Tiles Game
Learn creating a Tiles Game using Windows App SDK with this Tutorial
Tiles Game e shows how you can create the game where you must tap all the Tiles that are Black in the quickest time using a control in a toolkit from NuGet using the Windows App SDK.
Step 1
Follow Setup and Start on how to get Setup and Install what you need for Visual Studio 2022 and Windows App SDK.
Step 2
Then in Visual Studio within Solution Explorer for the Solution, right click on the Project shown below the Solution and then select Manage NuGet Packages...
Step 3
Then in the NuGet Package Manager from the Browse tab search for Comentsys.Toolkit.WindowsAppSdk and then select Comentsys.Toolkit.WindowsAppSdk by Comentsys as indicated and select Install
This will add the package for Comentsys.Toolkit.WindowsAppSdk to your Project. If you get the Preview Changes screen saying Visual Studio is about to make changes to this solution. Click OK to proceed with the changes listed below. You can read the message and then select OK to Install the package, then you can close the tab for Nuget: TilesGame by selecting the x next to it.
Step 4
Then in Visual Studio within Solution Explorer for the Solution, right click on the Project shown below the Solution and then select Add then New Item…
Step 5
Then in Add New Item from the C# Items list, select Code and then select Code File from the list next to this, then type in the name of Library.cs and then Click on Add.
Step 6
You will now be in the View for the Code of Library.cs then define a namespace
allowing classes to be defined together,
usually each is separate but will be defined in Library.cs by typing the following Code:
using Comentsys.Toolkit.Binding;
using Comentsys.Toolkit.WindowsAppSdk;
using Microsoft.UI;
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
using Microsoft.UI.Xaml.Data;
using Microsoft.UI.Xaml.Input;
using Microsoft.UI.Xaml.Media;
using System;
using System.Collections.Generic;
using System.Linq;
namespace TilesGame;
public enum State
{
White,
Black,
Start,
Finish,
Correct,
Incorrect
}
// Item Class
public class Board : ObservableBase
{
// Board Constants, Members & Properties
// Board Choose, Set & Start Methods
// Board Play Method
// Board Get & New Methods and Constructor
}
public class Library
{
// Library Constants, Variables & Play Method
// Library SetPieces Method
// Library GetBoundText Method
// Library Layout & New Methods
}
Step 7
Still in Library.cs for the namespace
of TilesGame
in Library.cs
you will define a class
for Item
for after the Comment of // Item Class
by typing the following:
public class Item
{
public int Row { get; set; }
public int Column { get; set; }
public State State { get; set; }
public Item(int row, int column, State state) =>
(Row, Column, State) = (row, column, state);
}
Item
has Properties for Row
, Column
and State
along with a
Constructor to set them which will represent an item in the game.
Step 8
Still in Library.cs for the namespace
of TilesGame
in Library.cs
in the class
for Board
after the Comment of // Board Constants, Members & Properties
type the following Constants, Members and Properties:
private const int bound = 1;
private const int timer = 100;
private readonly State[,] _board;
private readonly Random _random = new((int)DateTime.UtcNow.Ticks);
private readonly int _rows;
private readonly int _columns;
private readonly int _levels;
private readonly int _start;
private readonly int _finish;
private int _index;
private int _offset;
private bool _over;
private bool _started;
private TimeSpan _time;
private TimeSpan _best;
private DateTime _when;
private string _message;
private DispatcherTimer _timer;
public TimeSpan Time { get => _time; set => SetProperty(ref _time, value); }
public TimeSpan Best { get => _best; set => SetProperty(ref _best, value); }
public string Message { get => _message; set => SetProperty(ref _message, value); }
Step 9
Still in the namespace
of TilesGame
in Library.cs
in the class
for Board
after the Comment of // Board Choose, Set & Start Methods
type the following Methods for Choose
to pick random numbers. Set
will update the
State
of game elements and Start
which will begin the Timer for the game.
private List<int> Choose(int minimum, int maximum, int total)
{
var choose = new List<int>();
var values = Enumerable.Range(minimum, maximum).ToList();
for (int index = 0; index < total; index++)
{
var value = _random.Next(0, values.Count);
choose.Add(values[value]);
}
return choose;
}
private void Set(int columns, int levels)
{
var values = Choose(0, columns, levels - bound);
for (int level = 0; level < levels; level++)
{
for (int column = 0; column < columns; column++)
{
State tile;
if (level < _finish)
tile = State.Finish;
else if (level >= _start)
tile = State.Start;
else
tile = values[level] == column ? State.Black : State.White;
_board[level, column] = tile;
}
}
}
private void Start()
{
_when = DateTime.UtcNow;
if (_timer != null)
_timer.Stop();
_timer = new DispatcherTimer()
{
Interval = TimeSpan.FromMilliseconds(timer)
};
_timer.Tick += (object sender, object e) =>
{
if(_started && !_over)
Time = DateTime.UtcNow - _when;
else
_timer.Stop();
};
_started = true;
_timer.Start();
}
Step 10
Still in the namespace
of TilesGame
in Library.cs
in the class
for Board
after the Comment of // Board Play Method
type the following Method:
public void Play(Item item)
{
if (!_over)
{
if (item.State == State.Black)
{
if(item.Row == _index)
{
if(!_started)
Start();
_board[item.Row, item.Column] = State.Correct;
_index--;
if (_offset > 0)
_offset--;
if (_index < _finish)
{
_started = false;
Time = DateTime.UtcNow - _when;
if (Best == TimeSpan.Zero || Time < Best)
Best = Time;
Message = $"Completed in {Time:ss\\.fff}!";
}
}
else
{
_board[item.Row, item.Column] = State.Incorrect;
Message = $"Game Over, Hit Wrong Tile!";
_over = true;
}
}
else if (item.State == State.White)
{
_board[item.Row, item.Column] = State.Incorrect;
Message = $"Game Over, Hit White Tile!";
_over = true;
}
}
else
Message = $"Game Over!";
}
Play
is used when an element is interacted with in the game, the State
will be checked and if the game is completed the finish time will be displayed,
if anything other than the correct Tile is interacted with then the game is over, and a message will be displayed or if the game is over that message will be shown.
Step 11
Still in the namespace
of TilesGame
in Library.cs
in the class
for Board
after the Comment of // Board Get & New Methods and Constructor
type the following Methods and Constructor:
public Item Get(int row, int column) =>
new(row + _offset, column, _board[row + _offset, column]);
public void New()
{
_over = false;
_started = false;
Time = TimeSpan.Zero;
Set(_columns, _levels);
_offset = _levels - _rows;
_index = _levels - (bound * 2);
Message = "Don't Hit White Tiles!";
}
public Board(int rows, int columns, int levels)
{
_rows = rows;
_columns = columns;
_levels = levels;
_start = levels - bound;
_finish = rows - bound;
_board = new State[levels, columns];
New();
}
Get
will be used to determine what element is at the given position, New
will start a new game and the Constructor for Board
is used to setup the game.
Step 12
While still in the namespace
of TilesGame
in Library.cs and the class
of Library
after
the Comment of // Library Constants, Variables & Play Method
type the following Constants, Variables, Property and Method:
private const int rows = 6;
private const int columns = 4;
private const int levels = 32;
private const int size = 36;
private const int font = 10;
private readonly Dictionary<State, SolidColorBrush> _brushes = new()
{
{ State.White, new SolidColorBrush(Colors.White) },
{ State.Black, new SolidColorBrush(Colors.Black) },
{ State.Start, new SolidColorBrush(Colors.Gold) },
{ State.Finish, new SolidColorBrush(Colors.ForestGreen) },
{ State.Correct, new SolidColorBrush(Colors.Gray) },
{ State.Incorrect, new SolidColorBrush(Colors.IndianRed) }
};
private readonly Board _board = new(rows, columns, levels);
private Piece[,] _pieces;
private Grid _grid;
private void Play(Item selected)
{
_board.Play(selected);
for (int row = 0; row < rows; row++)
{
for (int column = 0; column < columns; column++)
{
var item = _board.Get(row, column);
var piece = _pieces[row, column];
piece.Tag = item;
piece.Fill = _brushes[item.State];
}
}
}
Constants are values that are used in the game that will not change and Variables are used to store various
values for the game, there is also the Method of Play
which will be used to perform an action in the game for a
given Tile or Item
.
Step 13
While still in the namespace
of Tetrominos
in Library.cs and the class
of Library
after
the Comment of // SetPieces Method
type the following Method:
private Piece[,] SetPieces(Grid grid)
{
grid.Children.Clear();
var pieces = new Piece[rows, columns];
for (int row = 0; row < rows; row++)
{
grid.RowDefinitions.Add(new RowDefinition());
for (int column = 0; column < columns; column++)
{
if (row == 0)
grid.ColumnDefinitions.Add(new ColumnDefinition());
var item = _board.Get(row, column);
var piece = new Piece()
{
Tag = item,
Width = size,
Height = size,
IsSquare = true,
Fill = _brushes[item.State],
Stroke = new SolidColorBrush(Colors.WhiteSmoke)
};
piece.Tapped += (object sender, TappedRoutedEventArgs e) =>
Play((Item)(sender as Piece).Tag);
Grid.SetColumn(piece, column);
Grid.SetRow(piece, row);
grid.Children.Add(piece);
pieces[row, column] = piece;
}
}
return pieces;
}
SetPieces
is where the elements that make up the visuals for the game for a Tile using Piece
.
Step 14
While still in the namespace
of Tetrominos
in Library.cs and the class
of Library
after
the Comment of // GetBoundText Method
type the following Method:
private TextBlock GetBoundText(string property, string format = null)
{
var text = new TextBlock()
{
FontSize = font,
VerticalAlignment = VerticalAlignment.Center,
HorizontalAlignment = HorizontalAlignment.Center
};
var binding = new Binding()
{
Source = _board,
Mode = BindingMode.OneWay,
Path = new PropertyPath(property),
UpdateSourceTrigger = UpdateSourceTrigger.PropertyChanged,
Converter = new StringFormatConverter(),
ConverterParameter = format
};
BindingOperations.SetBinding(text, TextBlock.TextProperty, binding);
return text;
}
GetBoundText
is used to get a TextBlock
that will be used with Data Binding
to output the messages from the game such as to indicate the current time, whether the game is competed or if the game is over.
Step 15
While still in the namespace
of Tetrominos
in Library.cs and the class
of Library
after
the Comment of // Layout & New Methods
type the following Methods:
private void Layout(Grid grid)
{
grid.Children.Clear();
var panel = new StackPanel()
{
Orientation = Orientation.Horizontal
};
var time = GetBoundText(nameof(_board.Time), "Time: {0:ss\\.fff}");
panel.Children.Add(time);
var inner = new StackPanel()
{
Orientation = Orientation.Vertical
};
var message = GetBoundText(nameof(_board.Message));
inner.Children.Add(message);
_grid = new()
{
VerticalAlignment = VerticalAlignment.Top,
HorizontalAlignment = HorizontalAlignment.Center
};
_pieces = SetPieces(_grid);
inner.Children.Add(_grid);
panel.Children.Add(inner);
var best = GetBoundText(nameof(_board.Best), "Best: {0:ss\\.fff}");
panel.Children.Add(best);
grid.Children.Add(panel);
}
public void New(Grid grid)
{
_board.New();
Layout(grid);
}
Layout
will create the look-and-feel of the game including to display the messages using GetBoundText
and New
will start a new game.
Step 16
Step 17
In the XAML for MainWindow.xaml there will be some XAML for a StackPanel
, this should be Removed:
<StackPanel Orientation="Horizontal"
HorizontalAlignment="Center" VerticalAlignment="Center">
<Button x:Name="myButton" Click="myButton_Click">Click Me</Button>
</StackPanel>
Step 18
While still in the XAML for MainWindow.xaml above </Window>
, type in the following XAML:
<Grid>
<Viewbox>
<Grid Margin="50" Name="Display"
HorizontalAlignment="Center"
VerticalAlignment="Center" Loaded="New"/>
</Viewbox>
<CommandBar VerticalAlignment="Bottom">
<AppBarButton Icon="Page2" Label="New" Click="New"/>
</CommandBar>
</Grid>
This XAML contains a Grid
with a Viewbox which will Scale a Grid
.
It has a Loaded
event handler for New
which is also shared by the AppBarButton
.
Step 19
Step 20
In the Code for MainWindow.xaml.cs
there be a Method of myButton_Click(...)
this should be Removed by removing the following:
private void myButton_Click(object sender, RoutedEventArgs e)
{
myButton.Content = "Clicked";
}
Step 21
Once myButton_Click(...)
has been removed, within the Constructor of public MainWindow() { ... }
and below the line of this.InitializeComponent();
type in the following Code:
private readonly Library _library = new();
private void New(object sender, RoutedEventArgs e) =>
_library.New(Display);
Here an Instance of Library
is created then below this is the Method of New
that will be used with Event Handler
from the XAML
, this Method uses Arrow Syntax with the =>
for an expression body which is useful when a Method only has one line.
Step 22
Step 23
Once running you can tap on the first Tile that is Black above the Tiles that are Yellow to begin the game, tap on them all until you then you get to the Tiles that are Green to win the game, but tap on the wrong Tile that is Black or a White one then you lose the game or select New to start a new game.