Touch Game
Learn creating a Touch Game using Windows App SDK with this Tutorial
Touch Game shows how you can create a pattern matching game using 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: TouchGame 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, within this type the following Code:
using Comentsys.Toolkit.WindowsAppSdk;
using Microsoft.UI;
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
using Microsoft.UI.Xaml.Media;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Windows.UI;
public class Library
{
private const string title = "Touch Game";
private const int size = 2;
private const int level = 10;
private const int delay_duration = 250;
private const int timer_duration = 500;
private static readonly Dictionary<int, Color> _options = new()
{
{ 0, Colors.Red },
{ 1, Colors.Blue },
{ 2, Colors.Green },
{ 3, Colors.Gold }
};
private readonly Random _random = new((int)DateTime.UtcNow.Ticks);
private Grid _grid;
private int _score;
private bool _over;
private int _index;
private bool _playing = false;
private Dialog _dialog;
private DispatcherTimer _timer;
private List<int> _values = new();
// Choose, Option & Set
// Play
// Add & Layout
// Tick & New
}
The Class
defined so far Library.cs has using
for package of Comentsys.Assets.FluentEmoji
and others.
It also has Constants to represent things needed in the game and there are Variables
to keep track of values used in the game and elements for the look-and-feel of the game.
Step 7
Still in the Class
for Library.cs after the Comment of // Choose, Option & Set
type the following Methods:
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 Viewbox Option(int option) => new()
{
Child = new Piece()
{
IsSquare = true,
Name = $"{option}",
Stroke = new SolidColorBrush(_options[option])
}
};
private async void Set(int option)
{
var piece = _grid.FindName($"{option}") as Piece;
piece.Fill = piece.Stroke;
await Task.Delay(delay_duration);
piece.Fill = null;
}
Choose
is used to select a set of random numbers that are not unique.
Option
is used to get the Piece
needed to show the pattern and Set
is used to update the Piece
to indicate a part of the pattern.
Step 8
While still in the Class
for Library.cs after the Comment of // Play
type in the following Method:
private void Play(int option)
{
if (!_playing)
{
if (!_over)
{
var correct = _values[_index] == option;
if (correct)
{
if (_index < _score)
_index++;
else
{
_score++;
if (_score < level)
{
_index = 0;
_timer.Start();
}
else
_over = true;
}
}
else
_over = true;
}
if (_over)
_dialog.Show($"Game Over! You scored {_score} out of {level}!");
}
}
Play
is used set the option for the pattern along with checking to see how many correct patterns have been performed and will display a Dialog
the score if the pattern is not correct or the game is over.
Step 9
While still in the Class
for Library.cs after the Comment of // Add & Layout
type in the following Methods:
private void Add(Grid grid, int row, int column, int option)
{
Button button = new()
{
Width = 100,
Height = 100,
Tag = option,
Content = Option(option),
Margin = new Thickness(5)
};
button.Click += (object sender, RoutedEventArgs e) =>
Play((int)((Button)sender).Tag);
button.SetValue(Grid.ColumnProperty, column);
button.SetValue(Grid.RowProperty, row);
grid.Children.Add(button);
}
private void Layout(Grid grid)
{
grid.Children.Clear();
grid.RowDefinitions.Clear();
grid.ColumnDefinitions.Clear();
for (int index = 0; index < size; index++)
{
grid.RowDefinitions.Add(new RowDefinition());
grid.ColumnDefinitions.Add(new ColumnDefinition());
}
int count = 0;
for (int column = 0; column < size; column++)
{
for (int row = 0; row < size; row++)
{
Add(grid, row, column, count);
count++;
}
}
}
Add
is used to setup the Buttons to input the pattern and will use the Method for Play
when the event handler for
Click
is triggered and Layout
will use Add
to create the look-and-feel for the game.
Step 10
While still in the Class
for Library.cs after the Comment of // Tick & New
type in the following Methods:
private void Tick()
{
if (_index <= _score)
{
_playing = true;
Set(_values[_index]);
_index++;
}
else
{
_index = 0;
_timer.Stop();
_playing = false;
}
}
public void New(Grid grid)
{
_index = 0;
_score = 0;
_grid = grid;
_over = false;
Layout(grid);
_dialog = new(grid.XamlRoot, title);
_values = Choose(0, 3, level);
_timer = new DispatcherTimer()
{
Interval = TimeSpan.FromMilliseconds(timer_duration)
};
_timer.Tick += (object sender, object e) =>
Tick();
_timer.Start();
}
Tick
will display the pattern that needs to be duplicated using Set
and New
will setup and start a game.
Step 11
Step 12
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 13
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 14
Step 15
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 16
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 17
Step 18
Once running you can then select any Button
then one of the Squares will be highlighted, select the correct one,
then each time one more Square will be highlighted each turn, match the pattern to continue but if you get it wrong you lose, or you can select New to start a new game.