private void VigenereCypherDecrypt() { VigenereCypher cypher = new VigenereCypher { Alphabet = alphabet }; string C = textBoxEncryptedText.Text; DoEvents(); TextBox textBox = gridKey.Children[1] as TextBox; string Key = Regex.Replace(textBox.Text.ToLower(), "[^" + alphabet.GetStringValue() + "]", ""); if (Key == string.Empty) { throw new Exception("Key cannot be empty!"); } textBoxDecryptedText.Text = cypher.Decrypt(C, Key); }
public Menu2State(Game1 game, GraphicsDevice graphicsDevice, ContentManager content) : base(game, graphicsDevice, content) { //se si vuole fare qui la load bisogna mettere _content.Load invece di Content.Load ConstVar.isMouseVisibleM = true; var corniceCharacterTexture = _content.Load <Texture2D>("CornicePersonaggio"); var buttonTexture = _content.Load <Texture2D>("Controls/Button"); var buttonFont = _content.Load <SpriteFont>("Fonts/Font"); if (ConstVar.listaTexture.Count == 0) { ConstVar.listaTexture.Add(_content.Load <Texture2D>("Man")); ConstVar.listaTexture.Add(_content.Load <Texture2D>("Man2")); ConstVar.listaTexture.Add(_content.Load <Texture2D>("Man3")); ConstVar.listaTexture.Add(_content.Load <Texture2D>("Woman")); ConstVar.listaTexture.Add(_content.Load <Texture2D>("Woman2")); ConstVar.listaTexture.Add(_content.Load <Texture2D>("Woman3")); } ConstVar.standingMan1 = new StandingRotateSpritebatch(ConstVar.walkingCols, ConstVar.walkingFrame, ConstVar.timerWalking);//passo texture e infine timer /*altri possibili personaggi ma con signature pre-modifiche * ConstVar.standingMan2 = new StandingRotateSpritebatch(ConstVar.characterText, new Rectangle((int)ConstVar.positionCharacter.X, (int)ConstVar.positionCharacter.Y, * (int)ConstVar.dimCharacter.X, (int)ConstVar.dimCharacter.Y), * ConstVar.walkingCols, ConstVar.walkingFrame, ConstVar.timerWalking);//passo texture e infine timer * ConstVar.standingMan3 = new StandingRotateSpritebatch(ConstVar.characterText, new Rectangle((int)ConstVar.positionCharacter.X, (int)ConstVar.positionCharacter.Y, * (int)ConstVar.dimCharacter.X, (int)ConstVar.dimCharacter.Y), * ConstVar.walkingCols, ConstVar.walkingFrame, ConstVar.timerWalking);//passo texture e infine timer * ConstVar.standingWoman1 = new StandingRotateSpritebatch(ConstVar.characterText, new Rectangle((int)ConstVar.positionCharacter.X, (int)ConstVar.positionCharacter.Y, * (int)ConstVar.dimCharacter.X, (int)ConstVar.dimCharacter.Y), * ConstVar.walkingCols, ConstVar.walkingFrame, ConstVar.timerWalking);//passo texture e infine timer * ConstVar.standingWoman2 = new StandingRotateSpritebatch(ConstVar.characterText, new Rectangle((int)ConstVar.positionCharacter.X, (int)ConstVar.positionCharacter.Y, * (int)ConstVar.dimCharacter.X, (int)ConstVar.dimCharacter.Y), * ConstVar.walkingCols, ConstVar.walkingFrame, ConstVar.timerWalking);//passo texture e infine timer * ConstVar.standingWoman3 = new StandingRotateSpritebatch(ConstVar.characterText, new Rectangle((int)ConstVar.positionCharacter.X, (int)ConstVar.positionCharacter.Y, * (int)ConstVar.dimCharacter.X, (int)ConstVar.dimCharacter.Y), * ConstVar.walkingCols, ConstVar.walkingFrame, ConstVar.timerWalking);//passo texture e infine timer */ var chooseCharacterButton = new Button(buttonTexture, buttonFont)//non è proprio un bottone è una scritta da migliorare { Position = new Vector2(ConstVar.displayDim.X / 2 - ConstVar.dimButtons.X / 2, 100), Text = "Choose your character", };//è un finto bottone in realtà _componentNotClickable = chooseCharacterButton; //ora 6 possibilità di scelta //1 var male1Button = new Button(corniceCharacterTexture, buttonFont) { Position = new Vector2(25, 350), //Text = "New Game", }; male1Button.Click += Male1Button_Click; //2 var male2Button = new Button(corniceCharacterTexture, buttonFont) { Position = new Vector2(230, 350), // Text = "New Game", }; male2Button.Click += Male2Button_Click; //3 var male3Button = new Button(corniceCharacterTexture, buttonFont) { Position = new Vector2(435, 350), // Text = "New Game", }; male3Button.Click += Male3Button_Click; //4 var female1Button = new Button(corniceCharacterTexture, buttonFont) { Position = new Vector2(640, 350), //Text = "New Game", }; female1Button.Click += Female1Button_Click; //5 var female2Button = new Button(corniceCharacterTexture, buttonFont) { Position = new Vector2(845, 350), // Text = "New Game", }; female2Button.Click += Female2Button_Click; //6 var female3Button = new Button(corniceCharacterTexture, buttonFont) { Position = new Vector2(1050, 350), // Text = "New Game", }; female3Button.Click += Female3Button_Click; _components = new List <Component>() { male1Button, male2Button, male3Button, female1Button, female2Button, female3Button, }; MainHouseState = new HouseMainCharacterState(_game, _graphicsDevice, _content); House2State = new HouseState(_game, _graphicsDevice, _content); CaesarCypherS = new CaesarCypherState(_game, _graphicsDevice, _content); Caesar = new Caesar_Cipher(_content); VigenereS = new VigenereState(_game, _graphicsDevice, _content); Vigenere = new VigenereCypher(_content); }