Files
TicTacToe/Tic-Tac-Toe/Game1.cs
2022-09-23 11:39:57 +02:00

255 lines
9.5 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MonoGame.Extended;
namespace Tic_Tac_Toe {
public class Game1 : Game {
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
private Texture2D Circle, X;
private RectangleF[,] rectArray;
private int[,] CircleXPostion;
private int lineThickness = 5;
private int playerWon = 0; //1 is circle 2 is x
private bool isCircleNext = false;
public Game1() {
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
}
protected override void Initialize() {
// TODO: Add your initialization logic here
//Setting Resolution
_graphics.PreferredBackBufferWidth = 800;
_graphics.PreferredBackBufferHeight = 600;
_graphics.ApplyChanges();
//For field
rectArray = new RectangleF[3,3];
CircleXPostion = new int[3, 3]; //0 is free space, 1 is circle, 2 is X
base.Initialize();
}
protected override void LoadContent() {
_spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
Circle = Content.Load<Texture2D>("Textures/circle");
X = Content.Load<Texture2D>("Textures/X");
}
protected override void Update(GameTime gameTime) {
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
if (playerWon == 0) {
var mouse = Mouse.GetState();
for (int i = 0; i < rectArray.GetLength(0); i++) {
for (int j = 0; j < rectArray.GetLength(1); j++) {
mouse = Mouse.GetState();
if (isCircleNext) {
if (rectArray[i, j].Contains(new Point(mouse.X, mouse.Y)) && mouse.LeftButton == ButtonState.Pressed && CircleXPostion[i, j] == 0) {
CircleXPostion[i, j] = 1; //eltároljuk a kör pozicióját
isCircleNext = false;
printGameStateArray();
//System.Threading.Thread.Sleep(250);
}
} else {
if (rectArray[i, j].Contains(new Point(mouse.X, mouse.Y)) && mouse.LeftButton == ButtonState.Pressed && CircleXPostion[i, j] == 0) {
CircleXPostion[i, j] = 2; //eltaroljuk az x poziciojat
isCircleNext = true;
printGameStateArray();
//System.Threading.Thread.Sleep(250);
}
}
}
}
}
CheckGameCondition();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime) {
GraphicsDevice.Clear(Color.CadetBlue);
// TODO: Add your drawing code here
var mouse = Mouse.GetState();
_spriteBatch.Begin();
DrawTicTacToeFieldRect(rectArray, Color.LightGray);
//checking if mouse is in a rect
for (int i = 0; i < rectArray.GetLength(0); i++) {
for (int j = 0; j < rectArray.GetLength(1); j++) {
mouse = Mouse.GetState();
if (isCircleNext) { //Circle player highlight
if (rectArray[i, j].Contains(new Point(mouse.X, mouse.Y))) {
DrawSingleRect(rectArray, Color.Red, i, j);
}
} else { //X player highlight
if (rectArray[i, j].Contains(new Point(mouse.X, mouse.Y))) {
DrawSingleRect(rectArray, Color.Green, i, j);
}
}
}
}
for (int i = 0; i < CircleXPostion.GetLength(0); i++) {
for (int j = 0; j < CircleXPostion.GetLength(1); j++) {
mouse = Mouse.GetState();
if (CircleXPostion[i,j] == 1) { //Circle player highlight
_spriteBatch.Draw(Circle, new Rectangle(200 * i + 100, 200*j, 200, 200), Color.White);
} else if (CircleXPostion[i, j] == 2) { //X player highlight
_spriteBatch.Draw(X, new Rectangle(200 * i + 100, 200*j, 200, 200), Color.White);
}
}
}
//loop through circle pos arr to draw the texture
/*_spriteBatch.Draw(Circle, new Rectangle(100, 0, 200, 200), Color.White);
_spriteBatch.Draw(X, new Rectangle(300, 0, 200, 200), Color.White);*/
_spriteBatch.End();
base.Draw(gameTime);
}
public void DrawTicTacToeField() {
//drawing the field
//Vertical Lines
_spriteBatch.DrawLine(250, 0, 250, _graphics.PreferredBackBufferHeight, Color.White, lineThickness, 0);
_spriteBatch.DrawLine(550, 0, 550, _graphics.PreferredBackBufferHeight, Color.White, lineThickness, 0);
//Horizontal Lines
_spriteBatch.DrawLine(0, 200, _graphics.PreferredBackBufferWidth, 200, Color.White, lineThickness, 0);
_spriteBatch.DrawLine(0, 400, _graphics.PreferredBackBufferWidth, 400, Color.White, lineThickness, 0);
}
private void DrawTicTacToeFieldRect(RectangleF[,] rectArray, Color color) {
//do a base rectangle, pass in a 2d rect array to get rect.contains
//loop through the array to draw each rect
const int size = 200;
for (int i = 0; i < rectArray.GetLength(0); i++) {
for (int j = 0; j < rectArray.GetLength(1); j++) {
rectArray[i, j] = new RectangleF(size * i + 100, size*j, size, size); //+100 is offset
_spriteBatch.DrawRectangle(rectArray[i, j], color, lineThickness, 0);
}
}
}
private void DrawSingleRect(RectangleF[,] rectArray, Color color, int indexX, int indexY) {
_spriteBatch.DrawRectangle(rectArray[indexX, indexY], color, lineThickness, 0);
}
private void printGameStateArray() {
for (int i = 0; i < CircleXPostion.GetLength(0); i++) {
for (int j = 0; j < CircleXPostion.GetLength(1); j++) {
System.Console.Write(CircleXPostion[i,j] + " | ");
}
System.Console.WriteLine();
}
System.Console.WriteLine("\n\n");
}
private void CheckGameCondition() {
//vertical
//circle
for (int i = 0; i < CircleXPostion.GetLength(0); i++) {
int count = 0;
for (int j = 0; j < CircleXPostion.GetLength(1); j++) {
if(CircleXPostion[i, j] == 1) {
count++;
}
}
if(count == 3) {
playerWon = 1;
return;
}
}
//x
for (int i = 0; i < CircleXPostion.GetLength(0); i++) {
int count = 0;
for (int j = 0; j < CircleXPostion.GetLength(1); j++) {
if (CircleXPostion[i, j] == 2) {
count++;
}
}
if (count == 3) {
playerWon = 2;
return;
}
}
//horizontal
//circle
for (int i = 0; i < CircleXPostion.GetLength(0); i++) {
int count = 0;
for (int j = 0; j < CircleXPostion.GetLength(1); j++) {
if (CircleXPostion[j, i] == 1) {
count++;
}
}
if (count == 3) {
playerWon = 1;
return;
}
}
//x
for (int i = 0; i < CircleXPostion.GetLength(0); i++) {
int count = 0;
for (int j = 0; j < CircleXPostion.GetLength(1); j++) {
if (CircleXPostion[j, i] == 2) {
count++;
}
}
if (count == 3) {
playerWon = 2;
return;
}
}
//diagonal
//circle
for (int i = 0; i < CircleXPostion.GetLength(0); i++) {
int count = 0;
if (CircleXPostion[i, i] == 1) {
count++;
}
if (count == 3) {
playerWon = 1;
return;
}
}
//x
for (int i = 0; i < CircleXPostion.GetLength(0); i++) {
int count = 0;
if (CircleXPostion[i, i] == 2) {
count++;
}
if (count == 3) {
playerWon = 2;
return;
}
}
//reverse diagonal
}
}
}