示例#1
0
        public Spreadsheet(int Rows, int Columns)
        {
            SpreadS      = new SCell[Rows, Columns];
            nRows        = Rows;
            nColumns     = Columns;
            xs           = new XmlSerializer(typeof(List <CellProps>));
            ChangedCells = new List <int[]>();

            //initialize and populate cells
            for (int i = 0; i < Rows; i++)
            {
                for (int j = 0; j < Columns; j++)
                {
                    SpreadS[i, j] = new SCell(i, j)
                    {
                        Text = i.ToString() + " " + j.ToString()
                    };

                    //if PropertyChanged event is fired for this cell, call OnCellPropertyChanged is called
                    //"Subscribing" to this cell's PropertyChanged and AlertValChange events
                    SpreadS[i, j].PropertyChanged += this.OnCellPropertyChanged;
                    SpreadS[i, j].AlertValChange  += this.OnCellPropertyChanged;
                }
            }
        }
示例#2
0
            //Defines response behavior of listening cells to when a referenced cell's value changes.
            //Checks to see if referenced cell is valid.
            public void OnAlertCellValueChange(object sender, PropertyChangedEventArgs e)
            {
                SCell target = (SCell)sender;

                //If it is, then test to see if the value is a double. If so, then update the eqn variables
                if (Double.TryParse(target.Value, out double num))
                {
                    Eqn.SetVar(((char)(target.ColumnIndex + 65)).ToString() + (target.RowIndex + 1).ToString(), num);
                    this.Value = Eqn.Evald().ToString();
                }
                else                 //otherwise, it is invalid
                {
                    this.Value = "#REFF!";
                }
            }
示例#3
0
        //********************************************************************************************
        //Method: public static void NewGame()
        //Purpose: Creates a new game when the New Game button is clicked
        //Parameters: N/A
        //Returns: nothing
        //*********************************************************************************************
        public static void NewGame()
        {
            //Clears the gamefield
            GameField.Clear();

            int count = 0;      //Sets a counting variable to track mine creation
            Random random = new Random();       //Creates a random number object
            int x = 0;          //Initializes a varaible to track the X value
            int y = 0;          //Initializes a variable to track the Y value

            //Loop to create the array of game cells
            for (int count1 = 0; count1 < 10; count1++)
            {
                for (int count2 = 0; count2 < 10; count2++)
                {
                    //Creates a new Game Cell for each location in the array
                    CellArray[count1, count2] = new SCell(EState.Invisible, "");
                }
            }

            //Loops while fewer than 10 mines have been created
            do
            {
                //Loops while the cell contains a mine
                do
                {
                    x = random.Next(0,10);      //Generates a random number for the X location
                    y = random.Next(0,10);      //Generates a random number for the Y location
                }
                while(CellArray[x,y]._State == "Mine");
                //Sets cell to a mine if it does not contain one
                CellArray[x,y]._State = "Mine";
                //adds one to mine total
                count++;
            }
            while (count < 10);

            //Loop to check all cells in array for mines, and place numbers in
            //surrounding cells for number of mines touching them
            for (int Row = 0; Row < 10; Row++)
            {
                for(int Column = 0; Column < 10; Column++)
                {
                    //tracks number of mines surrounding each cell
                    int MineCount = 0;
                    if (CellArray[Row, Column]._State == "Mine")
                    {
                    }
                    //error checking for top left corner
                    else if (Row == 0 && Column == 0)
                    {
                        if(CellArray[Row+1,Column]._State == "Mine")
                            MineCount++;
                        if(CellArray[Row+1,Column+1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row, Column + 1]._State == "Mine")
                            MineCount++;
                        CellArray[Row, Column]._State = MineCount.ToString();
                    }
                    //error checking for bottom left corner
                    else if (Row == 0 && Column == 9)
                    {
                        if (CellArray[Row + 1, Column-1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row + 1, Column]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row, Column - 1]._State == "Mine")
                            MineCount++;
                        CellArray[Row, Column]._State = MineCount.ToString();
                    }
                        //error checking for top right corner
                    else if (Row == 9 && Column == 0)
                    {
                        if (CellArray[Row - 1, Column]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row - 1, Column + 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row, Column + 1]._State == "Mine")
                            MineCount++;
                        CellArray[Row, Column]._State = MineCount.ToString();
                    }
                    //Error checking for bottom right corner
                    else if (Row == 9 && Column == 9)
                    {
                        if (CellArray[Row - 1, Column]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row - 1, Column - 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row, Column - 1]._State == "Mine")
                            MineCount++;
                        CellArray[Row, Column]._State = MineCount.ToString();
                    }
                    //error checking for right wall
                    else if (Row == 0)
                    {
                        if (CellArray[Row + 1, Column-1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row, Column - 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row, Column + 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row + 1, Column + 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row + 1, Column]._State == "Mine")
                            MineCount++;
                        CellArray[Row, Column]._State = MineCount.ToString();
                    }
                    //Error checking for top wall
                    else if (Column == 0)
                    {
                        if (CellArray[Row, Column + 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row - 1, Column + 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row + 1, Column + 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row + 1, Column]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row - 1, Column]._State == "Mine")
                            MineCount++;
                        CellArray[Row, Column]._State = MineCount.ToString();
                    }
                    //Error checking for bottom wall
                    else if (Column == 9)
                    {
                        if (CellArray[Row + 1, Column]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row + 1, Column - 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row, Column - 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row - 1, Column]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row - 1, Column - 1]._State == "Mine")
                            MineCount++;
                        CellArray[Row, Column]._State = MineCount.ToString();
                    }
                    //Error checking for right wall
                    else if (Row == 9)
                    {
                        if (CellArray[Row, Column - 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row, Column + 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row - 1, Column + 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row - 1, Column]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row - 1, Column - 1]._State == "Mine")
                            MineCount++;
                        CellArray[Row, Column]._State = MineCount.ToString();
                    }
                    //Runs if cell is not on a wall or corner
                    else
                    {
                        if (CellArray[Row - 1, Column - 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row - 1, Column]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row - 1, Column + 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row, Column - 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row, Column + 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row + 1, Column - 1]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row + 1, Column]._State == "Mine")
                            MineCount++;
                        if (CellArray[Row + 1, Column + 1]._State == "Mine")
                            MineCount++;
                        CellArray[Row, Column]._State = MineCount.ToString();
                    }
                }
            }
        }
示例#4
0
 //**************************************************************************************************
 //Method:       private void ClearGame()
 //Purpose:      Clears the game
 //Parameters:   None
 //Returns:      None
 //**************************************************************************************************
 private void ClearGame()
 {
     for (int j = 0; j < 10; j++) // Iterates through each cell in the array
         for (int k = 0; k < 10; k++) // Iterates through each cell in the array
             gameArray[j, k] = new SCell(" ", Estate.Invisible); // Sets cell location to a blank and invisible
 }
示例#5
0
        //Defining Response behaviour to CellPropertyChanged event.
        //If the cell Text changes, then the cell is recalculated.
        private void OnCellPropertyChanged(object sender, PropertyChangedEventArgs e)
        {
            SCell target = (SCell)sender;

            int[] newcell = { target.RowIndex, target.ColumnIndex };
            bool  flag    = false;

            foreach (int[] location in ChangedCells)
            {
                flag = location.SequenceEqual(newcell);
                if (flag == true)
                {
                    break;
                }
            }

            if (flag == false)
            {
                ChangedCells.Add(newcell);
            }



            string temp = "";

            //if the target text has been set before and starts with '='...
            if (e.PropertyName == "Text" && target.Text != null && target.Text != "" && target.Text[0] == '=')
            {
                //just grab the rest of the string...
                for (int i = 1; i < target.Text.Length; i++)
                {
                    temp += target.Text[i].ToString();
                }
                //... and set the target cell's value to it

                string[] parts    = target.Eqn.Shunt(temp).Split(' ');
                bool     equation = true;

                //Checking to see if it is a valid equation. looks for non-value, non-variable, and non-operator parts
                foreach (string part in parts)
                {
                    if (equation == true && (Regex.Match(part, @"(^[+,\-,/,*]$)").Success || Regex.Match(part, @"(^\d+\.?\d*$)").Success || (Regex.Match(part, @"(^[A-Z{1}][\d+])").Success) && !Regex.Match(part, @"(\W)").Success))
                    {
                        equation = true;
                    }
                    else
                    {
                        equation = false;
                    }
                }

                if (equation == true)
                {
                    //prepare target:

                    //Removing all subscriptions. Subscriptions to referenced cells are (re)added later.
                    foreach (ExpTree.ExpTree.Var variable in target.Eqn.GetRegi())
                    {
                        int row = Int32.Parse(variable.Name[1].ToString()) - 1;
                        int col = variable.Name[0] - 65;

                        //unsubscribing to referenced cell's event:
                        SpreadS[row, col].AlertValChange -= target.OnAlertCellValueChange;
                    }

                    //rebuilding target cell's equation
                    target.Eqn.Rebuild(temp);

                    //~*~* MaTh *~*~

                    //target.Eqn.Expression = temp;
                    target.Value = target.Eqn.Evald().ToString();

                    //setting variables in target cell to values in respective cells, if there are any
                    foreach (ExpTree.ExpTree.Var variable in target.Eqn.GetRegi())
                    {
                        int row = Int32.Parse(variable.Name.Substring(1)) - 1;
                        int col = variable.Name[0] - 65;

                        //subscribing to referenced cell's event for when just the value changes
                        SpreadS[row, col].AlertValChange += target.OnAlertCellValueChange;

                        //Checking to see if referenced cell is valid for an equation input
                        if (SpreadS[row, col].Value == null || !IsEqn(SpreadS[row, col].Eqn.Expression) || !Double.TryParse(SpreadS[row, col].Value, out double num))
                        {
                            target.Value = "#REFF!";
                        }
                        else
                        {
                            target.Eqn.SetVar(variable.Name, Double.Parse(SpreadS[row, col].Value));
                            target.Value = target.Eqn.Evald().ToString();
                        }
                    }
                }
                else
                {
                    target.Value = target.Text;
                }
            }
            //...otherwise just set the target cell's value to it
            else if (e.PropertyName == "Text")
            {
                if (Double.TryParse(target.Text, out double num))
                {
                    target.Eqn.Expression = num.ToString();
                }
                target.Value = target.Text;
            }

            // finally, fire off CellPropertyChanged event
            CellPropertyChanged?.Invoke(target, e);
        }