Example #1
0
 public void checkAdjacentTiles(Tile tile)
 {
     foreach (Tile t in tiles)
     {
         if (Vector2.Distance(new Vector2(tile.rect.X, tile.rect.Y), new Vector2(t.rect.X, t.rect.Y)) <= TileWidth * Math.Sqrt(2))
             checkTile(t);
     }
 }
Example #2
0
        public void checkTile(Tile tile)
        {
            if(tile.clicked)
                return;

            if (tile.flagged)
                --numFlags;

            tile.clicked = true;

            if(tile.tex == noneTexture)
                checkAdjacentTiles(tile);
        }
        private void CheckSurroundingTiles(Tile tile, bool checkMines)
        {
            var tilesToCheck = GetTilesToCheck(tile);
            foreach (var tileToCheck in tilesToCheck)
            {
                if (!tileToCheck.IsMine)
                    tileToCheck.Covered = false;

                if (tileToCheck.IsMine && tileToCheck.Status != "F" && checkMines)
                {
                    EndGame(false);
                    return;
                }

                if (!tileToCheck.IsMine && tileToCheck.MineCount == 0)
                    CheckSurroundingTiles(tileToCheck, checkMines);
            }
            CheckGameStatus();
        }
        private void UncoverTile(Tile tile)
        {
            if (_timer.IsEnabled == false)
                _timer.Start();

            if (tile.Status == "")
                tile.Covered = false;
            else
                return;

            if (minesPlaced == false)
                PlaceMines();

            if (tile.IsMine)
            {
                tile.SelectedMine = true;
                EndGame(false);
                return;
            }

            CheckSurroundingTiles(tile, false);            
        }
 private int FindMarkedTiles(Tile tile)
 {
     return GetTilesToCheck(tile).Count(tileToCheck => tileToCheck.Status == "F");
 }
        private void DoubleClick(Tile tile)
        {
            if (tile.MineCount == 0)
                return;

            var foundMarkedTiles = FindMarkedTiles(tile);
            if (foundMarkedTiles != tile.MineCount) return;

            CheckSurroundingTiles(tile, true);
        }
 private void MarkTile(Tile tile)
 {
     tile.Mark();
     MinesLeft = Mines - Tiles.Count(x => x.Status == "F");              
 }
 private int CalculateMineCount(Tile tile)
 {            
     return GetTilesToCheck(tile).Count(tileToCheck => tileToCheck.IsMine);
 }
Example #9
0
 private void AddMines(Tile[,] board)
 {
     Random random = new Random();
     for (int count = 0; count < 10; )
     {
         int row = random.Next(length);
         int col = random.Next(width);
         if (board[row, col] == null)
         {
             Mine mine = new Mine(row, col);
             mine.MouseRightButtonDown += Tile_RightClick;
             mine.Click += Tile_Click;
             board[row, col] = mine;
             count++;
         }
     }
 }
Example #10
0
        private int GetNumberOfMines(Tile[,] board, int row, int col)
        {
            int mineCount = 0;
            int rowStart = row - 1;
            int rowStop = row + 1;
            int colStart = col - 1;
            int colStop = col + 1;

            for (int rowIndex = rowStart; rowIndex <= rowStop; rowIndex++)
            {
                for (int colIndex = colStart; colIndex <= colStop; colIndex++)
                {
                    if (OutOfBounds(rowIndex, colIndex))
                    {
                        continue;
                    }
                    if (board[rowIndex, colIndex] is Mine)
                    {
                        mineCount++;
                    }
                }
            }
            return mineCount;
        }
Example #11
0
        private void ClickNeighborsInternal(Tile tile)
        {
            if (tile.IsViewed)
            {
                return;
            }
            if (tile.NumberOfMines > 0)
            {
                tile.LeftClick();
                return;
            }
            tile.LeftClick();
            int rowStart = tile.Row - 1;
            int rowStop = tile.Row + 1;
            int colStart = tile.Column - 1;
            int colStop = tile.Column + 1;

            for (int rowIndex = rowStart; rowIndex <= rowStop; rowIndex++)
            {
                for (int colIndex = colStart; colIndex <= colStop; colIndex++)
                {
                    if (OutOfBounds(rowIndex, colIndex))
                    {
                        continue;
                    }
                    if (!(board[rowIndex, colIndex] is Mine))
                    {
                        ClickNeighborsInternal(board[rowIndex, colIndex]);
                    }
                }
            }
        }
Example #12
0
        private void ClickNeighbors(Tile tile)
        {
            int rowStart = tile.Row - 1;
            int rowStop = tile.Row + 1;
            int colStart = tile.Column - 1;
            int colStop = tile.Column + 1;

            for (int rowIndex = rowStart; rowIndex <= rowStop; rowIndex++)
            {
                for (int colIndex = colStart; colIndex <= colStop; colIndex++)
                {
                    if (OutOfBounds(rowIndex, colIndex))
                    {
                        continue;
                    }
                    if (!(board[rowIndex, colIndex] is Mine) && board[rowIndex, colIndex].NumberOfMines == 0)
                    {
                        ClickNeighborsInternal(board[rowIndex, colIndex]);
                    }
                }
            }
        }
Example #13
0
 private void AddTiles(Tile[,] board)
 {
     for (int row = 0; row <= board.GetUpperBound(0); row++)
     {
         for (int col = 0; col <= board.GetUpperBound(1); col++)
         {
             if (board[row, col] == null)
             {
                 Tile tile = new Tile(GetNumberOfMines(board, row, col), row, col);
                 tile.MouseRightButtonDown += Tile_RightClick;
                 tile.Click += Tile_Click;
                 board[row, col] = tile;
             }
         }
     }
 }
        private IEnumerable<Tile> GetTilesToCheck(Tile tile)
        {
            var tilesToCheck = new List<Tile>();

            var leftTopTile = Tiles.FirstOrDefault(x => x.Row == tile.Row - 1 && x.Col == tile.Col - 1);
            var aboveTile = Tiles.FirstOrDefault(x => x.Row == tile.Row - 1 && x.Col == tile.Col);
            var rightTopTile = Tiles.FirstOrDefault(x => x.Row == tile.Row - 1 && x.Col == tile.Col + 1);
            var leftTile = Tiles.FirstOrDefault(x => x.Row == tile.Row && x.Col == tile.Col - 1);
            var rightTile = Tiles.FirstOrDefault(x => x.Row == tile.Row && x.Col == tile.Col + 1);
            var belowLeftTile = Tiles.FirstOrDefault(x => x.Row == tile.Row + 1 && x.Col == tile.Col - 1);
            var belowTile = Tiles.FirstOrDefault(x => x.Row == tile.Row + 1 && x.Col == tile.Col);
            var belowRightTile = Tiles.FirstOrDefault(x => x.Row == tile.Row + 1 && x.Col == tile.Col + 1);

            if (leftTopTile != null && leftTopTile.Covered) tilesToCheck.Add(leftTopTile);
            if (aboveTile != null && aboveTile.Covered) tilesToCheck.Add(aboveTile);
            if (rightTopTile !=null && rightTopTile.Covered) tilesToCheck.Add(rightTopTile);
            if (leftTile != null && leftTile.Covered) tilesToCheck.Add(leftTile);
            if (rightTile != null && rightTile.Covered) tilesToCheck.Add(rightTile);
            if (belowLeftTile != null && belowLeftTile.Covered) tilesToCheck.Add(belowLeftTile);
            if (belowTile != null && belowTile.Covered) tilesToCheck.Add(belowTile);
            if (belowRightTile != null && belowRightTile.Covered) tilesToCheck.Add(belowRightTile);

            return tilesToCheck;
        }
Example #15
0
        public void init()
        {
            tiles = new List<Tile>();
            List<Vector2> mines = new List<Vector2>();

            numFlags = 0;
            win = false;
            lose = false;

            for (int i = 0; i < NumMines; ++i)
            {
                Random rand = new Random();
                Vector2 pos = new Vector2(rand.Next() % GridWidth, rand.Next() % GridHeight);
                if (mines.Contains(pos))
                    --i;
                else
                    mines.Add(pos);
            }

            for (int x = 0; x < GridWidth; ++x)
            {
                for (int y = 0; y < GridHeight; ++y)
                {
                    Tile tile = new Tile();
                    int numMines = 0;
                    for (int a = x - 1; a <= x + 1; ++a)
                    {
                        for (int b = y - 1; b <= y + 1; ++b)
                        {
                            if (mines.Contains(new Vector2(a, b)))
                            {
                                ++numMines;
                            }
                        }
                    }
                    switch (numMines)
                    {
                        case 0:
                            tile.tex = noneTexture;
                            break;
                        case 1:
                            tile.tex = oneTexture;
                            break;
                        case 2:
                            tile.tex = twoTexture;
                            break;
                        case 3:
                            tile.tex = threeTexture;
                            break;
                        case 4:
                            tile.tex = fourTexture;
                            break;
                        case 5:
                            tile.tex = fiveTexture;
                            break;
                        case 6:
                            tile.tex = sixTexture;
                            break;
                        case 7:
                            tile.tex = sevenTexture;
                            break;
                        case 8:
                            tile.tex = eightTexture;
                            break;
                    }
                    tile.rect = new Rectangle(x * TileWidth, MenuHeight + y * TileWidth, TileWidth, TileWidth);
                    tile.mine = mines.Contains(new Vector2(x, y));
                    if (tile.mine)
                        tile.tex = mineTexture;
                    tiles.Add(tile);
                }
            }
        }
        private void InitialiseGameTiles()
        {          
            var tiles = new List<Tile>();
            var index = 0;

            for (var r = 0; r < Rows; r++)
            {
                for (var c = 0; c < Columns; c++)
                {                    
                    var tile = new Tile
                    {
                        Index = index,
                        Row = r,
                        Col = c
                    };
                    tiles.Add(tile);
                    index += 1;
                }                
            }
            Tiles = tiles;            
        }
Example #17
0
        static Tile[] GenerateTiles(int width, bool[] mines)
        {
            int count = mines.Length;
             int height = mines.Length / width;
             var tiles = new Tile[count];
             for (int i = 0; i < tiles.Length; i++)
            tiles[i] = new Tile { IsMine = mines[i] };

             for (int i = 0; i < tiles.Length; i++)
             {
            int x = i % width,
                y = i / width;

            if (y > 0 && mines[i - width])
               tiles[i].SurroundMines++;

            if (y < height - 1 && mines[i + width])
               tiles[i].SurroundMines++;

            if (x > 0 && mines[i - 1])
               tiles[i].SurroundMines++;

            if (x < width - 1 && mines[i + 1])
               tiles[i].SurroundMines++;

            if (y > 0 && x > 0 && mines[i - width - 1])
               tiles[i].SurroundMines++;

            if (y > 0 && x < width - 1 && mines[i - width + 1])
               tiles[i].SurroundMines++;

            if (y < height - 1 && x > 0 && mines[i + width - 1])
               tiles[i].SurroundMines++;

            if (y < height - 1 && x < width - 1 && mines[i + width + 1])
               tiles[i].SurroundMines++;
             }

             return tiles;
        }