Randomly put an image in specific places using C# - c#

I am absolutely new with C#, so I hope my question is not completely off.
As you can see in the picture above, I have a form, in which there is a table (image) and a button. In the resources of the project, I have another image (black_rectangle.png), which is a black rectangle, exactly at the same size of each the table's cell. This is what I'm trying to achieve:
Each time the 'Again' button is clicked, I want the six black rectangles to cover two of the tree cells in each column, in a random manner. For example, after the first try, the table could look like this:
I'm basically stuck at the beginning:
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
Random rand = new Random();
List<PictureBox> items = new List<PictureBox>();
PictureBox newPic= new PictureBox();
newPic.Height = 50;
newPic.Width = 50;
newPic.BackColor = Color.Maroon;
int x = rand.Next(10, this.ClientSize.Width - newPic.Width);
int y = rand.Next(10, this.ClientSize.Height - newPic.Height);
newPic.Location = new Point(x, y);
}
}

Assuming the table (image) is in "pictureBox1", you could try something like:
private Random rnd = new Random();
private List<int> positions = new List<int> { 0, 1, 2 };
private List<PictureBox> prevBoxes = new List<PictureBox>();
private void button1_Click(object sender, EventArgs e)
{
prevBoxes.ForEach(pb => pb.Dispose()); // remove previous boxes
for(int col=0; col<3; col++)
{
positions = positions.OrderBy(i => rnd.Next()).ToList(); // shuffle positions
for(int i=0; i<2; i++)
{
PictureBox newPic = new PictureBox();
newPic.Height = 50;
newPic.Width = 50;
newPic.BackColor = Color.Maroon;
newPic.Location = new Point(pictureBox1.Left + (col * 50), pictureBox1.Top + (positions[i] * 50));
this.Controls.Add(newPic);
newPic.BringToFront();
prevBoxes.Add(newPic);
}
}
}
Output:

Related

Winforms FlowLayoutPanel remove unneeded spaces with autosize controls

I have FlowLayoutPanel with
AutoScroll = True
FlowDirection = LeftToRight
WrapContents = True
Added controls dynamically have same Width but AutoSize in Height. So the panel will be like this, which has vertical spaces between items. As the height of row managed by the greatest height of controls. So I want to remove these unneeded spaces, and the final result will be like this.
If there's no way to do it with FlowLayoutPanel, What's the proper idea to done it perfectly ?
Its a matrix and should be treated like a matrix.
my opinion is that Panel is more appropriate than a FlowLayoutpanel here.
please see my suggestion and output to achieve such a behavior.
clarification: this code needs improvements to be adapted to all possible cases but you can learn from it the basic idea how to deal with such problem.
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
Example();
}
// space beetween controls (top and right)
public int MarginSpace = 8;
// first element location
public Point StartPoint = new Point(10, 10);
private void Example()
{
var fixesWidth = 70;
List<Label> randomLables = new List<Label>();
Random rand = new Random();
// generate lables with random heights
for (int i = 1; i < 10; i++)
{
Label lr = new Label();
var randheight = rand.Next(60, 120);
lr.Size = new Size(fixesWidth, randheight);
lr.Text = i.ToString();
lr.BackColor = Color.Black;
lr.ForeColor = Color.White;
randomLables.Add(lr);
}
// check how many elements in one "column" (possible also to add right+left margin)
var cols = panel1.Width / fixesWidth;
// create matrix object to get locations of each label
MyMatrix m = new MyMatrix(cols, randomLables.Count, 15, 70, StartPoint);
m.SetMatrix(randomLables);
int counter = 0;
// pupulate all lables with the points from MyMatrix object
foreach (Point p in m.pointsMatrix)
{
randomLables[counter].Location = p;
panel1.Controls.Add(randomLables[counter]);
counter++;
}
}
}
class MyMatrix
{
private int Rows;
private int TotalElements;
private int Cols;
private int Margin;
private int ElementWidth;
private Point StartPoint;
public MyMatrix(int cols, int totalelements, int margin, int elementwidth, Point startingpoint)
{
this.Cols = cols;
this.TotalElements = totalelements;
this.Margin = margin;
this.ElementWidth = elementwidth;
this.StartPoint = startingpoint;
// calculate number of rows
Rows = totalelements / cols;
}
public List<Point> pointsMatrix = new List<Point>();
int cellCounter = 0;
public void SetMatrix(List<Label> Labels)
{
for (int i = 0; i < Rows; i++)
{
for (int j = 0; j < Cols; j++)
{
var x = StartPoint.X + j * (Margin + ElementWidth);
var y = StartPoint.Y;
if (cellCounter >= Cols)
{
// find the parallel cell in the row above
y = pointsMatrix[cellCounter - Cols].Y + Labels[cellCounter - Cols].Height + Margin;
}
else
{
// do nothing it is first row
}
Point p = new Point(x, y);
pointsMatrix.Add(p);
cellCounter += 1;
}
}
}
}
Output:

Auto arrange unlimited number of buttons on form

I'm trying generate dynamically a bunch of buttons. The number of buttons is determined by how many pits are alive, and this is retrieved from a database.
Here is how it looks like :
Here is what I used to generate them :
private void Form1_Load(object sender, EventArgs e)
{
int numOf = pits.numOfPits();
Button[] genButtons = new Button[numOf];
int l = 1;
for (int i = 0; i < numOf; i++)
{
genButtons[i] = new Button();
genButtons[i].Width = 160;
genButtons[i].Height = 80;
Point location = new Point((i + 1) *200,75);
if (location.X > this.ClientSize.Width - 200)
{
location.X = l * 200;
location.Y += 100;
l++;
}
genButtons[i].Location = location;
this.Controls.Add(genButtons[i]);
}
}
The problem is that it will only work for 2 rows and it is kind of hard coded. How can I improve it to support an unlimited number of buttons.
You can ignore the limited "height" of form for the purpose of this question. I'll probably add some pagination later.
Add button controls to the FlowLayoutPanel. Extend the FlowLayoutPanel to include items per page, current page, and data to implement paging.
private void Form1_Load(object sender, EventArgs e)
{
FlowLayoutPanel flp = new FlowLayoutPanel();
for (int i = 0; i < pits.numOfPits(); ++i)
{
Button btn = new Button();
btn.Width = 160;
btn..Height = 80; //set padding or margin to appropriate values
flp.Controls.Add(btn);
}
this.Controls.Add(flp);
}

c# gomoku game label array

I am trying to make a simple five in a row (gomoku) game for two players using windows forms and c#. I put a picturebox with a picture and stretched it out on the form. Now I want to put labels at all the intersections on the picture board so a user can click them and change their background color to black or white.
How can I make the labels created clickable on the form?
public partial class Form1 : Form
{
int labelCount = 0;
int iteration = 0;
public Form1()
{
InitializeComponent();
Label[] board = new Label[361];
for (int i = 0; i < 361; i++)
{
board[i] = new Label
{
Name = "label" + i,
Height = 55,
Width = 55,
MinimumSize = new Size(55, 55),
Text = "label " + i
};
}
int x = 0;
int y = 0;
foreach (var Label in board)
{
if (x >= 580)
{
x = 0;
y = y + Label.Height + 55;
}
Label.Location = new Point(x, y);
this.Controls.Add(Label);
x += Label.Width;
}
}
}
Should I make a one-dimensional [361] or two-dimensional array[{A,1}, {A,2}....{D,1}] to easily check for a winner? How can I connect it to the created labels so the array data corresponds to the objects on the board?
Well Sorry If don`t understand your question. For the Q.1 to add 361 labels you can try the code below. I hope it will help you.
public int x = 0;
public int y = 0;
private Label[] moku = new Label[361];
private void Form1_Load(object sender, EventArgs e)
{
try
{
for (int i = 0; i < 361; i++)
{
moku[i] = new Label();
moku[i].Parent = pictureBox1;//make the picturebox parent
moku[i].Location = new Point(x, y);
moku[i].Text = "O";
moku[i].Name = "moku" + i;
moku[i].BackColor = Color.Transparent;
pictureBox1.Controls.Add(moku[i]);
y += 55;
if (y >= 361) { x += 55; y = 0; x+=55; }
}
}catch(Exception er)
{
MessageBox.Show(er.ToString());
}
}
I prefer using a 2D array because it's easier if you want to check the surrounding boxes.
Form design:
Full source:
using System;
using System.Drawing;
using System.Windows.Forms;
namespace WindowsFormsApplication6
{
public enum Player
{
Empty = 0,
White,
Black
}
public partial class Form1 : Form
{
// initialize board of 5x5
private Player[,] board = new Player[5, 5];
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
DrawBoard();
}
private void DrawBoard()
{
for (var i = 0; i <= board.GetUpperBound(0); i++)
{
for (var j = 0; j <= board.GetUpperBound(1); j++)
{
// for name and text
var name = string.Format("{0}, {1}", i, j);
var label = new Label()
{
Name = name, // name of label
Size = new Size(55, 55),
BorderStyle = BorderStyle.FixedSingle,
Location = new Point(i * 55, j * 55), // location depends on iteration
Text = name
};
label.Click += ClickLabel; // subscribe the Click event handler
pictureBox1.Controls.Add(label); // add label to a container
}
}
}
// this event handler will handle all the labels click event
private void ClickLabel(object sender, EventArgs e)
{
var label = (Label)sender; // this is the label that you click
var x = Convert.ToInt32(label.Name.Split(',')[0]);
var y = Convert.ToInt32(label.Name.Split(',')[1]);
// change the color
if (radPlayerBlack.Checked)
{
// Player Black
label.ForeColor = Color.White;
label.BackColor = Color.Black;
board[x, y] = Player.Black;
}
else
{
// Player White
label.ForeColor = Color.Black;
label.BackColor = Color.White;
board[x, y] = Player.White;
}
}
}
}
You can check the value of the 2D array for black or white. Here's the value when I QuickWatch it in Visual Studio.

Moving images from a dynamic list PictureBox

I am initiating me into programming thanks to Stack Overflow.
The game I'm doing in c #, consists of several bees flying around the desktop, which I have to give Click and SCORE is going to increase by a certain time.
To which I did the following:
Create a list PictureBox dynamically (at runtime): OK
Load PictureBox with these GIF images randomly: OK
![Bee Games][1]
In this part I was stuck:
Place these randomly PictureBox (in the bottom of the form).
Make the PictureBox move randomly (more or less marked routes).
each PictureBox Click Event, Change the PictureBox image and hide (visible = false), and increase in SCORE + 1.
I need help please.
My code is as follows:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.IO;
namespace MiPrimerJuego
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
int x = 20;
int y = 600;
List<System.Windows.Forms.PictureBox> objeto = new List<PictureBox>();
for (int i = 0; i < 10; i++, x += 90)
{
PictureBox pBox = new PictureBox();
pBox.Height = 80;
pBox.Width = 50;
pBox.Location = new System.Drawing.Point(x, y);
objeto.Add(pBox);
pBox.SizeMode = PictureBoxSizeMode.StretchImage;
Controls.Add(pBox);
var rand = new Random();
var files = Directory.GetFiles(Application.StartupPath + #"/Images", "*.gif");
pBox.Image = System.Drawing.Bitmap.FromFile(files[rand.Next(files.Length)]);
}
}
}
}
Declare rand and files outside the for-loop and objeto outside the function/void as a Private member variable:
private List<PictureBox> objeto = new List<PictureBox>();
private void button1_Click(object sender, EventArgs e)
{
var files = Directory.GetFiles(Application.StartupPath + #"/Images", "*.gif");
int x = 20;
int y = 600;
var rand = new Random();
for (int i = 0; i < 10; i++)
{
x += 90;
PictureBox pBox = new PictureBox();
pBox.Height = 80;
pBox.Width = 50;
pBox.Location = new System.Drawing.Point(x, y);
objeto.Add(pBox);
pBox.SizeMode = PictureBoxSizeMode.StretchImage;
Controls.Add(pBox);
pBox.Image = System.Drawing.Bitmap.FromFile(files[rand.Next(files.Length)]);
}
}
}
Sorry, I did not explain properly.
What I do is this:
1 Make the PictureBox move randomly from the bottom of the form (more or less marked routes).
2 In the Click event of each PictureBox, Changing the PictureBox image and hide (visible = false), and increase in SCORE + 1.
My code is as follows:
using System;
usingSystem.Collections.Generic;
usingSystem.ComponentModel;
usingSystem.Data;
usingSystem.Drawing;
usingSystem.Linq;
usingSystem.Text;
usingSystem.Windows.Forms;
using System.IO;
namespaceMiPrimerJuego
{
publicpartialclassForm1 : Form
{
public Form1()
{
InitializeComponent();
}
privatevoid button1_Click(object sender, EventArgs e)
{
int x = 20;
int y = 600;
List<System.Windows.Forms.PictureBox>objeto = newList<PictureBox>();
for (inti = 0; i< 10; i++, x += 90)
{
PictureBoxpBox = newPictureBox();
pBox.Height = 80;
pBox.Width = 50;
pBox.Location = newSystem.Drawing.Point(x, y);
objeto.Add(pBox);
pBox.SizeMode = PictureBoxSizeMode.StretchImage;
Controls.Add(pBox);
var rand = newRandom();
var files = Directory.GetFiles(Application.StartupPath + #"/Images", "*.gif");
pBox.Image = System.Drawing.Bitmap.FromFile(files[rand.Next(files.Length)]);
}
}
}
}

How to enable auto scroll?

I have a feeling that Im am missing something obvious but:
I have a single row of pictures in a form, in theory the pictures could go on forever. I need a scroll bar so that the user can look at all of the pictures in the row. I know I need to enable auto scroll but I have no idea how to enable it. Can someone tell me how to enable it or something that I am missing?
If it helps this is the code i am using to generate the pictures:
private void imagePalletToolStripMenuItem_Click(object sender, EventArgs e)
{
MyPalletGui.Show();
Dictionary<string,Bitmap> MyPallet = MyImageCollection.ToDictionary();
int xcor = -50;
int ycor = 0;
foreach (Bitmap curtImage in MyPallet.Values){
PictureBox myPicBox = new PictureBox();
xcor += 50;
myPicBox.Location = new Point(xcor, ycor);
myPicBox.Width = 50;
myPicBox.Height = 50;
myPicBox.Visible = true;
myPicBox.Image = new Bitmap(curtImage);
this.MyPalletGui.Controls.Add(myPicBox);
This code will do exactly what you want, it uses the Form as the ViewPort with AutoScroll:
public Form1()
{
InitializeComponent();
PopulatePictures();
}
private void PopulatePictures()
{
this.AutoScroll = true;
string[] list = Directory.GetFiles(#"C:\\Users\\Public\\Pictures\\Sample Pictures", "*.jpg");
PictureBox[] picturebox= new PictureBox[list.Length];
int y = 100;
for (int index = 0; index < picturebox.Length; index++)
{
picturebox[index] = new PictureBox();
this.Controls.Add(picturebox[index]);
picturebox[index].Location=new Point(index * 120, y);
if(x%12 == 0)
y = y + 150;
picturebox[index].Size = new Size(100,120);
picturebox[index].Image = Image.FromFile(list[index]);
}
}

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