it is not on the edge add to list and keep looping
else
{
listRow.Add(newRow);
listCol.Add(newCol);
newRow++;
newCol++;
}
}
}
if (listRow.Count > 0)
{
for (int i = 0; i < listRow.Count; i++)
{
placeToken(listRow[i], listCol[i]);
}
placeToken(row, col);
flankSE = true;
}
else
flankSE = false;
return flankSE;
}
private bool checkSouth(int row, int col)
{
bool flankSouth;
int newRow = row + 1;
// lists for the tokens to flip
List<int> listRow = new List<int>();
List<int> listCol = new List<int>();
// this loop checks to see if the next tile is within bounds
// and not the players token
// then it make makes a list of the opponents tiles it passes
// the else catches any non-flank and clears the lists
while (newRow < 8)
{
// if the new tile is empty stop the loop and clear the lists
if (checkerBoard[newRow, col] == 10)
{
listRow.Clear();
listCol.Clear();
break;
}
// options for if it is the players token
else if (checkerBoard[newRow, col] == playerToken)
{
// if there is nothing in the list it is not a flank
if (listRow.Count == 0)
{
listRow.Clear();
listCol.Clear();
break;
}
// if there is items in the list it is a flank
// break the loop so the tiles can be flipped
else
{
break;
}
}
// options for if it is the opponenets token
if (checkerBoard[newRow, col] == opponentToken)
{
// if it is on the edge of the board it not a flank
if (newRow == 7)
{
listRow.Clear();
listCol.Clear();
break;
}
// if it is not on the edge add to list and keep looping
else
{
listRow.Add(newRow);
listCol.Add(col);
newRow++;
}
}
}
if (listRow.Count > 0)
{
for (int i = 0; i < listRow.Count; i++)
{
placeToken(listRow[i], listCol[i]);
}
placeToken(row, col);
flankSouth = true;
}
else
flankSouth = false;
return flankSouth;
}
private bool checkSW(int row, int col)
{
bool flankSW;
int newRow = row + 1;
int newCol = col - 1;
// lists for the tokens to flip
List<int> listRow = new List<int>();
List<int> listCol = new List<int>();
// this loop checks to see if the next tile is within bounds
// and not the players token
// then it make makes a list of the opponents tiles it passes
// the else catches any non-flank and clears the lists
while ((newRow < 8) && (newCol > -1))
{