That is simple enough:. Now I can expose a Score property that simply calls the strategy for scoring the row and passes the cells for the row:.
There we go In fact, we have enough to construct the row object. I take in the strategy for scoring along with the actual cells in the constructor, then expose some properties to determine if the row was won or drawn and what the score is:. Having built out the row, I now realize that we should probably go ahead and score an individual cell.
A "pure" way to do this would obviously be to have a cell scoring strategy, but for now I'm happy to just call a cell's score the sum of all of the scores for the rows it belongs to. To do this, we'll create a circular reference because Rows hold Cells and Cells know what Rows they belong to, but this is simply a two-way object graph and will be safe if we don't try to recursively traverse from one type of entity to another.
We already said our cell would have a state and a reference to the position in the matrix. Now we'll add a list of the rows the cell belongs to. We protect against recursion by going from a row to a cell to a row and so forth by making the row collection private and exposing a method that only allows you to add a row to the collection.
Finally, we have the concept of a score the sum of scores for all of the rows the cell belongs to and whether or not the cell is part of a winning row by checking to see if any row the cell belongs to is "won. Now we can put together the actual Matrix class, which will hold the cells and also be responsible for the strategy of making moves.
This allows us to completely encapsulate the logic of "thinking" and maintaining the board's state in a separate class that is decoupled from how we build the game interface see my article SOLID and Dry Part 1 and Part 2 for more on this. Similar to the rows, we also need a strategy for making a move. Again, we can delay this by using a delegate and worry about the actual algorithm later.
We want to pass the matrix itself along with the rows in the matrix and get back the cell that the computer wants to make its next move in. This looks like:. Now we can stub out a quick and dirty strategy to use for now before tackling the more complex algorithms, and just pick a random cell that's empty:. The check bounds method simply ensures we are getting what we expect, and throws an appropriate exception otherwise:.
The first piece to focus on is the tic-tac-toe board itself. We can make a simply grid of buttons to click to make it easy for the user, and simply disable them when they have content. The grid should size each button the same and resize based on the user's display settings. The XAML for this is straightforward — note that I named the buttons based on the row and column they are in for easy reference later:. Any element can contain its own resources, you simply do element. We are including a simple Style for the buttons.
The style is called BigButton and targets elements of type Button. We simply set the size to 50 pixels and the weight to bold. In the buttons themselves, you'll see the attribute:. The brace notation is the XAML way of embedding special instructions.
It's as easy as that! Resources can be scoped from the element level on up to the master control. The grid is one of the more common layout elements.
You have the ability to define the rows and columns, then define children that are positioned relative to each row and column. In this case, we simply declare three "almost" equally sized rows and columns.
A fractional width or height will scale as a percentage of the parent's dimensions. Each button has a padding within the grid cell the margin, note that if you put a single value it will automatically apply to all dimensions, here I have them explicitly listed for you.
You'll notice a reference to the " GameOverSplash ". This is another control we've defined. You can see we declare how to find the control at the top:. Now the runtime knows where to find TicTacToe. You'll note we have it span the entire grid and that it starts out invisible. This is our "modal dialog" style.
It will cover the entire grid and shade it so the user knows the board is disabled. In the middle of the grid, we have a border with rounded edges. This will overlay the model background and display our message. The message is in a text block. Notice this:. We will bind our text to the control itself, and then whatever we set the control's data context to will be passed down to the text box. You'll notice there is a Storyboard resource declared at the top of the control.
A storyboard is simply a collection of animations or transitions that can be applied. In our case, we use a DoubleAnimation this doesn't mean "two," but rather that the animation will be used to manipulate a value of type double. In this case, we are taking the opacity of the control from 0 invisible to 0. The duration is set to 5 seconds for a slow fade. When we end the game, we make the control visible. For example, if the game is a draw, we bind the text " Draw " to the control, set the pop-up background to yellow and then start the story board for it to fade in.
The sequence looks like this:. Finally, we can layout the main application. I set up a grid that has a fixed height for the top. This is where I'll put my controls for determining how easy the game is, to start a new game, and to click through to my website. The width of the buttons is fixed to pixels and the font size is 20 :.
To show which level of difficulty is selected, I'll simply make all of the buttons look "faint" by keeping their opacity low:. This allows your application to have incredible performance as its all native code, efficient. Kevin Gosse Kevin Gosse Sign up or log in Sign up using Google.
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The third section updates both the Left and Top properties of our Image object using the imgSprite variable we created earlier. Again, they are read-only properties so we use SetValue. The final part of the function tells our Storyboard, which will currently be sitting on the last frame, to start again. Without it — we have no loop. With that done, all we need to do now is create an event handler to point to our loop function every time the Storyboard gets to the last frame.
This is actually very simple as we just need to add the following highlighted line of code to our Storyboard attachment function. Give yourself a vigorous pat on the back! The good news is, we can find out via a handy JavaScript property in our embedded object, called enableFrameRateCounter.
The bad news is that it only works in Internet Explorer, which automatically makes me dislike it. The second bit of bad news is it means yet another file to edit in order to make our application work properly.
It may not be the fastest or most accurate method, but at least we get a good idea of the current frame rate; plus this way we can stay completely within Silverlight, which makes our application development easier to manage. Firstly, we need a TextBlock to display the frame rate. Then we will need an integer called FrameRate to increment on each frame, and another called LastTime to keep track of the number of milliseconds:.
Award yourself a pat on the back if you saw the Canvas. Add method and immediately, and correctly, inferred that TextBlocks are part of the VisualCollection. Now we need to create the function that updates our FrameRate Integer.
For this we will use Date. Every time this function is called, one frame has elapsed; so we need to increment our FrameRate Integer. Also, on each frame we update the LastTime integer with the value of Date. If Date. Millisecond is less than the value of LastTime , then roughly one second has elapsed and the value of FrameRate is the number of frames that have been displayed during that period. When you run the application now, you should have a shiny new TextBlock in the top-left corner of the Canvas telling you how fast your application is running.
This puts you in good stead for being able to control and keep track of the download progress for all assets within your Silverlight applications. For anyone who is inclined towards making games in Silverlight, the only thing you need to focus on now is translating user input to influence the property changes your application makes. Fortnightly newsletters help sharpen your skills and keep you ahead, with articles, ebooks and opinion to keep you informed.
He is now running DeepSpaceObjects consultancy, specialising in Flash Development and has contributed to a number of celebrity and business websites. View all articles by John Bower. Home Development. Creating a High-speed Loop High-speed loops are vital for any application that needs to be constantly updated as quickly as possible.
You will receive death threats from your database administrator. Partial Public Class Page. Inherits Canvas. Dim cParent As Canvas. End Sub. End Class. Dim imgSprite As New Image. Private Sub attachImage.
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