Match Game
Learn creating a Match Game using Windows App SDK with this Tutorial
Match Game shows how to create a game where you will see a set of Squares that are Black and White then remember where the White ones are, then you will see a set of Grey ones before seeing a set of Black ones and then just need to simply Match the correct ones to White to proceed 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: MatchGame 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.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.Media;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.Windows.Input;
namespace MatchGame;
public enum State
{
Wait,
Off,
On
}
public enum Match
{
Memorise,
Waiting,
Remember,
Complete
}
// Item Class
// StateToBrushConverter Class
public class Library
{
// Library Constants, Variables and Choose Method
// Library Set, Change, Update & Pattern Method
// Library Tick Method
// Library Play, Layout & New Method
}
The Class defined so far Library.cs has using for package of Comentsys.Assets.FluentEmoji and others
along with a namespace which allows many classes to be defined together, usually a class is defined per file but to make
things easier each will be defined in Library.cs instead.
Step 7
Still in Library.cs for the namespace of MatchGame in Library.cs you will define a
class after the Comment of // Item Class by typing the following:
public class Item : ObservableBase
{
private State _state;
private int _index;
private readonly Action<int> _action;
public Item(int index, State state, Action<int> action) =>
(_index, State, _action) = (index, state, action);
public ICommand Command =>
new ActionCommandHandler((param) => _action(_index));
public int Index
{
get => _index;
set => SetProperty(ref _index, value);
}
public State State
{
get => _state;
set => SetProperty(ref _state, value);
}
}
Item uses the class from the toolkit of ObservableBase which will be used for Data Binding
the Properties which include the State and Index along with the Command which will be used
to allow interaction with the element using Commanding.
Step 8
Still in Library.cs for the namespace of MatchGame in Library.cs you will define a
class after the Comment of // StateToBrushConverter Class by typing the following:
public class StateToBrushConverter : IValueConverter
{
public object Convert(object value, Type targetType,
object parameter, string language)
{
if (value is State state)
{
return new SolidColorBrush(value switch
{
State.On => Colors.White,
State.Off => Colors.Black,
_ => Colors.Gray
});
}
return null;
}
public object ConvertBack(object value, Type targetType,
object parameter, string language) =>
throw new NotImplementedException();
}
StateToBrushConverter uses the interface of IValueConverter for Data Binding which will allow the colours of the
Codes in the game to be represented from either White, Black or Grey as a SolidColorBrush.
Step 9
While still in the namespace of MatchGame in Library.cs and in the class of Library after the
Comment of // Library Constants, Variables and Choose Method type in the following Constants, Variables and Method:
private const string title = "Match Game";
private const int interval = 1;
private const int total = 16;
private const int delay = 4;
private const int size = 4;
private readonly List<int> _hits = new();
private readonly List<int> _miss = new();
private readonly Dictionary<int, State> _states = new();
private readonly ObservableCollection<Item> _items = new();
private readonly Random _random = new((int)DateTime.UtcNow.Ticks);
private DispatcherTimer _timer;
private Dialog _dialog;
private Match _match;
private int _count;
private int _turns;
private List<int> Choose(int minimum, int maximum, int total) =>
Enumerable.Range(minimum, maximum)
.OrderBy(r => _random.Next(minimum, maximum))
.Take(total).ToList();
Constants are values that are used in the game that will not change and Variables are used to store various values for the game.
The Method of Choose will be used to create a list of unique randomised numbers.
Step 10
While still in the namespace of MatchGame in Library.cs and in the class of Library after the
Comment of // Library Set, Change, Update & Pattern Method type in the following Methods:
private void Set(int index, State state) =>
_items.FirstOrDefault(w => w.Index == index)
.State = state;
private void Change(Match match) =>
(_count, _match) = (delay, match);
private void Update(State state)
{
foreach(var item in _items)
item.State = state;
}
private void Pattern()
{
_hits.Clear();
_miss.Clear();
_states.Clear();
Update(State.Off);
var positions = Choose(0, total, size);
for (int index = 0; index < total; index++)
{
State state = State.Off;
if (positions.Contains(index))
{
state = State.On;
_states.Add(index, state);
}
Set(index, state);
}
}
Set is used to update the State for an Item and Change uses tuple-syntax to update the values being passed in.
Update is used to set the State for all items and Pattern is used to display the items that are to be matched using Set.
Step 11
While still in the namespace of MatchGame in Library.cs and in the class of Library after the
Comment of // Library Tick Method type in the following Method:
private void Tick()
{
switch (_match)
{
case Match.Complete:
_dialog.Show($"Game Over with {_turns} Matches!");
_timer?.Stop();
break;
case Match.Memorise:
if (_count == delay)
Pattern();
_count--;
if (_count == 0)
Change(Match.Waiting);
break;
case Match.Waiting:
if (_count == delay)
Update(State.Wait);
_count--;
if (_count == 0)
Change(Match.Remember);
break;
case Match.Remember:
if (_count == delay)
Update(State.Off);
_count--;
if (_count == 0)
{
if (_hits.Count == size)
{
_turns++;
Change(Match.Memorise);
}
else
Change(Match.Complete);
}
break;
}
}
Tick will be used by the Timer and will perform the actions in the game depending on the value of the enum of
Match which includes displaying a message when the game is finished using a Dialog and using the Methods of
Change or Update to display elements in the game as needed.
Step 12
While still in the namespace of MatchGame in Library.cs and in the class of Library after the
Comment of // Library Play, Layout & New Method type in the following Methods:
private void Play(int index)
{
if (_match == Match.Remember &&
_hits.Count + _miss.Count < size)
{
if (_states.ContainsKey(index) &&
!_hits.Contains(index))
_hits.Add(index);
else if(!_states.ContainsKey(index) &&
!_miss.Contains(index))
_miss.Add(index);
Set(index, State.On);
}
}
private void Layout(ItemsControl display)
{
for (int index = 0; index < total; index++)
{
_items.Add(new Item(index, State.Wait, (int i) => Play(i)));
}
display.ItemsSource = _items;
}
public void New(ItemsControl display)
{
_turns = 1;
_count = delay;
_hits.Clear();
_miss.Clear();
_items.Clear();
Layout(display);
_match = Match.Memorise;
_dialog = new Dialog(display.XamlRoot, title);
_timer?.Stop();
_timer = new DispatcherTimer()
{
Interval = TimeSpan.FromSeconds(interval)
};
_timer.Tick += (object sender, object e) =>
Tick();
_timer.Start();
}
Play will be used when recalling a pattern of elements and will set them accordingly, Layout will use Play and create set of elements
and New will be used to start a new game and setup the Timer.
Step 13
Step 14
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 15
While still in the XAML for MainWindow.xaml below <Window, type in the following XAML:
xmlns:ui="using:Comentsys.Toolkit.WindowsAppSdk"
The XAML for <Window> should then look as follows:
<Window
xmlns:ui="using:Comentsys.Toolkit.WindowsAppSdk"
x:Class="MatchGame.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:MatchGame"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d">
Step 16
While still in the XAML for MainWindow.xaml above </Window>, type in the following XAML:
<Grid>
<Grid.Resources>
<local:StateToBrushConverter x:Key="StateToBrushConverter"/>
</Grid.Resources>
<Viewbox>
<ItemsControl Margin="50" Name="Display"
HorizontalAlignment="Center"
VerticalAlignment="Center" Loaded="New">
<ItemsControl.ItemTemplate>
<DataTemplate x:Name="DataTemplate">
<Button Command="{Binding Command}">
<ui:Piece IsSquare="True"
Fill="{Binding State, Mode=OneWay,
Converter={StaticResource StateToBrushConverter},
ConverterParameter=True}"
Foreground="{Binding State, Mode=OneWay,
Converter={StaticResource StateToBrushConverter},
ConverterParameter=False}" />
</Button>
</DataTemplate>
</ItemsControl.ItemTemplate>
<ItemsControl.ItemsPanel>
<ItemsPanelTemplate>
<VariableSizedWrapGrid MaximumRowsOrColumns="4"/>
</ItemsPanelTemplate>
</ItemsControl.ItemsPanel>
</ItemsControl>
</Viewbox>
<CommandBar VerticalAlignment="Bottom">
<AppBarButton Icon="Page2" Label="New" Click="New"/>
</CommandBar>
</Grid>
This XAML contains a Grid with Resources using the StateToBrushConverter and also contains a Viewbox which will Scale an
ItemsControl which has a DataTemplate which contains a Button and Piece which will be bound using Data Binding.
It has a Loaded event handler for New which is also shared by the AppBarButton.
Step 17
Step 18
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 19
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 20
Step 21
Once running you progress by remembering the positions of the Squares that are White that are shown before a set of Squares that are Grey when you see a set of Squares that are Black if you get them right you proceed to the next ones to Match but if you get any wrong you lose the game, or you can select New to start a new game.
Step 22