c# print barcode zebra Shuffling the Pieces in VS .NET

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Shuffling the Pieces
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You can shuffle the puzzle pieces using a fairly simple shuffle algorithm that goes through the array 100 times, picking out two random elements on each occasion; if the two elements are different, it swaps their contents. At the end, it loads the value 1 into the last element to recognize that it is the empty square.
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Part I Introducing Silverlight 3
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You can see the shuffle algorithm here:
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void shuffle() { // Initialize Board for (int n = 0; n < 15; n++) { board[n] = n; } Random rand = new Random(System.DateTime.Now.Second); for (int n = 0; n < 100; n++) { int n1 = rand.Next(15); int n2 = rand.Next(15); if (n1 != n2) { int tmp = board[n1]; board[n1] = board[n2]; board[n2] = tmp; } } board[15] = -1; }
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Now that the pieces are shuffled, the next step is to draw the board.
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Drawing the Board
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At this point, you have all of the blocks defined as Image elements within Canvas elements, and you have an array of integers, where the value at index n is the tile to display at that position. You ve also shuffled this array of integers, so now it s time to draw the game board. You can achieve this simply by using this code:
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void drawBoard() { int nx = 0; int ny = 0; for (int n = 0; n < 15; n++) { nx = n / 4; ny = n % 4; if(board[n]>=0) { cI[board[n]].SetValue(Canvas.TopProperty, Convert.ToDouble(ny * 100)); cI[board[n]].SetValue(Canvas.LeftProperty, Convert.ToDouble(nx * 100)); } } }
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3 Using Visual Studio with Silverlight
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This code loops from 0 to 14 (there are 15 blocks in the puzzle) and calculates an x,y coordinate for each block in a 4 4 grid. The x value is simply the integer division of the loop index by 4, and the y value is simply the modulus of the loop index by 4. If you multiply these by 100, you then get the right position to draw the Canvas element. At this point, you have fully initialized the game. The image is positioned on the right, and the shuffled board of image blocks is on the left.
Handling User Control
The next thing to do is to start handling the user interaction. In a game such as this, the expected behavior is that the user clicks an image block, and if this block is next to the empty space, the block that the user clicked will slide into the space, leaving a new empty space behind. So, you need to handle the clicking of the Canvas containing the Image block. If you remember all the way back to the initialization of the blocks, you saw this line:
cI[nx].MouseLeftButtonDown += new MouseButtonEventHandler(Page_MouseLeftButtonDown);
This defines that the Page_MouseLeftButtonDown event handler will fire when the Canvas is clicked. This event handler has been wired up for each of the Canvas blocks. The code for this event handler has two sections. The first section identifies which Canvas raised the event and where that Canvas is in the board:
void Page_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { Canvas c = sender as Canvas; int nCanvasID = -1; int nBoardLoc = -1; int nEmptyLoc = -1; for (int i = 0; i < 16; i++) { if (c == cI[i]) { nCanvasID = i; break; } } for (int i = 0; i < 16; i++) { if (board[i] == nCanvasID) { nBoardLoc = i; } else if (board[i] == -1) { nEmptyLoc = i; } }
Part I Introducing Silverlight 3
So, for example, the player might have clicked the block that represents the upper-left corner of the finished image (block 0), but it is currently in the lower-left corner of the board (position 12). When the click event is raised, you would look through the array of Canvas elements that represent the blocks until you find one that matches the Canvas that was actually clicked, and from here you could get its index in the array, loading it into the nCanvasID variable (which in the previous hypothetical case would be 0). You can then scan through the board to find where item 0 is and, when you find it, assign this value to the nBoardLoc variable (which in the hypothetical case is 12) and, while you are at it, find the location of the empty space on the board and load that into nEmptyLoc. The second section of code then needs to check to see whether the player can move, and if so, it moves the block into the space and updates the board accordingly.
// Check if we can move if ((nBoardLoc == nEmptyLoc (nBoardLoc == nEmptyLoc (nBoardLoc == nEmptyLoc (nBoardLoc == nEmptyLoc { int nx = nEmptyLoc/4; int ny = nEmptyLoc%4; + + 1) || 1) || 4) || 4))
cI[nCanvasID].SetValue(Canvas.TopProperty, Convert.ToDouble(ny * 100)); cI[nCanvasID].SetValue(Canvas.LeftProperty, Convert.ToDouble(nx * 100)); board[nEmptyLoc] = nCanvasID; board[nBoardLoc] = -1; checkWinner(); } else { // do nothing }
To do this, you first check the position of the empty location relative to the position of the location of the block that the player clicked. If it is immediately above, below, to the left, or to the right of the current block, you can move it. Because the board is a one-dimensional array representing a 4 4 board, this is easy to do. Items to the left and to the right of the current item are off by 1 and +1, respectively, and items above and below are off by 4 and +4, respectively, so if you seek the blocks at these indices for the empty block, you know that the player can move.
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