Projektdateien hinzufügen.

This commit is contained in:
Michael Chen 2017-02-27 15:15:50 +01:00
parent 2a94e96895
commit 368cb29eaf
30 changed files with 1846 additions and 0 deletions

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ChessPanel.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Chess", "ChessPanel\Chess.csproj", "{4F06559F-7350-4124-8CE9-05EEC4768EB0}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{4F06559F-7350-4124-8CE9-05EEC4768EB0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{4F06559F-7350-4124-8CE9-05EEC4768EB0}.Debug|Any CPU.Build.0 = Debug|Any CPU
{4F06559F-7350-4124-8CE9-05EEC4768EB0}.Release|Any CPU.ActiveCfg = Release|Any CPU
{4F06559F-7350-4124-8CE9-05EEC4768EB0}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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ChessPanel/App.config Normal file
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<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2" />
</startup>
</configuration>

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ChessPanel/Chess.csproj Normal file
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{4F06559F-7350-4124-8CE9-05EEC4768EB0}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>ChessPanel</RootNamespace>
<AssemblyName>ChessPanel</AssemblyName>
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Deployment" />
<Reference Include="System.Drawing" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml" />
<Reference Include="WindowsBase" />
</ItemGroup>
<ItemGroup>
<Compile Include="ChessGame.cs">
<SubType>Component</SubType>
</Compile>
<Compile Include="ChessBoard.cs">
<SubType>Component</SubType>
</Compile>
<Compile Include="Field.cs">
<SubType>Component</SubType>
</Compile>
<Compile Include="FieldColorSet.cs" />
<Compile Include="MainForm.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="MainForm.Designer.cs">
<DependentUpon>MainForm.cs</DependentUpon>
</Compile>
<Compile Include="Piece.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<EmbeddedResource Include="MainForm.resx">
<DependentUpon>MainForm.cs</DependentUpon>
</EmbeddedResource>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>PublicResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
<None Include="ClassDiagram.cd" />
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\BishopBlack.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\BishopWhite.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\Empty.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\KingBlack.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\KingWhite.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\KnightBlack.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\KnightWhite.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\PawnBlack.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\PawnWhite.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\QueenBlack.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\QueenWhite.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\RookBlack.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\RookWhite.png" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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using Chess;
using System;
using System.Collections.Generic;
using System.Windows;
using System.Windows.Forms;
using static Chess.Piece;
namespace ChessPanel
{
public partial class ChessBoard : Panel
{
public Field[,] fields;
public PieceColor activePlayer;
private int gridSize = 8;
public bool isSaved = true;
Dictionary<Vector, PieceTeam> validTargetSpots = new Dictionary<Vector, PieceTeam>();
private Vector? selectedField;
private Vector? SelectedField
{
get { return selectedField; }
set { selectedField = value; HighlightValidTargetSpots(); }
}
private void HighlightValidTargetSpots()
{
if (selectedField.HasValue && fields[(int)selectedField.Value.X, (int)selectedField.Value.Y].CurrentPiece != null) // Wenn das neu ausgewählte Feld eine Figur enthält, wird diese ausgewählt
{
fields[(int)selectedField.Value.X, (int)selectedField.Value.Y].Select();
}
ResetValidTargetSpots();
if (selectedField.HasValue)
{
if (fields[(int)selectedField.Value.X, (int)selectedField.Value.Y].CurrentPiece != null)
{
validTargetSpots = fields[(int)selectedField.Value.X, (int)selectedField.Value.Y].CurrentPiece.GetValidTargetFields(fields, new Vector(selectedField.Value.X, selectedField.Value.Y));
}
foreach (var item in validTargetSpots)
{
fields[(int)item.Key.X, (int)item.Key.Y].Highlight(item.Value);
}
}
}
/// <summary>
/// Setzt die Markierungen sowie die Liste der möglichen Zielfelder zurück
/// </summary>
private void ResetValidTargetSpots()
{
foreach (var item in validTargetSpots)
{
fields[(int)item.Key.X, (int)item.Key.Y].Deselect();
}
validTargetSpots.Clear(); // Markierung der Zielfelder zurücksetzen
}
public int GridSize
{
get { return gridSize; }
set { gridSize = value; }
}
public ChessBoard()
{
this.DoubleBuffered = true;
this.SuspendLayout();
this.Resize += new System.EventHandler(this.ChessBoard_Resize);
InitializeGrid();
InitializePieces();
activePlayer = PieceColor.White;
this.ResumeLayout(false);
}
private void ToggleActivePlayer() => activePlayer = activePlayer == PieceColor.White ? PieceColor.Black : PieceColor.White;
private void DoPieceMove(Vector location, Vector newLocation, bool togglePlayer = true)
{
isSaved = false;
#region Castling
if (fields[(int)location.X, (int)location.Y].CurrentPiece.type == PieceType.King && Math.Abs(newLocation.X - location.X) == 2)
DoPieceMove(new Vector(((newLocation.X - location.X == -2) ? 0 : 7), location.Y), new Vector(location.X + (newLocation.X - location.X) / 2, location.Y), false /*Dont Toggle Player*/); // Move Rook
#endregion
#region EnPassant
foreach (var item in fields) // Reset Enpassant Possible states each move
{
if (item.CurrentPiece != null)
if (item.CurrentPiece.type == PieceType.Pawn)
{
item.CurrentPiece.EnPassantPossible = false;
}
}
if (fields[(int)location.X, (int)location.Y].CurrentPiece.type == PieceType.Pawn && !fields[(int)location.X, (int)location.Y].CurrentPiece.HasMoved)
fields[(int)location.X, (int)location.Y].CurrentPiece.EnPassantPossible = true;
if (fields[(int)location.X, (int)location.Y].CurrentPiece.type == PieceType.Pawn && newLocation.X != location.X && fields[(int)newLocation.X, (int)newLocation.Y].IsEmpty)
fields[(int)newLocation.X, (int)newLocation.Y + (fields[(int)location.X, (int)location.Y].CurrentPiece.color == PieceColor.White ? 1 : -1)].CurrentPiece = null;
#endregion
fields[(int)location.X, (int)location.Y].CurrentPiece.HasMoved = true; // Figur Bereits bewegt Status aktualisieren
fields[(int)newLocation.X, (int)newLocation.Y].CurrentPiece = fields[(int)location.X, (int)location.Y].CurrentPiece; // Figur an neue Position kopieren
fields[(int)location.X, (int)location.Y].CurrentPiece = null; // Alte Kopie der Figur löschen
if (togglePlayer)
ToggleActivePlayer();
}
private void InitializePieces()
{
fields[0, 0].CurrentPiece = new Rook(PieceColor.Black);
fields[7, 0].CurrentPiece = new Rook(PieceColor.Black);
fields[0, 7].CurrentPiece = new Rook(PieceColor.White);
fields[7, 7].CurrentPiece = new Rook(PieceColor.White);
fields[1, 0].CurrentPiece = new Knight(PieceColor.Black);
fields[6, 0].CurrentPiece = new Knight(PieceColor.Black);
fields[1, 7].CurrentPiece = new Knight(PieceColor.White);
fields[6, 7].CurrentPiece = new Knight(PieceColor.White);
fields[2, 0].CurrentPiece = new Bishop(PieceColor.Black);
fields[5, 0].CurrentPiece = new Bishop(PieceColor.Black);
fields[2, 7].CurrentPiece = new Bishop(PieceColor.White);
fields[5, 7].CurrentPiece = new Bishop(PieceColor.White);
fields[4, 0].CurrentPiece = new King(PieceColor.Black);
fields[3, 0].CurrentPiece = new Queen(PieceColor.Black);
fields[3, 7].CurrentPiece = new Queen(PieceColor.White);
fields[4, 7].CurrentPiece = new King(PieceColor.White);
for (int x = 0; x < 8; x++)
{
fields[x, 1].CurrentPiece = new Pawn(PieceColor.Black);
fields[x, 6].CurrentPiece = new Pawn(PieceColor.White);
}
}
private void InitializeGrid()
{
this.fields = new Field[gridSize, gridSize];
int subPanelEdgeLength = Math.Min(this.Size.Width, this.Size.Height) / gridSize;
System.Drawing.Size subPanelSize = new System.Drawing.Size(subPanelEdgeLength, subPanelEdgeLength);
for (int x = 0; x < this.gridSize; x++)
{
for (int y = 0; y < this.gridSize; y++)
{
Field field = new Field(x, y);
field.Size = subPanelSize;
field.Location = new System.Drawing.Point(x * subPanelSize.Width, y * subPanelSize.Height);
field.FieldClick += FieldClicked;
fields[x, y] = field;
this.Controls.Add(fields[x, y]);
}
}
}
private void FieldClicked(Vector coordinates)
{
this.SuspendLayout();
if (SelectedField.HasValue && validTargetSpots.ContainsKey(coordinates)) // Ein erlaubtes Zielfeld wurde angeklickt
{
DoPieceMove(SelectedField.Value, coordinates); // Bewege Figur
ResetSelectedField(); // Auswahl zurücksetzen
}
else
{
if (SelectedField == coordinates) // Erneutes Anklicken des Auswahlfeldes
ResetSelectedField(); // Auswahl zurücksetzen
else // Tritt ein, wenn ein Feld angeklickt wurde, dass nicht das Auswahlfeld ist
{
if (SelectedField.HasValue) // Wenn ein Feld ausgewählt ist wird die Auswahl gelöscht falls nicht das Auswahlfeld angeklickt wurde
ResetSelectedField(); // Auswahl zurücksetzen
if (!fields[(int)coordinates.X, (int)coordinates.Y].IsEmpty && fields[(int)coordinates.X, (int)coordinates.Y].CurrentPiece.color == activePlayer) // Feld wird nur ausgewählt, wenn die Farbe der Figur mit der des aktiven Spielers übereinstimmt
SelectedField = coordinates; // Kein Feld ist ausgewählt: Angeklicktes Feld auswählen (!) AKTUALISIERT AUTOMATISCH DIE MARKIERUNGEN
}
}
this.ResumeLayout(false);
}
/// <summary>
/// Löscht die Auswahl des aktuell ausgewählten Feldes
/// </summary>
private void ResetSelectedField()
{
fields[(int)SelectedField.Value.X, (int)SelectedField.Value.Y].Deselect(); // Auswahl zurücksetzen
SelectedField = null; // Erlaubte Zielfelder zurücksetzen
}
#region Helper Can be deleted
static readonly string[] Columns = new[] { "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", "AA", "AB", "AC", "AD", "AE", "AF", "AG", "AH", "AI", "AJ", "AK", "AL", "AM", "AN", "AO", "AP", "AQ", "AR", "AS", "AT", "AU", "AV", "AW", "AX", "AY", "AZ", "BA", "BB", "BC", "BD", "BE", "BF", "BG", "BH" };
public static string IndexToColumn(int index)
{
if (index <= 0)
throw new IndexOutOfRangeException("index must be a positive number");
return Columns[index - 1];
}
#endregion
private void ChessBoard_Resize(object sender, EventArgs e)
{
RefreshSize();
}
private void RefreshSize()
{
this.SuspendLayout();
int subPanelEdgeLength = Math.Min(this.Size.Width, this.Size.Height) / gridSize;
System.Drawing.Size subPanelSize = new System.Drawing.Size(subPanelEdgeLength, subPanelEdgeLength);
for (int x = 0; x < this.gridSize; x++)
{
for (int y = 0; y < this.gridSize; y++)
{
fields[x, y].Size = subPanelSize;
fields[x, y].Location = new System.Drawing.Point(x * subPanelSize.Width, y * subPanelSize.Height);
}
}
this.ResumeLayout(false);
}
}
}

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using ChessPanel;
using System;
using System.Windows.Forms;
namespace Chess
{
public class ChessGame : Panel
{
ChessBoard board;
public ChessGame()
{
InitializeComponent();
RefreshSize();
}
private void InitializeComponent()
{
this.board = new ChessBoard();
this.SuspendLayout();
//
// board
//
this.board.GridSize = 8;
this.board.Cursor = Cursors.Hand;
this.board.Location = new System.Drawing.Point(0, 0);
this.board.Name = "board";
int size = Math.Min(this.Size.Width, this.Size.Height);
board.Size = new System.Drawing.Size(size, size);
this.board.TabIndex = 0;
//
// ChessGame
//
this.Controls.Add(this.board);
this.Resize += new System.EventHandler(this.ResizeEvent);
this.ResumeLayout(false);
}
private void ResizeEvent(object sender, EventArgs e)
{
RefreshSize();
}
internal void FormClosing(object sender, FormClosingEventArgs e)
{
if (board.isSaved)
{
e.Cancel = false;
}
else
{
switch (MessageBox.Show("Das aktuelle Spiel ist noch nicht gespeichert!\nMöchtest du es jetzt speichern?", "Speichern?", MessageBoxButtons.YesNoCancel, MessageBoxIcon.Exclamation))
{
case DialogResult.Cancel:
e.Cancel = true;
break;
case DialogResult.Yes:
SaveGame();
e.Cancel = false;
break;
case DialogResult.No:
e.Cancel = false;
break;
default:
break;
}
}
}
private void SaveGame()
{
MessageBox.Show("TODO: SaveGame here!");
}
private void RefreshSize()
{
int size = Math.Min(this.Size.Width, this.Size.Height);
board.Size = new System.Drawing.Size(size, size);
board.Location = this.Size.Width > this.Size.Height ? new System.Drawing.Point((this.Size.Width - size) / 2, 0) : new System.Drawing.Point(0, (this.Size.Height - size) / 2);
}
}
}

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ChessPanel/ClassDiagram.cd Normal file
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<?xml version="1.0" encoding="utf-8"?>
<ClassDiagram MajorVersion="1" MinorVersion="1">
<Class Name="ChessPanel.ChessBoard" Collapsed="true">
<Position X="19" Y="0.5" Width="1.5" />
<TypeIdentifier>
<HashCode>AICAAAAAAAAAAAAQAQAACCAEAIAgJAAACgAAAEoABII=</HashCode>
<FileName>ChessBoard.cs</FileName>
</TypeIdentifier>
</Class>
<Class Name="Chess.ChessGame" Collapsed="true">
<Position X="20.75" Y="0.5" Width="1.5" />
<TypeIdentifier>
<HashCode>AAAAAAAAAAAAIAAAAEAAAAACAAAABAAAIAAAAAAAAAA=</HashCode>
<FileName>ChessGame.cs</FileName>
</TypeIdentifier>
</Class>
<Class Name="Chess.Field" Collapsed="true">
<Position X="22.5" Y="0.5" Width="1.5" />
<TypeIdentifier>
<HashCode>AABBgAEIEIYEIBAACAAAIAACADAAAEACAAAgQAAAABA=</HashCode>
<FileName>Field.cs</FileName>
</TypeIdentifier>
</Class>
<Class Name="Chess.Form1" Collapsed="true">
<Position X="19" Y="1.5" Width="1.5" />
<TypeIdentifier>
<HashCode>AAAAEAAAACAAAAAAAACAAAACAAAAAAAAAAAAAAAAAAA=</HashCode>
<FileName>Form1.cs</FileName>
</TypeIdentifier>
</Class>
<Class Name="Chess.Piece" Collapsed="true">
<Position X="10.75" Y="0.5" Width="1.5" />
<TypeIdentifier>
<HashCode>AAABAAAAAAAAAAAAAAAAAAAAEAABAACAAAAAAAgAAAA=</HashCode>
<FileName>Piece.cs</FileName>
</TypeIdentifier>
</Class>
<Class Name="Chess.Rook" Collapsed="true">
<Position X="9.75" Y="1.75" Width="1.5" />
<TypeIdentifier>
<HashCode>AAAAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAgAAAA=</HashCode>
<FileName>Piece.cs</FileName>
</TypeIdentifier>
</Class>
<Class Name="Chess.Pawn" Collapsed="true">
<Position X="14.25" Y="1.75" Width="1.5" />
<TypeIdentifier>
<HashCode>AAAAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAgAAAA=</HashCode>
<FileName>Piece.cs</FileName>
</TypeIdentifier>
</Class>
<Class Name="Chess.Knight" Collapsed="true">
<Position X="5.25" Y="1.75" Width="1.5" />
<TypeIdentifier>
<HashCode>AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAgAAAA=</HashCode>
<FileName>Piece.cs</FileName>
</TypeIdentifier>
</Class>
<Class Name="Chess.Bishop" Collapsed="true">
<Position X="7.5" Y="1.75" Width="1.5" />
<TypeIdentifier>
<HashCode>AAAAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAgAAAA=</HashCode>
<FileName>Piece.cs</FileName>
</TypeIdentifier>
</Class>
<Class Name="Chess.Queen" Collapsed="true">
<Position X="12" Y="1.75" Width="1.5" />
<TypeIdentifier>
<HashCode>AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAgAAAA=</HashCode>
<FileName>Piece.cs</FileName>
</TypeIdentifier>
</Class>
<Class Name="Chess.King" Collapsed="true">
<Position X="16.5" Y="1.75" Width="1.5" />
<TypeIdentifier>
<HashCode>AAAAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAgAAAA=</HashCode>
<FileName>Piece.cs</FileName>
</TypeIdentifier>
</Class>
<Class Name="Chess.Program" Collapsed="true">
<Position X="20.75" Y="1.5" Width="1.5" />
<TypeIdentifier>
<HashCode>AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABAAAAAA=</HashCode>
<FileName>Program.cs</FileName>
</TypeIdentifier>
</Class>
<Class Name="Chess.Properties.Resources" Collapsed="true">
<Position X="22.5" Y="1.5" Width="1.5" />
<TypeIdentifier>
<HashCode>AAAAAADAgQAQABAAAAIBEAAAIUAAIAAABAACAAAAIIA=</HashCode>
</TypeIdentifier>
</Class>
<Class Name="Chess.Properties.Settings" Collapsed="true">
<Position X="19" Y="2.5" Width="1.5" />
<TypeIdentifier>
<HashCode>AAAAAAAAAAAAAAAAAAAAIAAAAAABAAAAAAAAAAAAAAA=</HashCode>
</TypeIdentifier>
</Class>
<Struct Name="Chess.FieldColorSet" Collapsed="true">
<Position X="19" Y="3.75" Width="1.5" />
<TypeIdentifier>
<HashCode>AAAQAQAAAAAAAAAAAIAAAAAAAAAAAAAAAAAAAAAAAAA=</HashCode>
<FileName>FieldColorSet.cs</FileName>
</TypeIdentifier>
</Struct>
<Font Name="Segoe UI" Size="9" />
</ClassDiagram>

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using System;
using System.Windows.Forms;
using System.Drawing;
using static Chess.Piece;
using System.Windows;
namespace Chess
{
public class Field : Button
{
static readonly FieldColorSet primaryNormalColorSet = new FieldColorSet(Color.FromArgb(204, 204, 204), Color.FromArgb(153, 153, 153), Color.White);
static readonly FieldColorSet secondaryNormalColorSet = new FieldColorSet(Color.FromArgb(51, 51, 51), Color.FromArgb(102, 102, 102), Color.Black);
static readonly FieldColorSet primarySelectedColorSet = new FieldColorSet(Color.FromArgb(204, 204, 102), Color.FromArgb(153, 153, 102), Color.FromArgb(255, 255, 102));
static readonly FieldColorSet secondarySelectedColorSet = new FieldColorSet(Color.FromArgb(204, 204, 51), Color.FromArgb(153, 153, 51), Color.FromArgb(255, 255, 51));
static readonly FieldColorSet primaryValidFriendlyTargetFieldSet = new FieldColorSet(Color.FromArgb(102, 204, 102), Color.FromArgb(102, 153, 102), Color.FromArgb(102, 255, 102));
static readonly FieldColorSet secondaryValidFriendlyTargetFieldSet = new FieldColorSet(Color.FromArgb(51, 204, 51), Color.FromArgb(51, 153, 51), Color.FromArgb(51, 255, 51));
static readonly FieldColorSet primaryValidEnemyTargetFieldSet = new FieldColorSet(Color.FromArgb(204, 102, 102), Color.FromArgb(153, 102, 102), Color.FromArgb(255, 102, 102));
static readonly FieldColorSet secondaryValidEnemyTargetFieldSet = new FieldColorSet(Color.FromArgb(204, 51, 51), Color.FromArgb(153, 51, 51), Color.FromArgb(255, 51, 51));
public Vector location;
private FieldColorSet currentNormalColorSet;
private FieldColorSet currentEnemyColorSet;
private FieldColorSet currentSelectedColorSet;
private FieldColorSet currentAllyColorSet;
public delegate void ClickEventHandler(Vector coordinates);
public event ClickEventHandler FieldClick;
public bool IsEmpty { get { return currentPiece == null; } }
public Piece currentPiece;
public Piece CurrentPiece
{
get { return currentPiece; }
set { currentPiece = value; RefreshPiece(); }
}
private void RefreshPiece()
{
if (currentPiece == null)
this.BackgroundImage = ChessPanel.Properties.Resources.Empty;
else
this.BackgroundImage = CurrentPiece.image;
}
public void Deselect()
{
setActiveColorSet(currentNormalColorSet);
}
public void Highlight(PieceTeam team) // validTargetField
{
switch (team)
{
case PieceTeam.Enemy:
setActiveColorSet(currentEnemyColorSet);
break;
case PieceTeam.Ally:
setActiveColorSet(currentAllyColorSet);
break;
default:
break;
}
}
public new void Select() // selectedField
{
setActiveColorSet(currentSelectedColorSet);
}
private void setActiveColorSet(FieldColorSet set)
{
this.BackColor = set.NormalColor;
this.FlatAppearance.MouseDownBackColor = set.MouseDownColor;
this.FlatAppearance.MouseOverBackColor = set.MouseOverColor;
}
public Field(int x, int y)
{
this.currentNormalColorSet = (x + y) % 2 == 0 ? primaryNormalColorSet : secondaryNormalColorSet;
this.currentAllyColorSet = (x + y) % 2 == 0 ? primaryValidFriendlyTargetFieldSet : secondaryValidFriendlyTargetFieldSet;
this.currentEnemyColorSet = (x + y) % 2 == 0 ? primaryValidEnemyTargetFieldSet : secondaryValidEnemyTargetFieldSet;
this.currentSelectedColorSet = (x + y) % 2 == 0 ? primarySelectedColorSet : secondarySelectedColorSet;
this.FlatStyle = FlatStyle.Flat;
this.FlatAppearance.BorderSize = 0;
this.setActiveColorSet(this.currentNormalColorSet);
this.Cursor = Cursors.Arrow;
this.location = new Vector(x, y); // NICHT L(!)ocation, der gibt die Position des Buttons in Pixel auf dem Control an!
this.Name = string.Format($"field[{x},{y}]");
this.Text = "";
this.BackgroundImageLayout = ImageLayout.Zoom;
this.BackgroundImage = ChessPanel.Properties.Resources.Empty;
this.Click += clicked;
}
private void clicked(object sender, EventArgs e)
{
FieldClick(this.location);
}
public override string ToString()
{
return this.currentPiece.type.ToString();
}
}
}

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@ -0,0 +1,17 @@
using System.Drawing;
namespace Chess
{
struct FieldColorSet
{
public FieldColorSet(Color MOC, Color MDC, Color NC)
{
MouseOverColor = MOC;
MouseDownColor = MDC;
NormalColor = NC;
}
public Color MouseOverColor { get; set; }
public Color MouseDownColor { get; set; }
public Color NormalColor { get; set; }
}
}

69
ChessPanel/MainForm.Designer.cs generated Normal file
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namespace Chess
{
partial class MainForm
{
/// <summary>
/// Erforderliche Designervariable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Verwendete Ressourcen bereinigen.
/// </summary>
/// <param name="disposing">True, wenn verwaltete Ressourcen gelöscht werden sollen; andernfalls False.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Vom Windows Form-Designer generierter Code
/// <summary>
/// Erforderliche Methode für die Designerunterstützung.
/// Der Inhalt der Methode darf nicht mit dem Code-Editor geändert werden.
/// </summary>
private void InitializeComponent()
{
this.chessGame = new Chess.ChessGame();
this.SuspendLayout();
//
// chessGame
//
this.chessGame.BackColor = System.Drawing.Color.Black;
this.chessGame.Dock = System.Windows.Forms.DockStyle.Fill;
this.chessGame.Location = new System.Drawing.Point(0, 0);
this.chessGame.Name = "chessGame";
this.chessGame.Size = new System.Drawing.Size(1896, 1016);
this.chessGame.TabIndex = 0;
this.chessGame.UseWaitCursor = true;
//
// MainForm
//
this.AutoScaleDimensions = new System.Drawing.SizeF(11F, 24F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(1896, 1016);
this.Controls.Add(this.chessGame);
this.DoubleBuffered = true;
this.KeyPreview = true;
this.Name = "MainForm";
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
this.Text = "Color Board";
this.UseWaitCursor = true;
this.WindowState = System.Windows.Forms.FormWindowState.Maximized;
this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.MainForm_FormClosing);
this.Load += new System.EventHandler(this.MainForm_Load);
this.KeyUp += new System.Windows.Forms.KeyEventHandler(this.MainForm_KeyUp);
this.ResumeLayout(false);
}
#endregion
private ChessGame chessGame;
}
}

52
ChessPanel/MainForm.cs Normal file
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using System;
using System.Windows.Forms;
namespace Chess
{
public partial class MainForm : Form
{
bool Fullscreen = false;
bool fullscreen
{
get { return Fullscreen; }
set { Fullscreen = value; RefreshFullScreen(); }
}
public MainForm()
{
InitializeComponent();
}
private void RefreshFullScreen()
{
this.SuspendLayout();
if (fullscreen)
{
this.WindowState = FormWindowState.Normal;
this.FormBorderStyle = FormBorderStyle.None;
this.Bounds = Screen.PrimaryScreen.Bounds;
}
else
{
this.FormBorderStyle = FormBorderStyle.Sizable;
this.WindowState = FormWindowState.Maximized;
}
this.ResumeLayout(true);
}
private void MainForm_KeyUp(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.F11)
fullscreen = !fullscreen;
}
private void MainForm_FormClosing(object sender, FormClosingEventArgs e)
{
chessGame.FormClosing(sender, e);
}
private void MainForm_Load(object sender, EventArgs e)
{
fullscreen = true;
}
}
}

120
ChessPanel/MainForm.resx Normal file
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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

461
ChessPanel/Piece.cs Normal file
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using System;
using System.Collections.Generic;
using System.Drawing;
using ChessPanel;
using System.Linq;
using System.Windows;
namespace Chess
{
public abstract class Piece
{
public enum PieceColor { White, Black };
public enum PieceTeam { Enemy, Ally };
public enum PieceType { King, Queen, Bishop, Rook, Knight, Pawn };
public PieceColor color;
public PieceType type;
public Image image;
public bool HasMoved = false;
public bool EnPassantPossible = false; // Only in Pawn Class. Signs that this Piece has virtually not jumped two pieces, but one
internal static bool IsEndangeredLocationForPiece(Field[,] fields, Vector pieceLocation, Vector testLocation, PieceColor color)
{
bool returnValue = false;
Piece p = fields[(int)pieceLocation.X, (int)pieceLocation.Y].currentPiece;
fields[(int)pieceLocation.X, (int)pieceLocation.Y].currentPiece = null;
foreach (var field in fields)
{
if (field.currentPiece != null) if (field.currentPiece.color != color) if (field.currentPiece.GetValidTargetFields(fields, field.location, true).ContainsKey(testLocation))
{
returnValue = true;
break;
}
}
fields[(int)pieceLocation.X, (int)pieceLocation.Y].currentPiece = p;
return returnValue;
}
internal static bool MoveWillEndangerKing(Field[,] fields, Vector pieceLocation, Vector pieceMovedLocation, PieceColor color) // This does not test if it is a valid move spot
{
bool returnValue = false;
Piece p1 = fields[(int)pieceLocation.X, (int)pieceLocation.Y].currentPiece;
Piece p2 = fields[(int)pieceMovedLocation.X, (int)pieceMovedLocation.Y].currentPiece;
fields[(int)pieceLocation.X, (int)pieceLocation.Y].currentPiece = null;
fields[(int)pieceMovedLocation.X, (int)pieceMovedLocation.Y].currentPiece = p1;
returnValue = KingIsEndangered(fields, color);
fields[(int)pieceLocation.X, (int)pieceLocation.Y].currentPiece = p1;
fields[(int)pieceMovedLocation.X, (int)pieceMovedLocation.Y].currentPiece = p2;
return returnValue;
}
private static bool KingIsEndangered(Field[,] fields, PieceColor color)
{
Vector kingLocation = GetKingLocation(fields, color);
foreach (var field in fields)
{
if (field.currentPiece == null || field.currentPiece.color != color)
continue;
if (field.currentPiece.GetValidTargetFields(fields, field.location, testKingDanger: true).ContainsKey(kingLocation))
{
return true;
}
}
return false;
}
private static Vector GetKingLocation(Field[,] fields, PieceColor color)
{
foreach (var field in fields)
if (!field.IsEmpty && field.currentPiece.type == PieceType.King && field.currentPiece.color == color)
return field.location;
throw new Exception("King not found!");
}
internal abstract Dictionary<Vector, PieceTeam> GetValidTargetFields(Field[,] fields, Vector currentLocation, bool onlyAttackFields = false, bool testKingDanger = false);
}
public class Rook : Piece
{
public Rook(PieceColor color)
{
type = (PieceType)Enum.Parse(typeof(PieceType), this.GetType().Name);
this.color = color;
this.image = (Image)ChessPanel.Properties.Resources.ResourceManager.GetObject($"{this.type.ToString()}{this.color.ToString()}");
}
internal override Dictionary<Vector, PieceTeam> GetValidTargetFields(Field[,] fields, Vector location, bool ignoreKingCheck = false, bool testKingDanger = false)
{
var targetFields = GetTargetFields(fields, location, this.color);
/*if (!testKingDanger)
foreach (var item in targetFields)
if (MoveWillEndangerKing(fields, location, item.Key, this.color))
targetFields.Remove(item.Key);*/
return targetFields;
}
internal static Dictionary<Vector, PieceTeam> GetTargetFields(Field[,] fields, Vector location, PieceColor color)
{
Dictionary<Vector, PieceTeam> targetFields = new Dictionary<Vector, PieceTeam>();
for (int x = (int)location.X - 1; x >= 0; x--) // nach Links
{
if (fields[x, (int)location.Y].IsEmpty)
{
targetFields.Add(new Vector(x, (int)location.Y), PieceTeam.Ally);
}
else
{
if (fields[x, (int)location.Y].currentPiece.color != color)
targetFields.Add(new Vector(x, (int)location.Y), PieceTeam.Enemy);
break;
}
}
for (int x = (int)location.X + 1; x <= 7; x++) // nach Rechts
{
if (fields[x, (int)location.Y].IsEmpty)
{
targetFields.Add(new Vector(x, (int)location.Y), PieceTeam.Ally);
}
else
{
if (fields[x, (int)location.Y].currentPiece.color != color)
targetFields.Add(new Vector(x, (int)location.Y), PieceTeam.Enemy);
break;
}
}
for (int y = (int)location.Y - 1; y >= 0; y--) // nach Unten
{
if (fields[(int)(int)location.X, y].IsEmpty)
{
targetFields.Add(new Vector((int)location.X, y), PieceTeam.Ally);
}
else
{
if (fields[(int)(int)location.X, y].currentPiece.color != color)
targetFields.Add(new Vector((int)location.X, y), PieceTeam.Enemy);
break;
}
}
for (int y = (int)location.Y + 1; y <= 7; y++) // nach Oben
{
if (fields[(int)(int)location.X, y].IsEmpty)
{
targetFields.Add(new Vector((int)location.X, y), PieceTeam.Ally);
}
else
{
if (fields[(int)(int)location.X, y].currentPiece.color != color)
targetFields.Add(new Vector((int)location.X, y), PieceTeam.Enemy);
break;
}
}
return targetFields;
}
} // FINALIZED
public class Pawn : Piece
{
public Pawn(PieceColor color)
{
type = (PieceType)Enum.Parse(typeof(PieceType), this.GetType().Name);
this.color = color;
this.image = (Image)ChessPanel.Properties.Resources.ResourceManager.GetObject($"{this.type.ToString()}{this.color.ToString()}");
}
internal override Dictionary<Vector, PieceTeam> GetValidTargetFields(Field[,] fields, Vector location, bool onlyAttackFields = false, bool testKingDanger = false)
{
var targetFields = GetTargetFields(fields, location, this.color, onlyAttackFields);
/*if (!testKingDanger)
foreach (var item in targetFields)
if (MoveWillEndangerKing(fields, location, item.Key, this.color))
targetFields.Remove(item.Key);*/
return targetFields;
}
private Dictionary<Vector, PieceTeam> GetTargetFields(Field[,] fields, Vector location, PieceColor color, bool onlyAttackFields = false)
{
Dictionary<Vector, PieceTeam> targetFields = new Dictionary<Vector, PieceTeam>();
int direction = this.color == PieceColor.White ? -1 : 1;
#region EnPassant
if (location.Y == (this.color == PieceColor.White ? 3 : 4))
for (int x = -1; x < 2; x += 2)
if (location.X + x <= 7 && location.X + x >= 0)
if (fields[(int)location.X + x, (int)location.Y].currentPiece != null)
if (fields[(int)location.X + x, (int)location.Y].currentPiece.type == PieceType.Pawn)
if (fields[(int)location.X + x, (int)location.Y].currentPiece.color != this.color)
if (fields[(int)location.X + x, (int)location.Y].currentPiece.EnPassantPossible)
targetFields.Add(new Vector(location.X + x, location.Y + direction), PieceTeam.Enemy);
#endregion
#region Movement
if (!onlyAttackFields)
for (int y = 1; y < 1 + (HasMoved ? 1 : 2); y++)
{
if (location.Y + (direction * y) > 7 || location.Y + (direction * y) < 0)
break;
if (fields[(int)location.X, (int)location.Y + (direction * y)].IsEmpty)
targetFields.Add(new Vector(location.X, (int)location.Y + (direction * y)), PieceTeam.Ally);
else
break;
}
#endregion
#region Attack
for (int x = -1; x < 2; x += 2)
{
if (location.Y + (direction) > 7 || location.Y + (direction) < 0 || location.X + x > 7 || location.X + x < 0)
continue;
if (onlyAttackFields || (fields[(int)location.X + x, (int)location.Y + (direction)].currentPiece != null && fields[(int)location.X + x, (int)location.Y + (direction)].currentPiece.color != this.color))
{
targetFields.Add(new Vector((int)location.X + x, (int)location.Y + (direction)), PieceTeam.Enemy);
}
}
#endregion
return targetFields;
}
} // EN-PASSANT MISSING
public class Knight : Piece
{
public Knight(PieceColor color)
{
type = (PieceType)Enum.Parse(typeof(PieceType), this.GetType().Name);
this.color = color;
this.image = (Image)ChessPanel.Properties.Resources.ResourceManager.GetObject($"{this.type.ToString()}{this.color.ToString()}");
}
internal override Dictionary<Vector, PieceTeam> GetValidTargetFields(Field[,] fields, Vector location, bool ignoreKingCheck = false, bool testKingDanger = false)
{
var targetFields = GetTargetFields(fields, location, this.color);
/* if (!testKingDanger)
foreach (var item in targetFields)
if (MoveWillEndangerKing(fields, location, item.Key, this.color))
targetFields.Remove(item.Key);*/
return targetFields;
}
private Dictionary<Vector, PieceTeam> GetTargetFields(Field[,] fields, Vector location, PieceColor color)
{
Dictionary<Vector, PieceTeam> targetFields = new Dictionary<Vector, PieceTeam>();
for (int a = -1; a < 2; a += 2)
{
for (int b = -2; b < 3; b += 4)
{
if (!(a + (int)location.X > 7 || b + (int)location.Y < 0 || a + (int)location.X < 0 || b + (int)location.Y > 7))
{
if (fields[a + (int)location.X, b + (int)location.Y].IsEmpty)
{
targetFields.Add(new Vector(a + (int)location.X, b + (int)location.Y), PieceTeam.Ally);
}
else
{
if (fields[a + (int)location.X, b + (int)location.Y].currentPiece.color != color)
targetFields.Add(new Vector(a + (int)location.X, b + (int)location.Y), PieceTeam.Enemy);
}
}
if (!(b + (int)location.X > 7 || a + (int)location.Y < 0 || b + (int)location.X < 0 || a + (int)location.Y > 7))
{
if (fields[b + (int)location.X, a + (int)location.Y].IsEmpty)
{
targetFields.Add(new Vector(b + (int)location.X, a + (int)location.Y), PieceTeam.Ally);
}
else
{
if (fields[b + (int)location.X, a + (int)location.Y].currentPiece.color != color)
targetFields.Add(new Vector(b + (int)location.X, a + (int)location.Y), PieceTeam.Enemy);
}
}
}
}
return targetFields;
}
} // FINALIZED
public class Bishop : Piece
{
public Bishop(PieceColor color)
{
type = (PieceType)Enum.Parse(typeof(PieceType), this.GetType().Name);
this.color = color;
this.image = (Image)ChessPanel.Properties.Resources.ResourceManager.GetObject($"{this.type.ToString()}{this.color.ToString()}");
}
internal override Dictionary<Vector, PieceTeam> GetValidTargetFields(Field[,] fields, Vector location, bool onlyAttackFields = false, bool testKingDanger = false)
{
var targetFields = GetTargetFields(fields, location, this.color, onlyAttackFields);
/* if (!testKingDanger)
foreach (var item in targetFields)
if (MoveWillEndangerKing(fields, location, item.Key, this.color))
targetFields.Remove(item.Key);*/
return targetFields;
}
internal static Dictionary<Vector, PieceTeam> GetTargetFields(Field[,] fields, Vector location, PieceColor color, bool onlyAttackFields = true)
{
Dictionary<Vector, PieceTeam> targetFields = new Dictionary<Vector, PieceTeam>();
for (int xy = 1; xy <= 7; xy++) // nach RechtsOben
{
if (location.X + xy > 7 || (int)location.Y + xy > 7)
break;
if (fields[xy + (int)location.X, xy + (int)location.Y].IsEmpty)
{
targetFields.Add(new Vector(xy + (int)location.X, xy + (int)location.Y), PieceTeam.Ally);
}
else
{
if (fields[xy + (int)location.X, xy + (int)location.Y].currentPiece.color != color)
targetFields.Add(new Vector(xy + (int)location.X, xy + (int)location.Y), PieceTeam.Enemy);
break;
}
}
for (int xy = 1; xy <= 7; xy++) // nach LinksOben
{
if (location.X - xy < 0 || (int)location.Y + xy > 7)
break;
if (fields[(int)location.X - xy, (int)location.Y + xy].IsEmpty)
{
targetFields.Add(new Vector(location.X - xy, (int)location.Y + xy), PieceTeam.Ally);
}
else
{
if (fields[(int)location.X - xy, (int)location.Y + xy].currentPiece.color != color)
targetFields.Add(new Vector(location.X - xy, (int)location.Y + xy), PieceTeam.Enemy);
break;
}
}
for (int xy = 1; xy <= 7; xy++) // nach RechtsUnten
{
if (location.X + xy > 7 || (int)location.Y - xy < 0)
break;
if (fields[xy + (int)location.X, (int)location.Y - xy].IsEmpty)
{
targetFields.Add(new Vector(xy + (int)location.X, (int)location.Y - xy), PieceTeam.Ally);
}
else
{
if (fields[xy + (int)location.X, (int)location.Y - xy].currentPiece.color != color)
targetFields.Add(new Vector(xy + (int)location.X, (int)location.Y - xy), PieceTeam.Enemy);
break;
}
}
for (int xy = 1; xy <= 7; xy++) // nach LinksUnten
{
if (location.X - xy < 0 || (int)location.Y - xy < 0)
break;
if (fields[(int)location.X - xy, (int)location.Y - xy].IsEmpty)
{
targetFields.Add(new Vector(location.X - xy, (int)location.Y - xy), PieceTeam.Ally);
}
else
{
if (fields[(int)location.X - xy, (int)location.Y - xy].currentPiece.color != color)
targetFields.Add(new Vector(location.X - xy, (int)location.Y - xy), PieceTeam.Enemy);
break;
}
}
return targetFields;
}
} // FINALIZED
public class Queen : Piece
{
public Queen(PieceColor color)
{
type = (PieceType)Enum.Parse(typeof(PieceType), this.GetType().Name);
this.color = color;
this.image = (Image)ChessPanel.Properties.Resources.ResourceManager.GetObject($"{this.type.ToString()}{this.color.ToString()}");
}
internal override Dictionary<Vector, PieceTeam> GetValidTargetFields(Field[,] fields, Vector location, bool ignoreKingCheck = false, bool testKingDanger = false)
{
Dictionary<Vector, PieceTeam> targetFields = Rook.GetTargetFields(fields, location, this.color);
targetFields = targetFields.Concat(Bishop.GetTargetFields(fields, location, this.color)
.Where(kvp => !targetFields.ContainsKey(kvp.Key)))
.OrderBy(c => c.Value)
.ToDictionary(c => c.Key, c => c.Value);
/*if (!testKingDanger)
foreach (var item in targetFields)
if (MoveWillEndangerKing(fields, location, item.Key, this.color))
targetFields.Remove(item.Key);*/
return targetFields;
}
} // FINALIZED
public class King : Piece
{
public King(PieceColor color)
{
type = (PieceType)Enum.Parse(typeof(PieceType), this.GetType().Name);
this.color = color;
this.image = (Image)ChessPanel.Properties.Resources.ResourceManager.GetObject($"{this.type.ToString()}{this.color.ToString()}");
}
internal override Dictionary<Vector, PieceTeam> GetValidTargetFields(Field[,] fields, Vector location, bool ignoreKingCheck = false, bool testKingDanger = false) // ignoreKingCheck hat keinen Einfluss
{
return GetTargetFields(fields, location, this.color);
}
private Dictionary<Vector, PieceTeam> GetTargetFields(Field[,] fields, Vector location, PieceColor color)
{
Dictionary<Vector, PieceTeam> targetFields = new Dictionary<Vector, PieceTeam>();
#region Castling
if (!this.HasMoved) // Only Castle if King did not move
foreach (var item in fields)
{
var itemLocation = item.location;
// Sucht nach Ally Turm und prüft, ob er sich schon bewegt hat
if (item.currentPiece != null && item.currentPiece.type == PieceType.Rook && !item.currentPiece.HasMoved && item.currentPiece.color == this.color)
{
if (itemLocation.X == 0 || itemLocation.X == 7)
{
bool castling = true;
for (int x = (itemLocation.X == 0 ? 1 : 5); (itemLocation.X == 0 ? x < 4 : x < 7); x++)
{
if (!fields[x, (int)location.Y].IsEmpty)
{
castling = false;
break;
}
}
if (castling) // Only Check endangered Fields if castling is generally possible
{
for (int x = (itemLocation.X == 0 ? 2 : 4); x < (itemLocation.X == 0 ? 5 : 7); x++) // König steht im Schach oder überschreitet bedrohtes Feld
{
if (IsEndangeredLocationForPiece(fields, location, new Vector(x, location.Y), color))
{
castling = false;
break;
}
}
if (castling)
{
targetFields.Add(new Vector((itemLocation.X == 0 ? 2 : 6), itemLocation.Y), PieceTeam.Ally);
}
}
}
}
}
#endregion
#region Movement: 1 in every direction
for (int x = -1; x < 2; x++)
{
for (int y = -1; y < 2; y++)
{
if ((x == 0 && y == 0) || location.X + x > 7 || location.Y + y > 7 || location.X + x < 0 || location.Y + y < 0)
continue;
if (!IsEndangeredLocationForPiece(fields, location, new Vector(location.X + x, location.Y + y), color))
if (fields[(int)location.X + x, (int)location.Y + y].IsEmpty)
{
targetFields.Add(new Vector(location.X + x, (int)location.Y + y), PieceTeam.Ally);
}
else
{
if (fields[(int)location.X + x, (int)location.Y + y].currentPiece.color != color)
targetFields.Add(new Vector(location.X + x, (int)location.Y + y), PieceTeam.Enemy);
continue;
}
}
}
#endregion
return targetFields;
}
} // CHECKMATE/CHECK-TEST MISSING
}

19
ChessPanel/Program.cs Normal file
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@ -0,0 +1,19 @@
using System;
using System.Windows.Forms;
namespace Chess
{
static class Program
{
/// <summary>
/// Der Haupteinstiegspunkt für die Anwendung.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new MainForm());
}
}
}

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@ -0,0 +1,36 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// Allgemeine Informationen über eine Assembly werden über die folgenden
// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
// die einer Assembly zugeordnet sind.
[assembly: AssemblyTitle("ChessPanel")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("ChessPanel")]
[assembly: AssemblyCopyright("Copyright © 2017")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Durch Festlegen von ComVisible auf "false" werden die Typen in dieser Assembly unsichtbar
// für COM-Komponenten. Wenn Sie auf einen Typ in dieser Assembly von
// COM aus zugreifen müssen, sollten Sie das ComVisible-Attribut für diesen Typ auf "True" festlegen.
[assembly: ComVisible(false)]
// Die folgende GUID bestimmt die ID der Typbibliothek, wenn dieses Projekt für COM verfügbar gemacht wird
[assembly: Guid("4f06559f-7350-4124-8ce9-05eec4768eb0")]
// Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten:
//
// Hauptversion
// Nebenversion
// Buildnummer
// Revision
//
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
// übernehmen, indem Sie "*" eingeben:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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@ -0,0 +1,193 @@
//------------------------------------------------------------------------------
// <auto-generated>
// Dieser Code wurde von einem Tool generiert.
// Laufzeitversion:4.0.30319.42000
//
// Änderungen an dieser Datei können falsches Verhalten verursachen und gehen verloren, wenn
// der Code erneut generiert wird.
// </auto-generated>
//------------------------------------------------------------------------------
namespace ChessPanel.Properties {
using System;
/// <summary>
/// Eine stark typisierte Ressourcenklasse zum Suchen von lokalisierten Zeichenfolgen usw.
/// </summary>
// Diese Klasse wurde von der StronglyTypedResourceBuilder automatisch generiert
// -Klasse über ein Tool wie ResGen oder Visual Studio automatisch generiert.
// Um einen Member hinzuzufügen oder zu entfernen, bearbeiten Sie die .ResX-Datei und führen dann ResGen
// mit der /str-Option erneut aus, oder Sie erstellen Ihr VS-Projekt neu.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
public class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Gibt die zwischengespeicherte ResourceManager-Instanz zurück, die von dieser Klasse verwendet wird.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("ChessPanel.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Überschreibt die CurrentUICulture-Eigenschaft des aktuellen Threads für alle
/// Ressourcenzuordnungen, die diese stark typisierte Ressourcenklasse verwenden.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// </summary>
public static System.Drawing.Bitmap BishopBlack {
get {
object obj = ResourceManager.GetObject("BishopBlack", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// </summary>
public static System.Drawing.Bitmap BishopWhite {
get {
object obj = ResourceManager.GetObject("BishopWhite", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// </summary>
public static System.Drawing.Bitmap Empty {
get {
object obj = ResourceManager.GetObject("Empty", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// </summary>
public static System.Drawing.Bitmap KingBlack {
get {
object obj = ResourceManager.GetObject("KingBlack", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// </summary>
public static System.Drawing.Bitmap KingWhite {
get {
object obj = ResourceManager.GetObject("KingWhite", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// </summary>
public static System.Drawing.Bitmap KnightBlack {
get {
object obj = ResourceManager.GetObject("KnightBlack", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// </summary>
public static System.Drawing.Bitmap KnightWhite {
get {
object obj = ResourceManager.GetObject("KnightWhite", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// </summary>
public static System.Drawing.Bitmap PawnBlack {
get {
object obj = ResourceManager.GetObject("PawnBlack", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// </summary>
public static System.Drawing.Bitmap PawnWhite {
get {
object obj = ResourceManager.GetObject("PawnWhite", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// </summary>
public static System.Drawing.Bitmap QueenBlack {
get {
object obj = ResourceManager.GetObject("QueenBlack", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// </summary>
public static System.Drawing.Bitmap QueenWhite {
get {
object obj = ResourceManager.GetObject("QueenWhite", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// </summary>
public static System.Drawing.Bitmap RookBlack {
get {
object obj = ResourceManager.GetObject("RookBlack", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// </summary>
public static System.Drawing.Bitmap RookWhite {
get {
object obj = ResourceManager.GetObject("RookWhite", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
<data name="BishopBlack" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\BishopBlack.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="BishopWhite" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\BishopWhite.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="Empty" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\Empty.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="KingBlack" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\KingBlack.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="KingWhite" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\KingWhite.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="KnightBlack" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\KnightBlack.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="KnightWhite" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\KnightWhite.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="PawnBlack" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\PawnBlack.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="PawnWhite" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\PawnWhite.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="QueenBlack" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\QueenBlack.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="QueenWhite" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\QueenWhite.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="RookBlack" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\RookBlack.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="RookWhite" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\RookWhite.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
</root>

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ChessPanel/Vector.cs Normal file
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namespace Chess
{
public class Vector
{
private int x;
private int y;
public int X
{
get { return x; }
set { x = value; }
}
public int Y
{
get { return y; }
set { y = value; }
}
public Vector(int x, int y)
{
this.x = x;
this.y = y;
}
public static Vector operator +(Vector v1, Vector v2) => new Vector(v1.x + v2.x, v1.y + v2.y);
public static Vector operator -(Vector v1, Vector v2) => new Vector(v1.x - v2.x, v1.y - v2.y);
public static Vector operator /(Vector v, int n) => new Vector(v.x / n, v.y / n);
public static Vector operator *(Vector v, int n) => new Vector(v.x * n, v.y * n);
public static Vector operator -(Vector v) => new Vector(-v.x, -v.y);
public static Vector operator +(Vector v) => v;
public static bool operator ==(Vector v1, Vector v2)
{
if (v1 as object == null || v2 as object == null)
{
return false;
}
else
{
return v1.x == v2.x && v1.y == v2.y;
}
}
public static bool operator !=(Vector v1, Vector v2)
{
if (v1 as object == null || v2 as object == null)
{
if (v1 as object == null && v2 as object == null)
{
return true;
}
return false;
}
else
{
return v1.x != v2.x || v1.y != v2.y;
}
}
public override bool Equals(object obj)
{
try
{
return this == obj as Vector;
}
catch (System.Exception)
{
return false;
}
}
public override string ToString() => $"({x}, {y})";
}
}