Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Friday, November 15, 2013

Creating XAML hexagons without using a PATH element

I was recently working on a small Windows Phone 8 app that needed some tessellated (tiled) hexagons and after searching the web for a simple solution, I did not find what I wanted. 

All of the solutions involved drawing the hexagon using drawing primitives such as the PATH element.  I wanted a “simpler” solution.  I wanted a Grid based solution, and here it is.

To start with I needed to know two semi-basic points about hexagons: what is the ratio of height to width, and (with the hex “standing” on one of its flat sides) what is the the ratio between the horizontal length of the flat and the horizontal distance from the end of the flat side to the edge of the hexagon.  (Boy that is harder to write than it is to just see it)

I found both pieces of information at: Hexnet

Hexnet shows that if the length of one side of a hex has a length of 1, then the overall width is 2 and the height of the hexagon is √3 (approx. 1.73).  So, if we were to build this in a grid, we would have a single hexagon take up 6 cells (2 rows and 3 columns) and our two critical semi-basic points are: √3 to 2 and 1 to .5.

If we wanted a hexagon with an overall width of 200px (200 times our example above), our grid would be defined as:

   1:  <Grid x:Name="LayoutRoot" Background="White" Width="200" Height="173">
   2:      <Grid.ColumnDefinitions>
   3:          <ColumnDefinition Width="*"></ColumnDefinition>
   4:          <ColumnDefinition Width="2*"></ColumnDefinition>
   5:          <ColumnDefinition Width="*"></ColumnDefinition>
   6:      </Grid.ColumnDefinitions>
   7:      <Grid.RowDefinitions>
   8:          <RowDefinition></RowDefinition>
   9:          <RowDefinition></RowDefinition>
  10:      </Grid.RowDefinitions>
  11:  </Grid>



if you look at this grid with gridlines on, you get:


image



Now from here we can either create a outline of a hexagon using 6 line objects, create a solid hexagon using 3 rectangle objects or combine both for an outlined solid color hexagon.


“Wait!”, you say.  “I can see the six lines making up the outline of a hexagon, but how could you do a solid color hexagon with three squares?”


Well, I’m glad you asked.  If you fill the center column with a rectangle, that’s one.  If you make a copy but rotate it 60 degrees using the center as the pivot point and make a third and rotate it –60 degrees then you have your solid color hexagon.


And, if you just start repeating the second and third columns when you add columns, you can start to create a grid full of tessellated (tiled) hexagons, just like I did in this image.


image


And here is the complete xaml I used to create the above image (From this code it was simple to extract rules that I used to create large fields of tessellated (tiled) hexagons in code):


   1:  <UserControl x:Class="Hexagon.MainPage"
   2:      xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
   3:      xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
   4:      xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
   5:      xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
   6:      mc:Ignorable="d"
   7:      d:DesignHeight="346" d:DesignWidth="500">
   8:      <Viewbox Stretch="Uniform">
   9:          <Grid x:Name="LayoutRoot" Background="White" Width="500" Height="346" Margin="50">
  10:              <Grid.ColumnDefinitions>
  11:                  <ColumnDefinition Width="*"></ColumnDefinition>
  12:                  <ColumnDefinition Width="2*"></ColumnDefinition>
  13:                  <ColumnDefinition Width="*"></ColumnDefinition>
  14:                  <ColumnDefinition Width="2*"></ColumnDefinition>
  15:                  <ColumnDefinition Width="*"></ColumnDefinition>
  16:                  <ColumnDefinition Width="2*"></ColumnDefinition>
  17:                  <ColumnDefinition Width="*"></ColumnDefinition>
  18:              </Grid.ColumnDefinitions>
  19:              <Grid.RowDefinitions>
  20:                  <RowDefinition></RowDefinition>
  21:                  <RowDefinition></RowDefinition>
  22:                  <RowDefinition></RowDefinition>
  23:                  <RowDefinition></RowDefinition>
  24:              </Grid.RowDefinitions>
  25:              <Rectangle Fill="Pink" RenderTransformOrigin="0.5, 0.5" Grid.Column="1" Grid.RowSpan="2"></Rectangle>
  26:              <Rectangle Fill="Pink" RenderTransformOrigin="0.5, 0.5" Grid.Column="1" Grid.RowSpan="2">
  27:                  <Rectangle.RenderTransform>
  28:                      <RotateTransform Angle="-60" />
  29:                  </Rectangle.RenderTransform>
  30:              </Rectangle>
  31:              <Rectangle Fill="Pink" RenderTransformOrigin="0.5, 0.5" Grid.Column="1" Grid.RowSpan="2">
  32:                  <Rectangle.RenderTransform>
  33:                      <RotateTransform Angle="60" />
  34:                  </Rectangle.RenderTransform>
  35:              </Rectangle>
  36:              <Rectangle Fill="Aquamarine" RenderTransformOrigin="0.5, 0.5" Grid.Column="3" Grid.Row="1" Grid.RowSpan="2"></Rectangle>
  37:              <Rectangle Fill="Aquamarine" RenderTransformOrigin="0.5, 0.5" Grid.Column="3" Grid.Row="1" Grid.RowSpan="2">
  38:                  <Rectangle.RenderTransform>
  39:                      <RotateTransform Angle="-60" />
  40:                  </Rectangle.RenderTransform>
  41:              </Rectangle>
  42:              <Rectangle Fill="Aquamarine" RenderTransformOrigin="0.5, 0.5" Grid.Column="3" Grid.Row="1" Grid.RowSpan="2">
  43:                  <Rectangle.RenderTransform>
  44:                      <RotateTransform Angle="60" />
  45:                  </Rectangle.RenderTransform>
  46:              </Rectangle>
  47:              <Rectangle Fill="LightBlue" RenderTransformOrigin="0.5, 0.5" Grid.Column="5" Grid.Row="2" Grid.RowSpan="2"></Rectangle>
  48:              <Rectangle Fill="LightBlue" RenderTransformOrigin="0.5, 0.5" Grid.Column="5" Grid.Row="2" Grid.RowSpan="2">
  49:                  <Rectangle.RenderTransform>
  50:                      <RotateTransform Angle="-60" />
  51:                  </Rectangle.RenderTransform>
  52:              </Rectangle>
  53:              <Rectangle Fill="LightBlue" RenderTransformOrigin="0.5, 0.5" Grid.Column="5" Grid.Row="2" Grid.RowSpan="2">
  54:                  <Rectangle.RenderTransform>
  55:                      <RotateTransform Angle="60" />
  56:                  </Rectangle.RenderTransform>
  57:              </Rectangle>
  58:              <Rectangle Fill="LemonChiffon" RenderTransformOrigin="0.5, 0.5" Grid.Column="1" Grid.Row="2" Grid.RowSpan="2"></Rectangle>
  59:              <Rectangle Fill="LemonChiffon" RenderTransformOrigin="0.5, 0.5" Grid.Column="1" Grid.Row="2" Grid.RowSpan="2">
  60:                  <Rectangle.RenderTransform>
  61:                      <RotateTransform Angle="-60" />
  62:                  </Rectangle.RenderTransform>
  63:              </Rectangle>
  64:              <Rectangle Fill="LemonChiffon" RenderTransformOrigin="0.5, 0.5" Grid.Column="1" Grid.Row="2" Grid.RowSpan="2">
  65:                  <Rectangle.RenderTransform>
  66:                      <RotateTransform Angle="60" />
  67:                  </Rectangle.RenderTransform>
  68:              </Rectangle>
  69:              <Rectangle Fill="Thistle" RenderTransformOrigin="0.5, 0.5" Grid.Column="5" Grid.Row="0" Grid.RowSpan="2"></Rectangle>
  70:              <Rectangle Fill="Thistle" RenderTransformOrigin="0.5, 0.5" Grid.Column="5" Grid.Row="0" Grid.RowSpan="2">
  71:                  <Rectangle.RenderTransform>
  72:                      <RotateTransform Angle="-60" />
  73:                  </Rectangle.RenderTransform>
  74:              </Rectangle>
  75:              <Rectangle Fill="Thistle" RenderTransformOrigin="0.5, 0.5" Grid.Column="5" Grid.Row="0" Grid.RowSpan="2">
  76:                  <Rectangle.RenderTransform>
  77:                      <RotateTransform Angle="60" />
  78:                  </Rectangle.RenderTransform>
  79:              </Rectangle>
  80:              <Line Grid.Column="0" Grid.Row="0" X1="1" Y1="0" X2="0" Y2="1" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  81:              <Line Grid.Column="1" Grid.Row="0" X1="1" Y1="0" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" VerticalAlignment="Top" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  82:              <Line Grid.Column="2" Grid.Row="0" X1="1" Y1="1" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  83:              <Line Grid.Column="0" Grid.Row="1" X1="1" Y1="1" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  84:              <Line Grid.Column="1" Grid.Row="1" X1="1" Y1="0" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" VerticalAlignment="Bottom" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  85:              <Line Grid.Column="2" Grid.Row="1" X1="1" Y1="0" X2="0" Y2="1" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  86:              <Line Grid.Column="3" Grid.Row="1" X1="1" Y1="0" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" VerticalAlignment="Top" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  87:              <Line Grid.Column="4" Grid.Row="0" X1="1" Y1="0" X2="0" Y2="1" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  88:              <Line Grid.Column="5" Grid.Row="0" X1="1" Y1="0" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" VerticalAlignment="Top" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  89:              <Line Grid.Column="6" Grid.Row="0" X1="1" Y1="1" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  90:              <Line Grid.Column="4" Grid.Row="1" X1="1" Y1="1" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  91:              <Line Grid.Column="5" Grid.Row="1" X1="1" Y1="0" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" VerticalAlignment="Bottom" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  92:              <Line Grid.Column="6" Grid.Row="1" X1="1" Y1="0" X2="0" Y2="1" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  93:              <Line Grid.Column="0" Grid.Row="2" X1="1" Y1="0" X2="0" Y2="1" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  94:              <Line Grid.Column="2" Grid.Row="2" X1="1" Y1="1" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  95:              <Line Grid.Column="0" Grid.Row="3" X1="1" Y1="1" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  96:              <Line Grid.Column="1" Grid.Row="3" X1="1" Y1="0" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" VerticalAlignment="Bottom" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  97:              <Line Grid.Column="2" Grid.Row="3" X1="1" Y1="0" X2="0" Y2="1" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  98:              <Line Grid.Column="3" Grid.Row="3" X1="1" Y1="0" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" VerticalAlignment="Top" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
  99:              <Line Grid.Column="4" Grid.Row="2" X1="1" Y1="0" X2="0" Y2="1" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
 100:              <Line Grid.Column="6" Grid.Row="2" X1="1" Y1="1" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
 101:              <Line Grid.Column="4" Grid.Row="3" X1="1" Y1="1" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
 102:              <Line Grid.Column="5" Grid.Row="3" X1="1" Y1="0" X2="0" Y2="0" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" VerticalAlignment="Bottom" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
 103:              <Line Grid.Column="6" Grid.Row="3" X1="1" Y1="0" X2="0" Y2="1" Margin="-5 -5" StrokeThickness="10" Stretch="Fill" Stroke="Black" StrokeEndLineCap="Round" StrokeStartLineCap="Round"></Line>
 104:          </Grid>
 105:      </Viewbox>
 106:  </UserControl>

Tuesday, November 12, 2013

My adventures in Windows Phone 8 development

A couple of months ago, I attended VSLive in Redmond.  While I was there I sat in on a session on Windows Phone 8 Development given by Nick Landry ( @ActiveNick ). 

Since then I’ve signed up for a Windows Phones Developers Account ( Beer & Pretzel Games ), a DVLUP.com account ( My saunderl account ) and have published 3 apps (Tic Tac Toe, Sudoku Challenge and Simple Lap Counter).  None of these apps are going to set the world on fire, but it is a start and I’ve got a list of about twenty other apps and games I want to write.

So, for at least the next few posts, I will be writing about my adventures in Windows Phone 8 development.

Thursday, April 7, 2011

Random Numbers on a Bell Curve in C#

Have you ever wanted to generate some random numbers but with a distribution pattern other than the normal even pattern?

Well in a recent project I did.  I wanted a weighted distribution pattern that looked like a bell curve. 

I looked around yes there were some answers, but most got a lot deeper into math than I wanted or needed.  I simply wanted to generate a number with the probability that it was in the center of the range be greater than the probability that it was on the edges – in other words, it fit on a Bell Curve.

I cannot credit what post where gave me the simple solution, or I would post a link.  Here is a simple Extension Method to the Random class. 

It takes two parameters:

  1. Steps: How many numbers in each “Chunk” do you want.  If you want a number between 0 & 600 and set the Steps equal to 50, then the midpoint value (300) will be much more likely than 0 or 300.
  2. MaxValue: The possible range for the random number will be 0 to MaxValue - 1.

Now keep in mind that this is not mathematically perfect.  If you do not choose a step value that is a divisor of your MaxValue then you will not get the full range.  But, having said that, this is a great “Quick & Dirty” way to get a good approximation of a random bell curve.

Code Snippet
  1. public static class RandomExtender
  2. {
  3.     public static int NormalNext(this Random rnd, int Steps, int MaxValue)
  4.     {
  5.         int count = 0;
  6.         int val = 0;
  7.  
  8.         if (Steps < 1) return 0;
  9.  
  10.         while (++count * Steps <= MaxValue) val += rnd.Next(Steps);
  11.  
  12.         return val;
  13.     }
  14. }

Here is a picture of 20,000 random numbers with Steps = 50 & MaxValue = 600.

BellCurve

Tuesday, July 28, 2009

A Checkers Rules Engine in C#

One of the things I've always wanted to program is a game using a Genetic Algorithm to generate the AI. Well at work I was talking about AI coding and my aforementioned desire came up and as we talked about it, the idea of using game of Checkers as the game I could use with a GA surfaced.

When I got home that evening and was relaxing after diner, I booted up the laptop and started cruising around the web. I was started looking around for a rules engine for checkers - hopefully in C#. You see my thought was, if I could find a rules engine that, from a given game board configuration and who's move it was, it would output all valid moves.

Well, no matter how I arranged the words in Google, I could not find a rules engine for checkers. I found a few complete C# checkers games but the rules were too integrated into the rest of the game for me to filter out.

So, I decided to write one.

I started with an enum to define the two players:
public enum PlayerColors { Black, Red }

Then I wrote a class to hold each checker piece:

CheckerPiece has a single constructor:
CheckerPiece(PlayerColors MyPlayerColor, int MyPieceLocation, bool MyIsKing)

Four properties:
public int PieceLocation { get; set; }
public bool IsKing { get; set; }
public PlayerColors PlayerColor { get; set; }
public List PossibleMoveLocations { get; set; }

and Three methods:
public char GetPlayCharacter()
public void FindAllMoves(char[] GameboardArray)
public void FindAllJumps(char[] GameboardArray)

The constructor sets the PlayerColor, PieceLocation, and IsKing.

PlayerColor defines which side the piece belongs to.
PieceLocation is an int from 0 to 63 defining each square of the game board.
IsKing is a bool that determines if the piece is a king or not.

GetPlayCharacter returns a lowercase r for a red piece, a lowercase b for a black piece, an uppercase R for a red king piece and an uppercase B for a black king piece.

a game board array is a char[64] array that can hold on of these chars 'r', 'R', 'b', 'B' or ' ' (a space).

FindAllMoves and FindAlJumps take in a GameboardArray and sets the PossibleMoveLocations list with all the possible Moves or Jumps.

Now with that built, I created the CheckersRulesEngine class.

CheckersRulesEngine has a single constructor:
public CheckersRulesEngine(char[] gameboardarray)

A static char array that holds a starting game board configuration for convenience:
static public readonly char[] StartingGameboardArray =
" b b b bb b b b b b b b r r r r r r r rr r r r ".ToCharArray();

Three properties:
public List MovablePieces { get; set; }
public List Pieces { get; set; }
public char[] GameboardArray { get; set; }

And Three Methods:
public void GetPiecesWithMoves(PlayerColors CurrentPlayer)
public void GetPiecesWithJumps(PlayerColors CurrentPlayer)
public string OutputAsciiBoard()

The constructor the GameboardArray and creates a CheckerPiece entry into Pieces for each piece defined in the GameboardArray.

GetPiecesWithMoves and GetPiecesWithJumps works its way through the Pieces collection and loads MovablePieces with the pieces that qualify.

OutputAsciiBoard is a helper function that outputs an ascii board showing the location of all the pieces.

You can get the c# code for the CheckersRulesEngine here! Or, you can download a Visual Studio 2008 solution that also includes a console program that plays a game of checkers against itself using random moves! The solution can be downloaded Here!

Saturday, July 11, 2009

Risk Map in Silverlight 2

As I mentioned in a previous post, I have reworked the USA map project to represent the map in the game of Risk.



The above image shows how the XAML is defined. The XAML is based on the SVG file found here. Once the project is ran, each country (both its inner and outer polygons) are entered into a data graph, similar to the one I used for the USA Map, with just a few improvements.

This demo, when ran, assigns each country to a player and assumes that you are the Green player. If you click on a country that is bordered with bright green, its border will turn black and all enemy held countries' borders will turn white. This shows what nations are available to attack.



If a programmer had a risk game play engine, this silverlight front-end will work quite well for you. The complete project can be downloaded here.

Saturday, March 28, 2009

How to make Asymmetrical Board Game maps in Silverlight

Or, how I spent my evenings at MIX09 in Las Vegas.

Last year, I began looking into writing board games with an asymmetrical map boards. I started with Awful Green Things from Outer Space (AGTFOS), a classic beer and pretzels game by Tom Wham. I started with an alternate game board graphic I downloaded from boardgamegeeks.com.



But, since the map is asymmetrical, there is no simple math function that, given an X,Y coordinate, would tell me what room in the spaceship I clicked on.

After a lot of googling, I found that boardgame programmers use a 2D array where every every element in the array corresponds to a pixel in the map image. Then set al the array elements to values that equal what room that pixel is in. This worked great, but it has a problem - No scaling. I could not scale the graphic and still know what room I was in.

WPF and Silverlight to the rescue!

So, as a proof of concept, I took a states map of the USA in SVG from Wikipedia and used ZamlTune to convert the SVG to XAML. Since all the elements in WPF are scalable and clickable, I was able to, with just a few lines of code, make the map aware of what element I was clicking and change its fill color.

That solved half of the problem of a asymmetrical board game map. The other issue is for movement and conflict. We need to know what states directly border the selected state. For this we need to go back to Comp Sci 350 - Data Structures. We need a graph.

Graphs have Vertexes and Edges. A vertex can be thought of as a location and the Edges as the roads to and from these locations. So, if we had a Graph with a vertex for each State and an edge to each bordering State, we could easily find out what States border each other.

Unlike previous silverlight examples I've posted, this one cannot be embeded since it needs to resize, so you need to open the link to run my example USA map. If we wanted to play Risk on a USA map, this would be a large positive step towards that goal.

As, you can see in the image the selected State is in Blue and the bordering States are in Light Blue. (Click on Image to Open The Silverlight Application)


Unfortunately the Graph object I wrote for this proof of concept is not nearly as full featured a Graph object as per my previous post.

And here is a zip file containing the entire Visual Studio 2008 Project.

Sunday, March 1, 2009

Sudoku in Silverlight

You know how it is, you learn a skill (Programming in my case) because you see the results of others. Looking at the fruits of their labors, you say, "wow! I want to be able to do that." So you start learning, take some classes, read some books, maybe like me you enroll in the Computer Science program. If you get good, you may even get a job using your new found skill. But, did the learning of this skill lead you to the place you wanted to be, all those long years ago?

When I first started programming, it was to automate the games I was already playing. Then I moved into trying to replicate the types of games that I had played before on the computer. But as it usually happens, the real world got in the way. Instead of learning how to animate sprites, I had to learn how to connect to a database. Instead of graphics, I had to learn about algorithms.

Now, I'm not knocking my job and the work I do. I rarely go to "Work" since I get to indulge in my passion for programming every day. But, I feel this need to give more than lip service to the original reason that I got into the "Biz" in the first place.

Believe me, in 25 years the landscape of game programming has changed so much that I hardly recognize it! And, I've tried to keep my feet wet in the technology the entire time. The time when the ability to draw a digital stick figure and write a great game around it (Lode Runner) is long gone. When I first made up my mind to bite the bullet and truly try to learn game programming, in depth, the technology seemed so complicated that I almost quit.

But Rome was not built in a day and neither were any of my favorite games. Like I tell all of my junior programmers, "Start at the beginning, then just program each little piece until it is done”, I decided to start with the smallest bite I could “chew” and then just keep going. The first "Game" I wrote was a Sudoku generator with a Javascript back end. I Wrapped a website around it and launched it a couple of years ago.

Well, here is the thing about games, the are not all created equal. Sure Sudoku is a "Game" per se, but not really related to my true love, boardgames. So http://www.freedailygames.net languished for a few years without any upkeep. I even thought of just shutting it down, but according to Google analytics, I have a few very loyal customers. And, now with the new technology of Silverlight, I thought that updating my site with a Silverlight implementation of Sudoku would help me build my skills and give freedailygames.net a tech boost.

Well, here is my take on Sudoku in Silverlight.



And here is a zip file containing the entire Visual Studio 2008 Project.

Wednesday, January 21, 2009

Tic Tac Toe in Silverlight

When I first started looking Silverlight, I looked around for tutorials that focused on topics I find interesting. I have found that I typically learn better if I'm applying learning to topics for which I have a passion.

I love games and one of the simplest is Tic Tac Toe. I thought if I could find a tutorial on implementing Tic Tac Toe in Silverlight, it would not only teach the basics of Silverlight development but would also teach how to interact with graphics. Unfortunately I could not find such a tutorial.

I eventually waded my way through much less entertaining tutorials and got my programming feet wet with Silverlight. As a test of my learning I wrote a two player Tic Tac Toe game.

After finishing my first AI post on Rock/Paper/Scissors I started looking for my next AI project. Well I had that two player Silverlight game laying around, how about I write an AI opponent for it?

What could be easier?

Well a lot of things could be easier, like "Hello World", but once I get my teeth into a project I see it to the end. Well, first things first, how have others designed AI opponents for Tic Tac Toe? A quick google search proved that I was definitely not blazing an new trails here. I found tons of examples for just about every type of AI for Tic Tac Toe.

But this webpage gives a simple set of patterns for matching. Best of all, they could be implemented using Regular Expressions!

So, here is my Silverlight AI Tic Tac Toe game where the pattern matching AI is implemented using Regular Expressions.



And here is a zip file containing the entire Visual Studio 2008 Project.

Wednesday, January 14, 2009

The simplest AI in C#

Creating board games on the computer is easy, creating an opponent to play the game against is hard.

A lot of us programmers out there are also board game enthusiasts. We would like nothing better than to sit down in front of the computer and spend a few hours out maneuvering some truly diabolical AI opponents. Whether it’s crushing the Axis in Axis and Allies, dominating Europe in Diplomacy or simply enjoying a quick game of world conquest in Risk, we get to enjoy our favorite board games without the need to coordinate a date and time with up to five or six of your friends. Even when you can take on each other online, sometimes getting everyone together is harder than winning the games you wish to play.

Well with a good AI, all your games become playable by yourself and with a great AI, they become obsessive as you try to, at first barley hold your own and later to finally dominate these awesome challengers. Yet, how are these opponents created? Other than creating a completely random opponent, writing an AI to play a board game at a high level is one of the hardest things in programming you could do.

Which brings me to my point: I’m not going to show you how to create a diabolical AI opponent. I’m not even going to say if I even know how to. What I want to show you though, is how to take that first step in writing AI’s, by creating what could possibly be the simplest AI opponent ever … for the game of “Rock, paper and scissors”.

There are many types of AI opponents, but in “Rock, paper and scissors” the only type of opponent is one that tries to predict his opponent’s next move. So let’s create a predictive AI.

What is the one piece of data that a predictive AI needs to calculate a decision? His opponents’ prior moves. So, as play of “Rock, paper and scissors” continues, we will need to accumulate the human player’s prior moves. The easiest way to do that is to hold them in a string, each character (‘R’, ‘P’ or ‘S’) representing a move.

To keep it simple, my AI will look for three move patterns. It will take the last two moves off the end of the string and add each of the three possible moves, in turn, on the end and do a string search to find how many times the human opponent played the same three move pattern previously. The IA will assume that the pattern with the highest count will be the one the human plays and will choose the move to beat it. If there was a tie (Even if that it is a tie of zero count for all three possible patterns) a move is picked randomly among the tied choices. Just to through a bit of confusion in, 10% of the time, the AI’s move will be completely random.

Now, this AI is by no means unbeatable, but playing against it in a race for the first to win 100 games, it is a very tough opponent, just like AI opponents should be.

The complete code for a console application implementing the “Rock, paper and scissors” AI can be downloaded here.

Saturday, December 6, 2008

Switcheroo - An old "Magazine" game in Silverlight, Part 1

In a previous post, I described the game Switcheroo. In this first post we will create a the start splash screen, the game board and the end splash screen.

The splash screen for a very visual game should be striking. Unfortunately, I am not a graphic artist, so the best I could come up with is the name switcheroo rendered using WordArt in Word.

We need to display the splash screen along with a start button. When the start button is clicked, we can then hide the splash screen and display the game board.

If you remember from that previous post, players can either place a piece on the 5x5 gameboard or rotate a row to the left or right, or rotate a column up or down. So, not only do we need a 5x5 checkerboard but we also need a mechanism to allow the players to rotate the columns and rows.

To accomplish this I added an extra column at the start and the end of the gameboard and an extra row to the top and the bottom of the gameboard. I added small golden arrows.

Once the game has been one or lost, on the placement of the winning move, we need to hide the gameboard and show the splash screen again. This time with a button declaring their win or loss and asking if they wish to play again.

The only problem with this is from a aesthetic point. When we place the winning piece, rotate the winning piece into place or our opponents move defeats us, we do not want to immediately flash to the splash page. The player may not have been able to even see that the move was a winning move or what their opponent even did to win, so we need to include a delay upon determining that the game is in fact over.

In the code for this first part, the both splash screens will work as they are supposed to, but since we have not created any game logic yet, we will consider any click on the gameboard to be the winning move and after our short delay the "You lose" version of the splash screen will display.

If you click on the button, the gameboard will display again and the whole process will start again, but the code will rotate between the "You win" and "You lose" messages to verify that both code paths work.

As you can see, instead of a lot of repetitive XAML, the only hardcoded XAML sets up the grid that will contain the gameboard and the elements for the splash screen.
<UserControl x:Class="Switcheroo.Page"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Width="300" Height="300">
<Grid x:Name="LayoutRoot"
Tag="Bob">
<Grid.ColumnDefinitions>
<ColumnDefinition Width='25' />
<ColumnDefinition Width='50' />
<ColumnDefinition Width='50' />
<ColumnDefinition Width='50' />
<ColumnDefinition Width='50' />
<ColumnDefinition Width='50' />
<ColumnDefinition Width='25' />
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height='25' />
<RowDefinition Height='50' />
<RowDefinition Height='50' />
<RowDefinition Height='50' />
<RowDefinition Height='50' />
<RowDefinition Height='50' />
<RowDefinition Height='25' />
</Grid.RowDefinitions>
<Image x:Name="XamlBoard"
Grid.RowSpan='7'
Grid.ColumnSpan='7'
Source='Splash.png' />
<StackPanel VerticalAlignment="Center"
HorizontalAlignment="Center"
Grid.RowSpan="7"
Grid.ColumnSpan="7">
<Button Click="Start_Click"
Content="Start"></Button>
</StackPanel>
</Grid>
</UserControl>

The XAML code also available here!

using System;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Input;
using System.Windows.Markup;
using System.Windows.Media;
using System.Windows.Shapes;
using System.Windows.Threading;

namespace Switcheroo
{
public partial class Page
{
private class MyColors
{
public static Color Aliceblue { get { return GenerateColorStruct(0xFFF0F8FF); } }
public static Color Cyan { get { return GenerateColorStruct(0xFF00FFFF); } }
public static Color Darkcyan { get { return GenerateColorStruct(0xFF008B8B); } }
public static Color Darkgoldenrod { get { return GenerateColorStruct(0xFFB8860B); } }
public static Color Gold { get { return GenerateColorStruct(0xFFFFD700); } }

private static Color GenerateColorStruct(uint color)
{
var mask = 0x000000FF;

var returnval = new Color
{
A = ((byte)((color >> 24) & mask)),
R = ((byte)((color >> 16) & mask)),
G = ((byte)((color >> 8) & mask)),
B = ((byte)((color) & mask))
};

return returnval;
}
}

private class GameBoard
{
internal readonly int[,] Board = new int[5, 5];

public GameBoard()
{
for (var i = 0; i < 5; i++)
{
for (var j = 0; j < 5; j++)
{
Board[i, j] = -1;
}
}
}
}

readonly DispatcherTimer dt = new DispatcherTimer();

private bool GameOver;
private int GameWinner = -1;
private GameBoard Switcheroo = new GameBoard();

public Page()
{
InitializeComponent();
}

private void Start_Click(object sender, RoutedEventArgs e)
{
Switcheroo = new GameBoard();
LayoutRoot.Children.Clear();
CreateGameBoard();
GameOver = false;
}

private void dt_Tick(object sender, EventArgs e)
{
dt.Stop();
DisplayGameOverSplash();
}

private void Canvas_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
GameOver = true;

GameWinner = GameWinner == 0 ? 1 : 0;

if (GameOver)
{
dt.Interval = new TimeSpan(0, 0, 0, 0, 500); // 500 Milliseconds
dt.Tick += dt_Tick;
dt.Start();
}
}

private void CreateGameBoard()
{
var CellColor = false;
Canvas c;

for (var i = 0; i < 7; i++)
{
for (var j = 0; j < 7; j++)
{
if (i != 0 && i != 6 && j != 0 && j != 6)
{
c = new Canvas
{
Tag = (i + ":" + j),
Background =
(CellColor
? new SolidColorBrush(MyColors.Aliceblue)
: new SolidColorBrush(MyColors.Darkcyan))
};
}
else
{
c = new Canvas
{
Tag = (i + ":" + j),
Background = new SolidColorBrush(MyColors.Cyan)
};


if (j == 6 && i != 0 && i != 6)
{
var p = new Polygon
{
Fill = new SolidColorBrush(MyColors.Gold),
Stroke = new SolidColorBrush(MyColors.Darkgoldenrod)
};

p.Points.Add(new Point(10, 5));
p.Points.Add(new Point(40, 5));
p.Points.Add(new Point(25, 15));

c.Children.Add(p);
}
else if (j == 0 && i != 0 && i != 6)
{
var p = new Polygon
{
Fill = new SolidColorBrush(MyColors.Gold),
Stroke = new SolidColorBrush(MyColors.Darkgoldenrod)
};

p.Points.Add(new Point(10, 20));
p.Points.Add(new Point(40, 20));
p.Points.Add(new Point(25, 10));

c.Children.Add(p);

}
else if (i == 6 && j != 0 && j != 6)
{
var p = new Polygon
{
Fill = new SolidColorBrush(MyColors.Gold),
Stroke = new SolidColorBrush(MyColors.Darkgoldenrod)
};

p.Points.Add(new Point(5, 10));
p.Points.Add(new Point(5, 40));
p.Points.Add(new Point(15, 25));

c.Children.Add(p);

}
else if (i == 0 && j != 0 && j != 6)
{
var p = new Polygon
{
Fill = new SolidColorBrush(MyColors.Gold),
Stroke = new SolidColorBrush(MyColors.Darkgoldenrod)
};

p.Points.Add(new Point(20, 10));
p.Points.Add(new Point(20, 40));
p.Points.Add(new Point(10, 25));

c.Children.Add(p);

}
}

c.MouseLeftButtonDown += Canvas_MouseLeftButtonDown;
Grid.SetColumn(c, i);
Grid.SetRow(c, j);

LayoutRoot.Children.Add(c);

CellColor = !CellColor;
}
}
}

private void DisplayGameOverSplash()
{
string ButtonText = GameWinner != 0 ? "You Win! Play Again?" : "You Loose! Play Again?";

const string Splash = "<Image xmlns='http://schemas.microsoft.com/winfx/2006/xaml/presentation' " +
"xmlns:x='http://schemas.microsoft.com/winfx/2006/xaml' " +
"x:Name='XamlBoard' Grid.RowSpan='7' Grid.ColumnSpan='7' Source='Splash.png' /> ";

const string Stack = "<StackPanel xmlns='http://schemas.microsoft.com/winfx/2006/xaml/presentation' " +
"xmlns:x='http://schemas.microsoft.com/winfx/2006/xaml' VerticalAlignment='Center' " +
"HorizontalAlignment='Center' Grid.RowSpan='7' Grid.ColumnSpan='7' />";

string Button = "<Button xmlns='http://schemas.microsoft.com/winfx/2006/xaml/presentation' " +
"xmlns:x='http://schemas.microsoft.com/winfx/2006/xaml' Content='" + ButtonText + "'></Button>";

LayoutRoot.Children.Clear();
LayoutRoot.Children.Add((Image)XamlReader.Load(Splash));
LayoutRoot.Children.Add((StackPanel)XamlReader.Load(Stack));
((StackPanel)LayoutRoot.Children[1]).Children.Add((Button)XamlReader.Load(Button));
((Button)((StackPanel)LayoutRoot.Children[1]).Children[0]).Click += Start_Click;
}
}
}

The C# code also available here!

Wednesday, October 22, 2008

Old Games In Silverlight

It continually amazes me how many great games were published in the 80's and 90's in hobby programming magazines. Sure, they are not the type of games that a company like Electronic Arts would be interested in and are definitely not up to the standards of today's games on the PC, but casual gaming on the web and mobile devices has possibly created a new home for these games.

In one of my old programming magazines (Compute's! Gazette, June 1986 - Issue 36, Vol. 4, No. 6) described a game called Switcheroo, by Kevin Mykytyn and Mark Tuttle. A simple connect 5 on a 5x5 grid (horizontally or vertically, no diagonals) with a twist. The player can place a piece of his color on an empty space or he may shift a column up or down, or shift a row left or right. Any pieces that are removed from the board by the shift are places in at the end of the column or row in the newly vacant space.

I think that this game would be a great coding test for Silverlight, so I will be posting a multi-part blog entry on writing Switcheroo in Silverlight2.0.

Unfortunately, all the games published in Compute's! Gazette were in a version of Machine Language called "MLX", so the effort would be heroic to try to adjust the code to a more modern platform such as Silverlight. And, with the fact that there was no AI (It was a 2 player game) and we will want to play against the computer, we will be starting from scratch.