專案程式碼可以從Github下載:https://github.com/zhenl/ZL.Shudu 。程式碼隨專案進度更新。
現在我們增加新增新遊戲的功能,建立一個頁面,編輯初始局面,並儲存到資料庫。
我們首先了解一下Xamarin中頁面如何跳轉。首先,需要為跳轉的頁面增加路由,這需要在AppShell中增加下面的程式碼:
public AppShell()
{
InitializeComponent();
Routing.RegisterRoute(nameof(GameEdit), typeof(GameEdit));
Routing.RegisterRoute(nameof(GameList), typeof(GameList));
}
GameEdit和GameList是兩個頁面,GameList中顯示資料庫中現有的遊戲列表,GameEdit用來編輯或新建遊戲。通過GameList中的新建遊戲按鈕或者選擇列表中現有的專案,可以跳轉到GameEdit。在GameEdit中可以返回到GameList。導航的程式碼如下:
GameList中新建遊戲的程式碼如下:
async void btn_NewGame_Clicked(object sender, EventArgs e)
{
await Shell.Current.GoToAsync($"{nameof(GameEdit)}?{nameof(GameEdit.ItemId)}=0");
}
GameList中選中現有專案,跳轉到GameEdit的程式碼如下:
async void Handle_ItemTapped(object sender, ItemTappedEventArgs e)
{
if (e.Item == null)
return;
await Shell.Current.GoToAsync($"{nameof(GameEdit)}?{nameof(GameEdit.ItemId)}={e.Item}");
}
在GameEdit中,還需要定義接收傳入的引數,這裡傳入的引數是ItemId,在GameEdit的宣告中使用QueryProperty標記宣告傳入引數:
[QueryProperty(nameof(ItemId), nameof(ItemId))]
[XamlCompilation(XamlCompilationOptions.Compile)]
public partial class GameEdit : ContentPage
在接收ItemId時,從資料庫中讀取相應的記錄並初始化頁面:
public string ItemId
{
get
{
return currentId.ToString();
}
set
{
currentId = int.Parse( value);
if (currentId > 0)
{
var game = App.Database.GetGameAsync(currentId).Result;
if(game != null) EditGame(game);
}
}
}
下面是GameList和GameEdit的完整程式碼。
GameList頁面程式碼:
<?xml version="1.0" encoding="utf-8" ?>
<ContentPage xmlns="http://xamarin.com/schemas/2014/forms"
xmlns:x="http://schemas.microsoft.com/winfx/2009/xaml" xmlns:d="http://xamarin.com/schemas/2014/forms" xmlns:d1="http://xamarin.com/schemas/2014/forms/design"
x:Class="ZL.Shudu.Views.GameList">
<ContentPage.Content>
<StackLayout>
<Button Text="新遊戲" Clicked="btn_NewGame_Clicked"></Button>
<ListView x:Name="MyListView"
d1:ItemsSource="{Binding Items}"
ItemTapped="Handle_ItemTapped"
CachingStrategy="RecycleElement"
IsVisible="True">
<d:ListView.ItemsSource>
<x:Array Type="{x:Type x:String}">
</x:Array>
</d:ListView.ItemsSource>
</ListView>
</StackLayout>
</ContentPage.Content>
</ContentPage>
GameList後臺程式碼:
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Xamarin.Forms;
using Xamarin.Forms.Xaml;
namespace ZL.Shudu.Views
{
[XamlCompilation(XamlCompilationOptions.Compile)]
public partial class GameList : ContentPage
{
public ObservableCollection<string> Items { get; set; }
public GameList()
{
InitializeComponent();
}
protected override async void OnAppearing()
{
await RefreshList();
}
public async Task RefreshList()
{
Items = await GetItems();
MyListView.ItemsSource = Items;
MyListView.IsVisible = true;
}
public async Task<ObservableCollection<string>> GetItems()
{
var items = new ObservableCollection<string>();
var lst = await App.Database.GetGamesAsync();
foreach (var obj in lst)
{
items.Add(obj.ID.ToString());
}
return items;
}
async void Handle_ItemTapped(object sender, ItemTappedEventArgs e)
{
if (e.Item == null)
return;
await Shell.Current.GoToAsync($"{nameof(GameEdit)}?{nameof(GameEdit.ItemId)}={e.Item}");
}
async void btn_NewGame_Clicked(object sender, EventArgs e)
{
await Shell.Current.GoToAsync($"{nameof(GameEdit)}?{nameof(GameEdit.ItemId)}=0");
}
}
}
GameEdit頁面程式碼:
<?xml version="1.0" encoding="utf-8" ?>
<ContentPage xmlns="http://xamarin.com/schemas/2014/forms"
xmlns:x="http://schemas.microsoft.com/winfx/2009/xaml"
x:Class="ZL.Shudu.Views.GameEdit">
<ContentPage.Content>
<StackLayout>
<Grid x:Name="myGrid" IsVisible="True" >
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="25" />
<RowDefinition Height="40" x:Name="rowButton" />
<RowDefinition Height="40" x:Name="rowResult" />
</Grid.RowDefinitions>
<Button Text="儲存" Grid.Row="9" Grid.Column="2" Grid.ColumnSpan="2" Clicked="btn_Save_Clicked"></Button>
<Button Text="刪除" x:Name="btn_Delete" Grid.Row="9" Grid.Column="4" Grid.ColumnSpan="2" Clicked="btn_Delete_Clicked"></Button>
<Button Text="返回" Grid.Row="9" Grid.Column="6" Grid.ColumnSpan="2" Clicked="btn_Back_Clicked"></Button>
<Label x:Name="lbMessage" Grid.Row="10" Grid.Column="5" Grid.ColumnSpan="4" Text="" IsVisible="False"></Label>
</Grid>
<Grid x:Name="grdNumber" IsVisible="false">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="*" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
</Grid>
</StackLayout>
</ContentPage.Content>
</ContentPage>
GameEdit後臺程式碼:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Xamarin.Forms;
using Xamarin.Forms.Xaml;
using ZL.Shudu.Services;
namespace ZL.Shudu.Views
{
[QueryProperty(nameof(ItemId), nameof(ItemId))]
[XamlCompilation(XamlCompilationOptions.Compile)]
public partial class GameEdit : ContentPage
{
private bool IsSaved=false;
private int currentId = 0;
private static int[,] chess = new int[9, 9];
private Button[,] buttons = new Button[9, 9];
private Button[,] numbuttons = new Button[2, 5];
private Button currentButton;
private Button currentNumBtn;
public string ItemId
{
get
{
return currentId.ToString();
}
set
{
currentId = int.Parse( value);
if (currentId > 0)
{
var game = App.Database.GetGameAsync(currentId).Result;
if(game != null) EditGame(game);
}
}
}
public GameEdit()
{
InitializeComponent();
SetLayout();
SetNumButtons();
}
internal void EditGame(InputGameInfo game)
{
currentId = game.ID;
for (var i = 0; i < 9; i++)
for (var j = 0; j < 9; j++)
{
chess[i, j] = int.Parse(game.Sudoku.Substring(i * 9 + j, 1));
buttons[i, j].Text = chess[i, j] > 0 ? chess[i, j].ToString() : "";
buttons[i, j].IsEnabled = true;
}
}
private void SetNumButtons()
{
var num = 1;
for (var i = 0; i < 2; i++)
{
for (var j = 0; j < 5; j++)
{
var btn = new Button();
if (num == 10)
{
btn.Text = "清除";
btn.Clicked += Clear_Clicked;
btn.FontSize = 15;
}
else
{
btn.Text = num.ToString();
btn.Clicked += Num_Clicked;
btn.FontSize = 16;
}
btn.Padding = 0;
grdNumber.Children.Add(btn, j, i);
numbuttons[i, j] = btn;
num++;
}
}
}
private void SetLayout()
{
for (var i = 0; i < 9; i++)
{
for (var j = 0; j < 9; j++)
{
int m = i / 3;
int n = j / 3;
var btn = new Button();
var c = new Color(0.9, 0.9, 0.9);
if ((m + n) % 2 == 0)
{
c = new Color(0.7, 0.7, 0.7);
}
btn.BackgroundColor = c;
btn.Padding = 0;
btn.Margin = 0;
btn.FontSize = 20;
myGrid.Children.Add(btn, i, j);
btn.Clicked += Btn_Clicked;
buttons[i, j] = btn;
}
}
}
private async void btn_Save_Clicked(object sender, EventArgs e)
{
var str = "";
for (var i = 0; i < 9; i++)
for (var j = 0; j < 9; j++)
{
if (string.IsNullOrEmpty(buttons[i, j].Text))
chess[i, j] = 0;
else
chess[i, j] = int.Parse(buttons[i, j].Text);
str += chess[i, j].ToString();
}
var newgame = new InputGameInfo
{
Sudoku = str,
InputDate = DateTime.Now
};
if (currentId > 0)
{
newgame.ID = currentId;
await App.Database.UpdateGameAsync(newgame);
}
else
{
currentId = await App.Database.SaveGameAsync(newgame);
}
lbMessage.Text = "儲存成功";
lbMessage.IsVisible = true;
}
private void btn_New_Clicked(object sender, EventArgs e)
{
lbMessage.Text = "";
currentId = 0;
for (var i = 0; i < 9; i++)
for (var j = 0; j < 9; j++)
{
buttons[i, j].Text = "";
buttons[i, j].IsEnabled = true;
chess[i, j] = 0;
}
}
private void Btn_Clicked(object sender, EventArgs e)
{
currentButton = sender as Button;
rowResult.Height = 1;
rowButton.Height = 1;
grdNumber.IsVisible = true;
}
private async void btn_Delete_Clicked(object sender, EventArgs e)
{
if (currentId > 0)
{
await App.Database.DeleteGameAsync(new InputGameInfo { ID = currentId });
await Shell.Current.GoToAsync($"///{nameof(GameList)}");
}
}
private void Num_Clicked(object sender, EventArgs e)
{
currentNumBtn = sender as Button;
int x = -1, y = -1;
for (var i = 0; i < 9; i++)
{
for (var j = 0; j < 9; j++)
{
if (buttons[i, j] == currentButton)
{
x = i;
y = j;
break;
}
}
}
var num = int.Parse(currentNumBtn.Text);
currentButton.Text = currentNumBtn.Text;
myGrid.IsVisible = true;
grdNumber.IsVisible = false;
rowResult.Height = 40;
rowButton.Height = 40;
}
private void Clear_Clicked(object sender, EventArgs e)
{
if (currentButton == null) return;
currentButton.Text = "";
grdNumber.IsVisible = false;
myGrid.IsVisible = true;
rowResult.Height = 40;
rowButton.Height = 40;
}
private async void btn_Back_Clicked(object sender, EventArgs e)
{
await Shell.Current.GoToAsync($"///{nameof(GameList)}");
}
}
}
編輯功能完成了,但還有一個問題,如果輸入的遊戲無法完成怎麼辦?這需要增加判斷遊戲是否可以完成的邏輯,如果無法完成,需要將UsedInGame屬性設定為false,避免無效遊戲。
在輸入新的遊戲時,我們需要確保輸入的遊戲合法並且能夠完成,在輸入過程中,可能需要隨時檢查合法性,在儲存之前,需要確保遊戲合法且可完成,然後才能儲存。驗證的方法就是使用計算機演算法完成數獨遊戲,如果可以完成,就是合法的,否則就需要修改。相關的演算法已經封裝在程式包中,實現細節在這裡不做討論,將來會作為獨立的文章詳細介紹實現過程。可以使用Nuget程式包管理器進行安裝:ZL.Sudoku.Lib。使用方法如下:
var comp = new FindOneSolution(cinp);
var res = comp.Comp();
var fchess = comp.Matrix;
上面演算法中,cinp是輸入的數獨陣列,使用Comp方法進行計算,如果res=2,說明計算完成,輸出的結果使用Matrix屬性獲得,也是一個二維陣列。如果res=1,說明無法完成,如果是其它值說明輸入有錯誤。
安裝完這個程式包後,我們可以改造GameEdit頁面。首先增加一個按鈕,用來在輸入過程中驗證是否合法和能夠完成。
<Button Text="檢查" x:Name="btn_Check" Grid.Row="9" Grid.Column="0" Grid.ColumnSpan="2" Clicked="btn_Check_Clicked"></Button>
<Button Text="儲存" Grid.Row="9" Grid.Column="2" Grid.ColumnSpan="2" Clicked="btn_Save_Clicked"></Button>
<Button Text="刪除" x:Name="btn_Delete" Grid.Row="9" Grid.Column="4" Grid.ColumnSpan="2" Clicked="btn_Delete_Clicked"></Button>
<Button Text="返回" Grid.Row="9" Grid.Column="6" Grid.ColumnSpan="2" Clicked="btn_Back_Clicked"></Button>
後臺程式碼:
private void btn_Check_Clicked(object sender, EventArgs e)
{
if (btn_Check.Text == "檢查")
{
var cinp = getChess();
lastinput = cinp;
var comp = new FindOneSolution(cinp);
var res = comp.Comp();
var fchess = comp.Matrix;
for (var i = 0; i < 9; i++)
{
for (var j = 0; j < 9; j++)
{
var btn = buttons[i, j];
if (cinp[i, j] > 0)
{
btn.Text = cinp[i, j].ToString();
}
else
{
btn.Text = fchess[i, j] > 0 ? fchess[i, j].ToString() : "";
}
}
}
if (res == 0) lbMessage.Text = "不合法";
else if (res == 1) lbMessage.Text = "計算不出來";
else if (res == 2) lbMessage.Text = "計算完成";
else lbMessage.Text = "其它錯誤";
btn_Check.Text = "繼續";
}
else
{
lbMessage.Text = "";
btn_Check.Text = "檢查";
for (var i = 0; i < 9; i++)
{
for (var j = 0; j < 9; j++)
{
var btn = buttons[i, j];
if (lastinput[i, j] > 0)
{
btn.Text = lastinput[i, j].ToString();
}
else
{
btn.Text ="";
}
}
}
}
}
private int[,] getChess()
{
var res = new int[9, 9];
for (var i = 0; i < 9; i++)
{
for (var j = 0; j < 9; j++)
{
var btn = buttons[i, j];
if(string.IsNullOrEmpty(btn.Text)) res[i,j]= 0;
else res[i, j]=int.Parse(btn.Text);
}
}
return res;
}
在儲存前,也需要進行檢查,如果不合法或者無法完成,就提示繼續編輯,不能儲存:
private async void btn_Save_Clicked(object sender, EventArgs e)
{
if(btn_Check.Text=="繼續") btn_Check_Clicked(null,null);
var str = "";
var chess = getChess();
for (var i = 0; i < 9; i++)
for (var j = 0; j < 9; j++)
{
str += chess[i, j].ToString();
}
var comp = new FindOneSolution(chess);
var res = comp.Comp();
if(res != 2)
{
lbMessage.Text = "不合法或者無法完成的遊戲,請修改後儲存";
return;
}
var newgame = new InputGameInfo
{
Sudoku = str,
InputDate = DateTime.Now,
UsedInGame = true
};
if (currentId > 0)
{
newgame.ID = currentId;
await App.Database.UpdateGameAsync(newgame);
}
else
{
currentId = await App.Database.SaveGameAsync(newgame);
}
lbMessage.Text = "儲存成功";
}
到此,我們的數獨遊戲基本完成。下一步的工作是增加完成歷史列表頁面,讓玩家檢視已經完成的歷史,並且能夠覆盤。