private void MakeGrid() //makes the grid for Ship Placement { //PlayArea.Children.Clear(); //clears the grid, just in case for (int x = 0; x < 10; x++) //looping 10 times x { for (int y = 0; y < 10; y++) //looping 10 times y { Cell cell = new Cell(); //Creating cell object for binding game.Player1.Field[x, y] = cell; //placing cell object in Player1's field Button Cell = new Button(); //creates button Cell.Tapped += SelectBoi; //adds on tap method SelectBoi Cell.DataContext = cell; // sets the cell as the datacontext of the button Cell.Height = 50; // i leik squares Cell.Width = 50; // i leik squares Cell.BorderBrush = new SolidColorBrush(Colors.Black); //give some definition Cell.BorderThickness = new Thickness(2); // more of dat definition Binding b = new Binding //set binding { Path = new PropertyPath("State"), //get that state-based binding for color Mode = BindingMode.OneWay, // don't want two way communication. Communtication bad Converter = con //use my converter binding boi }; Cell.SetBinding(Button.BackgroundProperty, b); //Bind the binding to the bound button of bindingness. bind PlayArea.Children.Add(Cell); //make sure the button is in the grid Grid.SetColumn(Cell, y); // gitcho place boiiiii place on y Grid.SetRow(Cell, x); //place on x } } }
private void CreateGrids() { for (int x = 0; x < 10; x++) { for (int y = 0; y < 10; y++) { //player Field Button Cell = new Button(); //creates button Cell.DataContext = game.Player1.Field[x, y]; // sets the cell as the datacontext of the button Cell.Height = 50; // i leik squares Cell.Width = 50; // i leik squares Cell.BorderBrush = new SolidColorBrush(Colors.Black); //give some definition Cell.BorderThickness = new Thickness(2); // more of dat definition Binding b = new Binding //set binding { Path = new PropertyPath("State"), //get that state-based binding for color Mode = BindingMode.OneWay, // don't want two way communication. Communtication bad Converter = con //use my converter binding boi }; Cell.SetBinding(Button.BackgroundProperty, b); //Bind the binding to the bound button of bindingness. bind Player1Area.Children.Add(Cell); //make sure the button is in the grid Grid.SetColumn(Cell, y); // gitcho place boiiiii place on y Grid.SetRow(Cell, x); //place on x //AI Field Button Cell2 = new Button(); //creates button Cell2.Tapped += AISelectBoi; //adds on tap method SelectBoi Cell2.DataContext = game.Player2.Field[x, y]; // sets the cell as the datacontext of the button Cell2.Height = 50; // i leik squares Cell2.Width = 50; // i leik squares Cell2.BorderBrush = new SolidColorBrush(Colors.Black); //give some definition Cell2.BorderThickness = new Thickness(2); // more of dat definition Binding b2 = new Binding //set binding { Path = new PropertyPath("State"), //get that state-based binding for color Mode = BindingMode.OneWay, // don't want two way communication. Communtication bad Converter = con //use my converter binding boi }; Cell2.SetBinding(Button.BackgroundProperty, b2); //Bind the binding to the bound button of bindingness. bind Player2Area.Children.Add(Cell2); //make sure the button is in the grid Grid.SetColumn(Cell2, y); // gitcho place boiiiii place on y Grid.SetRow(Cell2, x); //place on x } } } //TODO fix binding