Simple slide game using ViewBox






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A simple 9 peice puzzle using ImageBrush.ViewBox.
Introduction
This is a very simple article that really just demonstrates the various capabilities of the WPF ImageBrush
. The basic idea is that the attached demo emulates one of those 9 square puzzles you used to get in Christmas stockings.
Where a square is blank, and the image portions in the other 8 squares are randomly scattered, and you had to try and recreate the whole image, by sliding the image portion squares into the blank space, and repeating this until you had the whole image again.
In a nutshell, that's all this article does.
So How Does It Work
Well, it's based in WPF land, so we can use a convenient layout manager called a Grid
which has rows/columns. We can imagine that each row/column of the Grid
will either hold a square which holds a section of the original image, or will be the single blank square.
And that's exactly what we do.
The basic steps are as follows:
- Load an image
- Split the image into equal portions
- Randomly place the 8 sequentially obtained image portions
- Allow the user to click one of the image portion squares
That's all there is to it.
Let's look at each of these steps in a bit more detail.
Step 1: Load an Image
Loading an image is done by the button click event that allows the user to grab a new image; the code is as follows:
Microsoft.Win32.OpenFileDialog ofd = new Microsoft.Win32.OpenFileDialog();
ofd.Filter = "Image Files(*.BMP;*.JPG;*.GIF;*.PNG)|*.BMP;*.JPG;*.GIF;*.PNG" +
"|All Files (*.*)|*.*";
ofd.Multiselect = false;
if (ofd.ShowDialog() == true)
{
try
{
image = new BitmapImage(new Uri(ofd.FileName, UriKind.RelativeOrAbsolute));
img = new Image { Source = image };
CreatePuzzleForImage();
}
catch
{
MessageBox.Show("Couldnt load the image file " + ofd.FileName);
}
}
Step 2: Split the Image Into Equal Portions
We need to grab sequential portions of the original image, but only grab 8, as we need the 9th square to be a blank. This is done using the following code:
//row0
CreateImagePart(0, 0, 0.33333, 0.33333);
CreateImagePart(0.33333, 0, 0.33333, 0.33333);
CreateImagePart(0.66666, 0, 0.33333, 0.33333);
//row1
CreateImagePart(0, 0.33333, 0.33333, 0.33333);
CreateImagePart(0.33333, 0.33333, 0.33333, 0.33333);
CreateImagePart(0.66666, 0.33333, 0.33333, 0.33333);
//row2
CreateImagePart(0, 0.66666, 0.33333, 0.33333);
CreateImagePart(0.33333, 0.66666, 0.33333, 0.33333);
Where the CreateImagePart()
method looks like:
private void CreateImagePart(double x, double y, double width, double height)
{
ImageBrush ib = new ImageBrush();
ib.Stretch = Stretch.UniformToFill;
ib.ImageSource = image;
ib.Viewport = new Rect(0, 0, 1.0, 1.0);
//grab image portion
ib.Viewbox = new Rect(x, y, width, height);
ib.ViewboxUnits = BrushMappingMode.RelativeToBoundingBox;
ib.TileMode = TileMode.None;
Rectangle rectPart = new Rectangle();
rectPart.Fill = ib;
rectPart.Margin = new Thickness(0);
rectPart.HorizontalAlignment = HorizontalAlignment.Stretch;
rectPart.VerticalAlignment = VerticalAlignment.Stretch;
rectPart.MouseDown += new MouseButtonEventHandler(rectPart_MouseDown);
initialUnallocatedParts.Add(rectPart);
}
The most important parts of this is the line that sets ImageBrush ViewPort
, ib.Viewport = new Rect(0, 0, 1.0, 1.0)
. This means, start at 0,0, and end at the end of the image. In WPF, 0,0 means top left, and 1.0,1.0 means bottom right.
The other important part is where we grab the ImageBrush Viewbox
, which is where we grab only the portion of the image we want for the ImageBrush
. This simply uses the input parameters to grab the relevant section of the original image. Neat, I think.
Step 3: Randomly Place the First 8 Sequentially Obtained Image Portions
Now, it wouldn't be much of a puzzle if we laid the squares out in the order that they were obtained, so we need to shake things up a bit. We need some randomness. This is achieved by the following method, where we randomly grab the 8 sequentially obtained unallocated image portions and allocate them to an allocated List<Rectangle>
.
private void RandomizeTiles()
{
Random rand = new Random();
int allocated = 0;
while (allocated != 8)
{
int index = 0;
if (initialUnallocatedParts.Count > 1)
{
index = (int)(rand.NextDouble() * initialUnallocatedParts.Count);
}
allocatedParts.Add(initialUnallocatedParts[index]);
initialUnallocatedParts.RemoveAt(index);
allocated++;
}
}
We then need to fill the Grid
with these random image portions and a single blank Rectangle
which was added to the end of the allocated List<Rectangle>
.
int index = 0;
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 3; j++)
{
allocatedParts[index].SetValue(Grid.RowProperty, i);
allocatedParts[index].SetValue(Grid.ColumnProperty, j);
gridMain.Children.Add(allocatedParts[index]);
index++;
}
}
Step 4: Allow the User to Click One of the Image Portion Squares
As we cunningly used Rectangle
objects to put into the Grid
, we are able to use RoutedEvent
s. This is because Rectangle
is a full blown WPF element, so has routed events. We simply hook into the MouseDown
RoutedEvent for each Rectangle
. And then, see if the Rectangle
clicked is allowed to be swapped with the current blank Rectangle
. If it can be swapped, the two Rectangle
s are swapped (reallocated to a different Grid
row/column).
This is done as follows:
private void rectPart_MouseDown(object sender, MouseButtonEventArgs e)
{
//get the source Rectangle, and the blank Rectangle
//NOTE : Blank Rectangle never moves, its always the last Rectangle
//in the allocatedParts List, but it gets re-allocated to
//different Gri Row/Column
Rectangle rectCurrent = sender as Rectangle;
Rectangle rectBlank = allocatedParts[allocatedParts.Count - 1];
//get current grid row/col for clicked Rectangle and Blank one
int currentTileRow = (int)rectCurrent.GetValue(Grid.RowProperty);
int currentTileCol = (int)rectCurrent.GetValue(Grid.ColumnProperty);
int currentBlankRow = (int)rectBlank.GetValue(Grid.RowProperty);
int currentBlankCol = (int)rectBlank.GetValue(Grid.ColumnProperty);
//create possible valid move positions
List<PossiblePositions> posibilities =
new List<PossiblePositions>();
posibilities.Add(new PossiblePositions
{ Row = currentBlankRow - 1, Col = currentBlankCol });
posibilities.Add(new PossiblePositions
{ Row = currentBlankRow + 1, Col = currentBlankCol });
posibilities.Add(new PossiblePositions
{ Row = currentBlankRow, Col = currentBlankCol-1 });
posibilities.Add(new PossiblePositions
{ Row = currentBlankRow, Col = currentBlankCol + 1 });
//check for valid move
bool validMove = false;
foreach (PossiblePositions position in posibilities)
if (currentTileRow == position.Row && currentTileCol == position.Col)
validMove = true;
//only allow valid move
if (validMove)
{
rectCurrent.SetValue(Grid.RowProperty, currentBlankRow);
rectCurrent.SetValue(Grid.ColumnProperty, currentBlankCol);
rectBlank.SetValue(Grid.RowProperty, currentTileRow);
rectBlank.SetValue(Grid.ColumnProperty, currentTileCol);
}
else
return;
}
And that's it. Really simply, as I said in the intro, but you never know you may have just learnt a bit about the WPF ImageBrush
. If you have ever seen the Blendables zoom box, it is based on the ImageBrush
concepts covered in this article.
Anyway, why not try your luck. Have a go.
Though I must say I have not been able to complete a puzzle at all as yet. I never was much good at these damn puzzles. Grrrrr.
History
- v1.0: 25/04/08.