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public void FillSquares(Graphics g) { int x, y; for (x = 0; x < cxWidth; x++) { for (y = 0; y < cyHeight; y++) { if (m_asq[x,y]iOwner != 0) { FillOneSquare(g, x, y); } } } } // method: FillSquares // // DrawOneLineSet // public void DrawOneLineSet(Graphics g, int x, int y) { int xLeft = cxLeft + x * cxLine; int yTop = cyTop + y * cyLine; int xRight = cxLeft + (x+1) * cxLine; int yBottom = cyTop + (y+1) * cyLine; if (m_asq[x,y]bTop) gDrawLine(penLine, xLeft, yTop, xRight, yTop); if (m_asq[x,y]bRight) gDrawLine(penLine, xRight, yTop, xRight, yBottom); if (m_asq[x,y]bBottom) gDrawLine(penLine, xRight, yBottom, xLeft, yBottom); if (m_asq[x,y]bLeft) gDrawLine(penLine, xLeft, yBottom, xLeft, yTop); } // DrawOneLineSet() // // DrawLines -- Draw lines which have been hit // public void DrawLines(Graphics g) { int x, y; for (x = 0; x < cxWidth; x++) { for (y = 0; y < cyHeight; y++) { DrawOneLineSet(g, x, y); } } } // DrawLines()
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public void DrawDots (Graphics g) { // Draw array of dots int x, y; for (x = 0; x <= cxWidth; x++) { for (y = 0; y <= cyHeight; y++) { ptTestX = (cxLeft - 2) + x * cxLine; ptTestY = (cyTop - 2) + y * cyLine; rcLocation = ptTest; rcSize = szDot; gFillEllipse(hbrBlack, rc); } } } // DrawDots public enum Side { None, Left, Top, Right, Bottom } // // HitTest - Check whether a point hits a line // // Return values: // 0 = miss // 1 = hit a line // 2 = hit and completed a square public int HitTest(int xIn, int yIn, int iPlayer) { int x, y; bool bHit1 = false; bool bHit2 = false; Side sideHit = SideNone; for (x = 0; x < cxWidth; x++) { { for (y = 0; y < cyHeight; y++) // If already owned, do not check if (m_asq[x,y]iOwner != 0) continue; // Otherwise check for lines against point if (m_asq[x,y]rcTopContains(xIn, yIn)) {
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// Line already hit if (m_asq[x,y]bTop) // Line already hit return 0; // If not, set line as hit sideHit = SideTop; m_asq[x,y]bTop = true; } else if (m_asq[x,y]rcLeftContains(xIn, yIn)) { // Line already hit if (m_asq[x,y]bLeft) // Line already hit return 0; // If not, set line as hit sideHit = SideLeft; m_asq[x,y]bLeft = true; } else if (m_asq[x,y]rcRightContains(xIn, yIn)) { // Line already hit if (m_asq[x,y]bRight) // Line already hit return 0; // If not, set line as hit sideHit = SideRight; m_asq[x,y]bRight = true; } else if (m_asq[x,y]rcBottomContains(xIn, yIn)) { // Line already hit if (m_asq[x,y]bBottom) // Line already hit return 0; // If not, set line as hit sideHit = SideBottom; m_asq[x,y]bBottom = true; } // No hit in current square -- keep looking if (sideHit == SideNone) continue; // We hit a side bHit1 = true; // Draw sides Graphics g = m_ctrlParentCreateGraphics(); DrawOneLineSet(g, x, y); // Check whether square is now complete // We hit a line - check for hitting a square if (m_asq[x,y]bLeft && m_asq[x,y]bTop &&
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m_asq[x,y]bRight && m_asq[x,y]bBottom) { // Side is complete m_asq[x,y]iOwner = iPlayer; bHit2 = true; // Fill current square FillOneSquare(g, x, y); } gDispose(); } // for y } // for x if (bHit2) return 2; else if (bHit1) return 1; else return 0; } // HitTest // // GetScore - Get current score for player N // public int GetScore (int iPlayer) { int iScore = 0; int x, y; for (x = 0; x < cxWidth; x++) { for (y = 0; y < cyHeight; y++) { if (m_asq[x,y]iOwner == iPlayer) iScore++; } } return iScore; } // GetScore } // class Squares
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Finally, we define two simple data structures Square and Players to hold details about individual game board squares and details about individual players, respectively Listing 1112 shows the code
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