Newer
Older
-*- mode: org -*-
ֻݵĵ
* notes
** game design
- buttons are named Button0 to Button15.
- game states.
- FREE_STYLE user can move blocks at will.
- GENERATED game board generated, but not shown to user yet.
- STARTED game started. timer starts. user can see board and move blocks.
- FINISHED game is finished successfully.
- state switch
| current state | action | next state | also do this |
|---------------+-----------------------+------------+--------------------------------------------------------|
| FREE_STYLE | generate button click | GENERATED | reset timer, step. change button label to "start game" |
| GENERATED | start button click | STARTED | timer start running, blocks can move. |
| STARTED | game is solved | FINISHED | timer stops. blocks can no longer move. |
| FINISHED | generate button click | GENERATED | change button label to "start game" |
| STARTED | abort button click | FINISHED | timer stops. blocks can no longer move. |
** 2018-01-15 add network features
- server side
- allow client to register, show online users (count/names).
- generate a game and distribute it to client.
- start the game on client.
- real time player rank. show player name, time used, step used.
- client
- user can sign in to server, then it goes to server/client mode (multi-user competition).
- when game finishes or player give up, send result to server.
** 2018-01-15 add more eye candy
- when game is generated, show Game is ready.
when game is solved, show Congratulations.
In single play game, user doesn't need to click start. Could just auto start
when board is generated.
** 2018-01-14 make the basic work
- make blocks move in GUI when I click it.
when click a non-movable block, do nothing.
- generate a game and reflect it in GUI using buttons.
Board board = Board.GenerateBoard();
// update GUI to show the board
showBoard(board);
Just set Content and visibility for each button.
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
- problems
- how to write the click event for all buttons?
decide which button is it.
decide where is the button, where should it move.
I decide to change button label and visibility.
don't change button margin.
create a model for the current board. then just relfect the board on the
GUI. when user click a block, send a event to the model, then the model
should decide which commands to send to the GUI components.
class Board {
initState: int[16];
// block1 to block15 is just 1 to 15.
// block0 is 0.
currentState: int[16];
}
Button12 click.
decide the block int id using reflection.
blockId = getClickButtonId();
String clickBlockLabel = eventTarget.Content;
if board.blockCanMove(blockId) {
String oldBlock0Name = board.getBlock0ButtonName();
board.moveBlock(blockId); // change currentState array.
getButtonByName(board.getBlock0ButtonName()).Visibility = Hidden;
getButtonByName(oldBlock0Name).Content = clickBlockLabel;
}
works on first try.
- how to generate a valid game board?
just move empty block randomly. just don't go backwards.
easy: move 30 steps
normal: move 60 steps
hard: move 90 steps
path = List<int>{};
while true:
directions = board.GetEmptyBlockDirections();
directions.removeElement(getOppositeDirection(path[-1]));
if directions is empty:
Console.WriteLine("should not happen");
break
randomDirection = randomChoice(directions);
board.MoveEmptyBlock(randomDirection);
path.add(randomDirection);
if path.length >= difficulty:
break
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
** 2018-01-15 add step and timer count.
- DONE add game level selection on GUI.
- After Generate, step and timer resets.
button becomes "Start".
- when user click "Start", show the game board.
when game finishes, stop timer. blocks should not response to clicks.
- show current step and elapsed time on GUI.
current step updated when valid block is clicked.
elaspsed time is updated every 0.1 second, using a timer.
- when game is solved, stop timers and change game state to FINISHED.
- disable difficulty selection when game is generated.
enable difficulty selection when game is finished.
- MOVED add more eye candy.
when game is generated, show Game is ready.
when game is solved, show Congratulations.
In single play game, user doesn't need to click start. Could just auto start
when board is generated.
- center the game window on app start.
<window
WindowStartupLocation="CenterScreen"
- implementation
- add game status. use a state machine.
- how to get system time? how to create a timer to update timer label.
use Stopwatch class
https://msdn.microsoft.com/en-us/library/system.diagnostics.stopwatch.aspx
Stopwatch
- timer
https://stackoverflow.com/questions/11559999/how-do-i-create-a-timer-in-wpf
In WPF, you use a DispatcherTimer.
You use the Dispatch timer if you want the tick events marshalled back to
the UI thread. Otherwise I would use System.Timers.Timer.
- problems
- generated game is not resolvable?
...
13 15 14
print solution on console.
empty block moving direction.
- ShowSolution()
Game board:
4 6 15 3
10 2 12 9
7 5 14 13
11 1 8
#+BEGIN_QUOTE
Solution:
UP UP RIGHT RIGHT DOWN RIGHT RIGHT UP UP LEFT
UP RIGHT DOWN DOWN DOWN LEFT LEFT LEFT LEFT UP
LEFT LEFT DOWN RIGHT DOWN RIGHT UP UP UP RIGHT
UP RIGHT DOWN RIGHT DOWN DOWN RIGHT UP UP UP
RIGHT UP RIGHT DOWN LEFT DOWN LEFT DOWN LEFT DOWN
LEFT UP LEFT DOWN LEFT UP LEFT DOWN DOWN RIGHT
#+END_QUOTE
- ShowSolution()
Game board:
6 7 11 9
4 3 14 2
5 8 1
12 10 13 15
#+BEGIN_QUOTE
Path:
LEFT LEFT UP LEFT LEFT (!!) UP RIGHT RIGHT UP RIGHT
RIGHT DOWN RIGHT UP RIGHT UP LEFT DOWN RIGHT UP
RIGHT DOWN LEFT UP LEFT DOWN DOWN RIGHT UP UP
LEFT DOWN DOWN RIGHT DOWN LEFT LEFT UP UP RIGHT
RIGHT UP RIGHT RIGHT DOWN LEFT DOWN DOWN LEFT UP
LEFT UP LEFT LEFT DOWN DOWN RIGHT UP RIGHT RIGHT
Solution:
LEFT LEFT DOWN LEFT UP UP RIGHT RIGHT DOWN RIGHT
DOWN RIGHT UP UP RIGHT UP LEFT LEFT DOWN LEFT
LEFT DOWN DOWN RIGHT RIGHT UP LEFT UP UP RIGHT
DOWN DOWN LEFT UP UP RIGHT DOWN RIGHT UP LEFT
DOWN LEFT UP RIGHT DOWN LEFT DOWN LEFT UP LEFT
LEFT DOWN LEFT LEFT DOWN RIGHT RIGHT DOWN RIGHT RIGHT
#+END_QUOTE
algorithm has problem.
GetEmptyBlockDirections() check is wrong.
PositionOnBoard is not enough.
fixed.