Beispiel #1
0
        /// <summary>
        /// Changes the color of a block on the GUI.
        /// </summary>
        /// <param name="s">The state of the block to change color based on</param>
        /// <param name="l">The block's location in the grid</param>
        public void SetBlockColor(SquareState s, Location l)
        {
            Color light = Color.Red;
            Color dark = Color.RosyBrown;
            Color block = Color.Gray;
            Color player = Color.Crimson;

            //Find the picturebox to be changed based on it's name.  i.e.: Location 1/20 would show up as "box0120"
            PictureBox pb = (PictureBox)gameboard.Controls.Find(
                "box" + (l.x < 10 ? l.x.ToString() : "0" + l.x) + (l.y < 10 ? l.y.ToString() : "0" + l.y), false)[0];
            switch (s)
            {
                case SquareState.Dark:
                    pb.BackColor = dark;
                    break;
                case SquareState.Light:
                    pb.BackColor = light;
                    break;
                case SquareState.Block:
                    pb.BackColor = block;
                    break;
                case SquareState.Player:
                    pb.BackColor = player;
                    break;
            }
        }
Beispiel #2
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        /// <summary>
        /// Checks if the player can make any valid moves from their location, if not, then the game is over.
        /// </summary>
        /// <param name="l">Location to check</param>
        private void CheckIfStuck(Location l)
        {
            //Look at all the possible moves a player could make, and see if any of them would be valid moves
            //If there is a valid move, then we return to break out of the function entirely.
            foreach (Location direction in Location.Directions)
            {
                if (LightBlockEngine.grid.LocationValid(l + direction) &&
                    LightBlockEngine.grid.GetSquare(l + direction).currentState == SquareState.Dark)
                    return;
            }

            //If we've gotten here, then there are no valid moves.  Let's see if the player won or lost.
            if (CheckCompletion())
                LightBlockEngine.EndGame(true);
            else
                LightBlockEngine.EndGame(false);
        }
Beispiel #3
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 public Square(int x, int y, int size)
 {
     this.currentState = SquareState.Dark;
     this.location = new Location(x, y);
 }
Beispiel #4
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 /// <summary>
 /// Attempts to move the player to a location given, making sure that location would be valid
 /// </summary>
 /// <param name="l">Location to move to</param>
 public void Move(Location l)
 {
     if (LightBlockEngine.grid.LocationValid(l) &&
         LightBlockEngine.grid.Board[l.x, l.y].currentState == SquareState.Dark)
     {
         //Since we're using a different color for the player block,
         //we need to change it back to the normal color after the player moves
         LightBlockEngine.grid.ChangeState(location, SquareState.Light);
         this.location = l;
         LightBlockEngine.grid.ChangeState(l, SquareState.Player);
         CheckIfStuck(l);
     }
 }
Beispiel #5
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 /// <summary>
 /// Places the player at a specific point on the grid passed in.
 /// </summary>
 /// <param name="l">The location to move the player to</param>
 public void PlacePlayer(Location l)
 {
     this.location = l;
     LightBlockEngine.grid.ChangeState(location, SquareState.Player);
 }
Beispiel #6
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        /// <summary>
        /// Creates a new game with the passed in elements
        /// </summary>
        /// <param name="x">Width of board</param>
        /// <param name="y">Height of board</param>
        /// <param name="size">Size in pixels of each block</param>
        public static void NewGame(int x, int y, int size)
        {
            //Make sure that the GUI has been set before getting here, or there'll be problems.
            if (gui == null)
            {
                Debug.WriteLine("ERROR! GUI not found!");
                return;
            }

            maxX = x;
            maxY = y;
            blockSize = size;
            grid = new Grid();
            player = new Player();
            origPlayerLoc = player.location;
        }
Beispiel #7
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 /// <summary>
 /// Creates a new player and places it randomly on the grid.
 /// </summary>
 public Player()
 {
     this.location = PlacePlayer();
     LightBlockEngine.grid.ChangeState(location, SquareState.Player);
 }
Beispiel #8
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        /// <summary>
        /// Finds a location on the grid where a block could exist without making the puzzle impossible to beat
        /// </summary>
        /// <param name="l">Location on grid for block to be placed</param>
        /// <returns>True if location is valid, false if invalid</returns>
        private bool FindValidBlockLocation(Location l)
        {
            //If the square state isn't dark, then it plain isn't valid.  Move on.
            if (GetSquare(l).currentState != SquareState.Dark)
                return false;

            //Set up a full cardinal set of directions.
            //In addition to up, down, left, right, we also add Up-right, up-left, down-right, down-left.
            List<Location> fullDirections = new List<Location>();
            fullDirections.AddRange(Location.Directions);
            fullDirections.AddRange(
                new Location[] { new Location(1, 1), new Location(1, -1), new Location(-1, 1), new Location(-1, -1) });

            //Goes through each direction and sees what's there.  If it's off the board or has a block there, then we add 1 to an int.
            //Once it does, it checks the "score" of that location, if it's over 3, then we don't allow a block to be placed there.
            //This keeps from situations where you have a block formation that you can enter but not exit, one of these are okay
            //but two would make for an impossible puzzle.
            int blocks = 0;
            foreach (Location direction in fullDirections)
            {
                if (!LocationValid(l + direction) ||
                    GetSquare(l + direction).currentState == SquareState.Block)
                    blocks++;
            }
            if (blocks >= 3)
                return false;

            //If we managed to get through all that without triggering a return, then the location must be valid.
            return true;
        }
Beispiel #9
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 /// <summary>
 /// Checks if a Location given is a valid location on the grid.
 /// </summary>
 /// <param name="l">Location given</param>
 /// <returns>True if valid, false if invalid</returns>
 public bool LocationValid(Location l)
 {
     return l.x >= 0 & l.y >= 0 & l.x < LightBlockEngine.maxX & l.y < LightBlockEngine.maxY;
 }
Beispiel #10
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 /// <summary>
 /// Gets a random square on the board
 /// </summary>
 /// <returns>Square object reference</returns>
 public Square GetSquare()
 {
     Random r = new Random();
     Location randomLoc = new Location(r.Next(0, LightBlockEngine.maxX), r.Next(0, LightBlockEngine.maxY));
     return GetSquare(randomLoc);
 }
Beispiel #11
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 /// <summary>
 /// Takes a location and returns a Square object at that location on the board.
 /// </summary>
 /// <param name="l">Location of Square</param>
 /// <returns>Square object reference</returns>
 public Square GetSquare(Location l)
 {
     return board[l.x, l.y];
 }
Beispiel #12
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 /// <summary>
 /// Changes the state of a block, including a call to update GUI.
 /// </summary>
 /// <param name="l">Location of block to be changed</param>
 /// <param name="s">State to change to</param>
 public void ChangeState(Location l, SquareState s)
 {
     board[l.x, l.y].currentState = s;
     LightBlockEngine.gui.UpdateBlockColor(board[l.x, l.y]);
 }