├── .gitignore
├── App.xaml
├── App.xaml.cs
├── Assets
├── LockScreenLogo.scale-200.png
├── SplashScreen.scale-200.png
├── Square150x150Logo.scale-200.png
├── Square44x44Logo.scale-200.png
├── Square44x44Logo.targetsize-24_altform-unplated.png
├── StoreLogo.png
├── Wide310x150Logo.scale-200.png
├── dino.png
├── gamegrid.png
└── ninjacat.png
├── Baddie.cs
├── CODE_OF_CONDUCT.md
├── Game.csproj
├── Game.csproj.user
├── Game.sln
├── LICENSE
├── MainPage.cs
├── MainPage.xaml
├── Maze.cs
├── Package.appxmanifest
├── Player.cs
├── Properties
├── AssemblyInfo.cs
└── Default.rd.xml
├── README.md
├── SECURITY.md
└── gamegridpic.png
/.gitignore:
--------------------------------------------------------------------------------
1 | ## Ignore Visual Studio temporary files, build results, and
2 | ## files generated by popular Visual Studio add-ons.
3 | ##
4 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
5 |
6 | # User-specific files
7 | *.rsuser
8 | *.suo
9 | *.user
10 | *.userosscache
11 | *.sln.docstates
12 |
13 | # User-specific files (MonoDevelop/Xamarin Studio)
14 | *.userprefs
15 |
16 | # Mono auto generated files
17 | mono_crash.*
18 |
19 | # Build results
20 | [Dd]ebug/
21 | [Dd]ebugPublic/
22 | [Rr]elease/
23 | [Rr]eleases/
24 | x64/
25 | x86/
26 | [Aa][Rr][Mm]/
27 | [Aa][Rr][Mm]64/
28 | bld/
29 | [Bb]in/
30 | [Oo]bj/
31 | [Ll]og/
32 | [Ll]ogs/
33 |
34 | # Visual Studio 2015/2017 cache/options directory
35 | .vs/
36 | # Uncomment if you have tasks that create the project's static files in wwwroot
37 | #wwwroot/
38 |
39 | # Visual Studio 2017 auto generated files
40 | Generated\ Files/
41 |
42 | # MSTest test Results
43 | [Tt]est[Rr]esult*/
44 | [Bb]uild[Ll]og.*
45 |
46 | # NUnit
47 | *.VisualState.xml
48 | TestResult.xml
49 | nunit-*.xml
50 |
51 | # Build Results of an ATL Project
52 | [Dd]ebugPS/
53 | [Rr]eleasePS/
54 | dlldata.c
55 |
56 | # Benchmark Results
57 | BenchmarkDotNet.Artifacts/
58 |
59 | # .NET Core
60 | project.lock.json
61 | project.fragment.lock.json
62 | artifacts/
63 |
64 | # StyleCop
65 | StyleCopReport.xml
66 |
67 | # Files built by Visual Studio
68 | *_i.c
69 | *_p.c
70 | *_h.h
71 | *.ilk
72 | *.meta
73 | *.obj
74 | *.iobj
75 | *.pch
76 | *.pdb
77 | *.ipdb
78 | *.pgc
79 | *.pgd
80 | *.rsp
81 | *.sbr
82 | *.tlb
83 | *.tli
84 | *.tlh
85 | *.tmp
86 | *.tmp_proj
87 | *_wpftmp.csproj
88 | *.log
89 | *.vspscc
90 | *.vssscc
91 | .builds
92 | *.pidb
93 | *.svclog
94 | *.scc
95 |
96 | # Chutzpah Test files
97 | _Chutzpah*
98 |
99 | # Visual C++ cache files
100 | ipch/
101 | *.aps
102 | *.ncb
103 | *.opendb
104 | *.opensdf
105 | *.sdf
106 | *.cachefile
107 | *.VC.db
108 | *.VC.VC.opendb
109 |
110 | # Visual Studio profiler
111 | *.psess
112 | *.vsp
113 | *.vspx
114 | *.sap
115 |
116 | # Visual Studio Trace Files
117 | *.e2e
118 |
119 | # TFS 2012 Local Workspace
120 | $tf/
121 |
122 | # Guidance Automation Toolkit
123 | *.gpState
124 |
125 | # ReSharper is a .NET coding add-in
126 | _ReSharper*/
127 | *.[Rr]e[Ss]harper
128 | *.DotSettings.user
129 |
130 | # TeamCity is a build add-in
131 | _TeamCity*
132 |
133 | # DotCover is a Code Coverage Tool
134 | *.dotCover
135 |
136 | # AxoCover is a Code Coverage Tool
137 | .axoCover/*
138 | !.axoCover/settings.json
139 |
140 | # Visual Studio code coverage results
141 | *.coverage
142 | *.coveragexml
143 |
144 | # NCrunch
145 | _NCrunch_*
146 | .*crunch*.local.xml
147 | nCrunchTemp_*
148 |
149 | # MightyMoose
150 | *.mm.*
151 | AutoTest.Net/
152 |
153 | # Web workbench (sass)
154 | .sass-cache/
155 |
156 | # Installshield output folder
157 | [Ee]xpress/
158 |
159 | # DocProject is a documentation generator add-in
160 | DocProject/buildhelp/
161 | DocProject/Help/*.HxT
162 | DocProject/Help/*.HxC
163 | DocProject/Help/*.hhc
164 | DocProject/Help/*.hhk
165 | DocProject/Help/*.hhp
166 | DocProject/Help/Html2
167 | DocProject/Help/html
168 |
169 | # Click-Once directory
170 | publish/
171 |
172 | # Publish Web Output
173 | *.[Pp]ublish.xml
174 | *.azurePubxml
175 | # Note: Comment the next line if you want to checkin your web deploy settings,
176 | # but database connection strings (with potential passwords) will be unencrypted
177 | *.pubxml
178 | *.publishproj
179 |
180 | # Microsoft Azure Web App publish settings. Comment the next line if you want to
181 | # checkin your Azure Web App publish settings, but sensitive information contained
182 | # in these scripts will be unencrypted
183 | PublishScripts/
184 |
185 | # NuGet Packages
186 | *.nupkg
187 | # NuGet Symbol Packages
188 | *.snupkg
189 | # The packages folder can be ignored because of Package Restore
190 | **/[Pp]ackages/*
191 | # except build/, which is used as an MSBuild target.
192 | !**/[Pp]ackages/build/
193 | # Uncomment if necessary however generally it will be regenerated when needed
194 | #!**/[Pp]ackages/repositories.config
195 | # NuGet v3's project.json files produces more ignorable files
196 | *.nuget.props
197 | *.nuget.targets
198 |
199 | # Microsoft Azure Build Output
200 | csx/
201 | *.build.csdef
202 |
203 | # Microsoft Azure Emulator
204 | ecf/
205 | rcf/
206 |
207 | # Windows Store app package directories and files
208 | AppPackages/
209 | BundleArtifacts/
210 | Package.StoreAssociation.xml
211 | _pkginfo.txt
212 | *.appx
213 | *.appxbundle
214 | *.appxupload
215 |
216 | # Visual Studio cache files
217 | # files ending in .cache can be ignored
218 | *.[Cc]ache
219 | # but keep track of directories ending in .cache
220 | !?*.[Cc]ache/
221 |
222 | # Others
223 | ClientBin/
224 | ~$*
225 | *~
226 | *.dbmdl
227 | *.dbproj.schemaview
228 | *.jfm
229 | *.pfx
230 | *.publishsettings
231 | orleans.codegen.cs
232 |
233 | # Including strong name files can present a security risk
234 | # (https://github.com/github/gitignore/pull/2483#issue-259490424)
235 | #*.snk
236 |
237 | # Since there are multiple workflows, uncomment next line to ignore bower_components
238 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
239 | #bower_components/
240 |
241 | # RIA/Silverlight projects
242 | Generated_Code/
243 |
244 | # Backup & report files from converting an old project file
245 | # to a newer Visual Studio version. Backup files are not needed,
246 | # because we have git ;-)
247 | _UpgradeReport_Files/
248 | Backup*/
249 | UpgradeLog*.XML
250 | UpgradeLog*.htm
251 | ServiceFabricBackup/
252 | *.rptproj.bak
253 |
254 | # SQL Server files
255 | *.mdf
256 | *.ldf
257 | *.ndf
258 |
259 | # Business Intelligence projects
260 | *.rdl.data
261 | *.bim.layout
262 | *.bim_*.settings
263 | *.rptproj.rsuser
264 | *- [Bb]ackup.rdl
265 | *- [Bb]ackup ([0-9]).rdl
266 | *- [Bb]ackup ([0-9][0-9]).rdl
267 |
268 | # Microsoft Fakes
269 | FakesAssemblies/
270 |
271 | # GhostDoc plugin setting file
272 | *.GhostDoc.xml
273 |
274 | # Node.js Tools for Visual Studio
275 | .ntvs_analysis.dat
276 | node_modules/
277 |
278 | # Visual Studio 6 build log
279 | *.plg
280 |
281 | # Visual Studio 6 workspace options file
282 | *.opt
283 |
284 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
285 | *.vbw
286 |
287 | # Visual Studio LightSwitch build output
288 | **/*.HTMLClient/GeneratedArtifacts
289 | **/*.DesktopClient/GeneratedArtifacts
290 | **/*.DesktopClient/ModelManifest.xml
291 | **/*.Server/GeneratedArtifacts
292 | **/*.Server/ModelManifest.xml
293 | _Pvt_Extensions
294 |
295 | # Paket dependency manager
296 | .paket/paket.exe
297 | paket-files/
298 |
299 | # FAKE - F# Make
300 | .fake/
301 |
302 | # CodeRush personal settings
303 | .cr/personal
304 |
305 | # Python Tools for Visual Studio (PTVS)
306 | __pycache__/
307 | *.pyc
308 |
309 | # Cake - Uncomment if you are using it
310 | # tools/**
311 | # !tools/packages.config
312 |
313 | # Tabs Studio
314 | *.tss
315 |
316 | # Telerik's JustMock configuration file
317 | *.jmconfig
318 |
319 | # BizTalk build output
320 | *.btp.cs
321 | *.btm.cs
322 | *.odx.cs
323 | *.xsd.cs
324 |
325 | # OpenCover UI analysis results
326 | OpenCover/
327 |
328 | # Azure Stream Analytics local run output
329 | ASALocalRun/
330 |
331 | # MSBuild Binary and Structured Log
332 | *.binlog
333 |
334 | # NVidia Nsight GPU debugger configuration file
335 | *.nvuser
336 |
337 | # MFractors (Xamarin productivity tool) working folder
338 | .mfractor/
339 |
340 | # Local History for Visual Studio
341 | .localhistory/
342 |
343 | # BeatPulse healthcheck temp database
344 | healthchecksdb
345 |
346 | # Backup folder for Package Reference Convert tool in Visual Studio 2017
347 | MigrationBackup/
348 |
349 | # Ionide (cross platform F# VS Code tools) working folder
350 | .ionide/
351 |
--------------------------------------------------------------------------------
/App.xaml:
--------------------------------------------------------------------------------
1 |
6 |
7 |
8 |
--------------------------------------------------------------------------------
/App.xaml.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.IO;
4 | using System.Linq;
5 | using System.Runtime.InteropServices.WindowsRuntime;
6 | using Windows.ApplicationModel;
7 | using Windows.ApplicationModel.Activation;
8 | using Windows.Foundation;
9 | using Windows.Foundation.Collections;
10 | using Windows.UI.Xaml;
11 | using Windows.UI.Xaml.Controls;
12 | using Windows.UI.Xaml.Controls.Primitives;
13 | using Windows.UI.Xaml.Data;
14 | using Windows.UI.Xaml.Input;
15 | using Windows.UI.Xaml.Media;
16 | using Windows.UI.Xaml.Navigation;
17 |
18 | namespace Game
19 | {
20 | ///
21 | /// Provides application-specific behavior to supplement the default Application class.
22 | ///
23 | sealed partial class App : Application
24 | {
25 | ///
26 | /// Initializes the singleton application object. This is the first line of authored code
27 | /// executed, and as such is the logical equivalent of main() or WinMain().
28 | ///
29 | public App()
30 | {
31 | this.InitializeComponent();
32 | this.Suspending += OnSuspending;
33 | }
34 |
35 | ///
36 | /// Invoked when the application is launched normally by the end user. Other entry points
37 | /// will be used such as when the application is launched to open a specific file.
38 | ///
39 | /// Details about the launch request and process.
40 | protected override void OnLaunched(LaunchActivatedEventArgs e)
41 | {
42 | Frame rootFrame = Window.Current.Content as Frame;
43 |
44 | // Do not repeat app initialization when the Window already has content,
45 | // just ensure that the window is active
46 | if (rootFrame == null)
47 | {
48 | // Create a Frame to act as the navigation context and navigate to the first page
49 | rootFrame = new Frame();
50 |
51 | rootFrame.NavigationFailed += OnNavigationFailed;
52 |
53 | if (e.PreviousExecutionState == ApplicationExecutionState.Terminated)
54 | {
55 | //TODO: Load state from previously suspended application
56 | }
57 |
58 | // Place the frame in the current Window
59 | Window.Current.Content = rootFrame;
60 | }
61 |
62 | if (e.PrelaunchActivated == false)
63 | {
64 | if (rootFrame.Content == null)
65 | {
66 | // When the navigation stack isn't restored navigate to the first page,
67 | // configuring the new page by passing required information as a navigation
68 | // parameter
69 | rootFrame.Navigate(typeof(MainPage), e.Arguments);
70 | }
71 | // Ensure the current window is active
72 | Window.Current.Activate();
73 | }
74 | }
75 |
76 | ///
77 | /// Invoked when Navigation to a certain page fails
78 | ///
79 | /// The Frame which failed navigation
80 | /// Details about the navigation failure
81 | void OnNavigationFailed(object sender, NavigationFailedEventArgs e)
82 | {
83 | throw new Exception("Failed to load Page " + e.SourcePageType.FullName);
84 | }
85 |
86 | ///
87 | /// Invoked when application execution is being suspended. Application state is saved
88 | /// without knowing whether the application will be terminated or resumed with the contents
89 | /// of memory still intact.
90 | ///
91 | /// The source of the suspend request.
92 | /// Details about the suspend request.
93 | private void OnSuspending(object sender, SuspendingEventArgs e)
94 | {
95 | var deferral = e.SuspendingOperation.GetDeferral();
96 | //TODO: Save application state and stop any background activity
97 | deferral.Complete();
98 | }
99 | }
100 | }
101 |
--------------------------------------------------------------------------------
/Assets/LockScreenLogo.scale-200.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/microsoft/Win2DMazeGame/016e830c6f5b8ccf84ef74b3fdba384c5e3cad25/Assets/LockScreenLogo.scale-200.png
--------------------------------------------------------------------------------
/Assets/SplashScreen.scale-200.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/microsoft/Win2DMazeGame/016e830c6f5b8ccf84ef74b3fdba384c5e3cad25/Assets/SplashScreen.scale-200.png
--------------------------------------------------------------------------------
/Assets/Square150x150Logo.scale-200.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/microsoft/Win2DMazeGame/016e830c6f5b8ccf84ef74b3fdba384c5e3cad25/Assets/Square150x150Logo.scale-200.png
--------------------------------------------------------------------------------
/Assets/Square44x44Logo.scale-200.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/microsoft/Win2DMazeGame/016e830c6f5b8ccf84ef74b3fdba384c5e3cad25/Assets/Square44x44Logo.scale-200.png
--------------------------------------------------------------------------------
/Assets/Square44x44Logo.targetsize-24_altform-unplated.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/microsoft/Win2DMazeGame/016e830c6f5b8ccf84ef74b3fdba384c5e3cad25/Assets/Square44x44Logo.targetsize-24_altform-unplated.png
--------------------------------------------------------------------------------
/Assets/StoreLogo.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/microsoft/Win2DMazeGame/016e830c6f5b8ccf84ef74b3fdba384c5e3cad25/Assets/StoreLogo.png
--------------------------------------------------------------------------------
/Assets/Wide310x150Logo.scale-200.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/microsoft/Win2DMazeGame/016e830c6f5b8ccf84ef74b3fdba384c5e3cad25/Assets/Wide310x150Logo.scale-200.png
--------------------------------------------------------------------------------
/Assets/dino.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/microsoft/Win2DMazeGame/016e830c6f5b8ccf84ef74b3fdba384c5e3cad25/Assets/dino.png
--------------------------------------------------------------------------------
/Assets/gamegrid.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/microsoft/Win2DMazeGame/016e830c6f5b8ccf84ef74b3fdba384c5e3cad25/Assets/gamegrid.png
--------------------------------------------------------------------------------
/Assets/ninjacat.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/microsoft/Win2DMazeGame/016e830c6f5b8ccf84ef74b3fdba384c5e3cad25/Assets/ninjacat.png
--------------------------------------------------------------------------------
/Baddie.cs:
--------------------------------------------------------------------------------
1 | using Microsoft.Graphics.Canvas;
2 | using Microsoft.Graphics.Canvas.UI.Xaml;
3 |
4 |
5 | namespace Game
6 | {
7 |
8 | // This class contains the code that draws and moves the "badguy" image.
9 |
10 | public class Baddie
11 | {
12 | public int x;
13 | public int y;
14 | private int direction;
15 |
16 | // Call this to set starting position and the direction that the baddie will start going in.
17 | public Baddie(int start_x, int start_y, int start_direction)
18 | {
19 | x = start_x;
20 | y = start_y;
21 | direction = start_direction;
22 | }
23 |
24 | public void Move(int speed, Maze gamemaze)
25 | {
26 | // Update the position of the baddie depending on the direction.
27 | // We can change the speed to make them faster or slower, and so
28 | // make the game harder or easier.
29 |
30 | switch (direction)
31 | {
32 | case 1: y -= speed; break;
33 | case 2: x += speed; break;
34 | case 4: y += speed; break;
35 | case 8: x -= speed; break;
36 |
37 | default: break;
38 | }
39 |
40 | // Test to see if the baddie is in the middle of a square in the maze, and then we can decide
41 | // to change direction or not.
42 |
43 | if ((x % 64 == 0) && (y % 64 == 0))
44 | {
45 |
46 | // Map the screen co-ordinates to the map co-ordinates
47 | // (the screen is 1024 by 1024, the maze data is 16 by 16)
48 |
49 | int mx = (x / 64);
50 | int my = (y / 64);
51 |
52 | // Get the number that tells us the possible directions at this tile
53 | int possible_directions = gamemaze.GetTile(my, mx);
54 |
55 | // Define the opposite value to the current direction,
56 | // because we don't want to double back
57 |
58 | int opposite_directon = 0;
59 |
60 | if (direction == 1) opposite_directon = 4;
61 | if (direction == 2) opposite_directon = 8;
62 | if (direction == 4) opposite_directon = 1;
63 | if (direction == 8) opposite_directon = 2;
64 |
65 | int new_direction = 1;
66 |
67 | // Pick a new direction that is both possible AND not doubling back.
68 | do
69 | {
70 | do
71 | {
72 |
73 | new_direction = gamemaze.NextDirection();
74 | } while ((new_direction & possible_directions) == 0);
75 | } while (new_direction == opposite_directon);
76 |
77 | direction = new_direction;
78 |
79 | }
80 | }
81 |
82 | // Draw the baddie. Needs a reference to the canvas
83 | public void Draw(CanvasDrawEventArgs args, CanvasBitmap dino)
84 | {
85 | args.DrawingSession.DrawImage(dino, x + 4, y + 4);
86 |
87 | }
88 | }
89 | }
90 |
--------------------------------------------------------------------------------
/CODE_OF_CONDUCT.md:
--------------------------------------------------------------------------------
1 | # Microsoft Open Source Code of Conduct
2 |
3 | This project has adopted the [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/).
4 |
5 | Resources:
6 |
7 | - [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/)
8 | - [Microsoft Code of Conduct FAQ](https://opensource.microsoft.com/codeofconduct/faq/)
9 | - Contact [opencode@microsoft.com](mailto:opencode@microsoft.com) with questions or concerns
10 |
--------------------------------------------------------------------------------
/Game.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | Debug
6 | x86
7 | {D4F1EBEC-ECCE-4C6F-9B31-4CCEC38908A9}
8 | AppContainerExe
9 | Properties
10 | Game
11 | Game
12 | en-US
13 | UAP
14 | 10.0.18362.0
15 | 10.0.17763.0
16 | 14
17 | 512
18 | {A5A43C5B-DE2A-4C0C-9213-0A381AF9435A};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
19 | true
20 | false
21 |
22 |
23 | true
24 | bin\x86\Debug\
25 | DEBUG;TRACE;NETFX_CORE;WINDOWS_UWP
26 | ;2008
27 | full
28 | x86
29 | false
30 | prompt
31 | true
32 |
33 |
34 | bin\x86\Release\
35 | TRACE;NETFX_CORE;WINDOWS_UWP
36 | true
37 | ;2008
38 | pdbonly
39 | x86
40 | false
41 | prompt
42 | true
43 | true
44 |
45 |
46 | true
47 | bin\ARM\Debug\
48 | DEBUG;TRACE;NETFX_CORE;WINDOWS_UWP
49 | ;2008
50 | full
51 | ARM
52 | false
53 | prompt
54 | true
55 |
56 |
57 | bin\ARM\Release\
58 | TRACE;NETFX_CORE;WINDOWS_UWP
59 | true
60 | ;2008
61 | pdbonly
62 | ARM
63 | false
64 | prompt
65 | true
66 | true
67 |
68 |
69 | true
70 | bin\ARM64\Debug\
71 | DEBUG;TRACE;NETFX_CORE;WINDOWS_UWP
72 | ;2008
73 | full
74 | ARM64
75 | false
76 | prompt
77 | true
78 | true
79 |
80 |
81 | bin\ARM64\Release\
82 | TRACE;NETFX_CORE;WINDOWS_UWP
83 | true
84 | ;2008
85 | pdbonly
86 | ARM64
87 | false
88 | prompt
89 | true
90 | true
91 |
92 |
93 | true
94 | bin\x64\Debug\
95 | DEBUG;TRACE;NETFX_CORE;WINDOWS_UWP
96 | ;2008
97 | full
98 | x64
99 | false
100 | prompt
101 | true
102 |
103 |
104 | bin\x64\Release\
105 | TRACE;NETFX_CORE;WINDOWS_UWP
106 | true
107 | ;2008
108 | pdbonly
109 | x64
110 | false
111 | prompt
112 | true
113 | true
114 |
115 |
116 | PackageReference
117 |
118 |
119 |
120 | App.xaml
121 |
122 |
123 |
124 | MainPage.xaml
125 |
126 |
127 |
128 |
129 |
130 |
131 |
132 | Designer
133 |
134 |
135 |
136 |
137 |
138 |
139 |
140 |
141 |
142 |
143 |
144 |
145 |
146 |
147 |
148 |
149 |
150 | MSBuild:Compile
151 | Designer
152 |
153 |
154 | MSBuild:Compile
155 | Designer
156 |
157 |
158 |
159 |
160 | 6.2.10
161 |
162 |
163 | 1.25.0
164 |
165 |
166 |
167 | 14.0
168 |
169 |
170 |
177 |
--------------------------------------------------------------------------------
/Game.csproj.user:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | 30f105c9-681e-420b-a277-7c086ead8a4e
5 | true
6 |
7 |
--------------------------------------------------------------------------------
/Game.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio Version 16
4 | VisualStudioVersion = 16.0.30204.135
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Game", "Game.csproj", "{D4F1EBEC-ECCE-4C6F-9B31-4CCEC38908A9}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|ARM = Debug|ARM
11 | Debug|ARM64 = Debug|ARM64
12 | Debug|x64 = Debug|x64
13 | Debug|x86 = Debug|x86
14 | Release|ARM = Release|ARM
15 | Release|ARM64 = Release|ARM64
16 | Release|x64 = Release|x64
17 | Release|x86 = Release|x86
18 | EndGlobalSection
19 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
20 | {D4F1EBEC-ECCE-4C6F-9B31-4CCEC38908A9}.Debug|ARM.ActiveCfg = Debug|ARM
21 | {D4F1EBEC-ECCE-4C6F-9B31-4CCEC38908A9}.Debug|ARM.Build.0 = Debug|ARM
22 | {D4F1EBEC-ECCE-4C6F-9B31-4CCEC38908A9}.Debug|ARM.Deploy.0 = Debug|ARM
23 | {D4F1EBEC-ECCE-4C6F-9B31-4CCEC38908A9}.Debug|ARM64.ActiveCfg = Debug|ARM64
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39 | {D4F1EBEC-ECCE-4C6F-9B31-4CCEC38908A9}.Release|x64.Build.0 = Release|x64
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43 | {D4F1EBEC-ECCE-4C6F-9B31-4CCEC38908A9}.Release|x86.Deploy.0 = Release|x86
44 | EndGlobalSection
45 | GlobalSection(SolutionProperties) = preSolution
46 | HideSolutionNode = FALSE
47 | EndGlobalSection
48 | GlobalSection(ExtensibilityGlobals) = postSolution
49 | SolutionGuid = {77E9013A-583D-4F2F-AA20-76F95C209134}
50 | EndGlobalSection
51 | EndGlobal
52 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) Microsoft Corporation.
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE
22 |
--------------------------------------------------------------------------------
/MainPage.cs:
--------------------------------------------------------------------------------
1 | using Microsoft.Graphics.Canvas;
2 | using Microsoft.Graphics.Canvas.UI.Xaml;
3 | using System;
4 | using System.Threading.Tasks;
5 | using Windows.UI;
6 | using Windows.UI.Xaml;
7 | using Windows.UI.Xaml.Controls;
8 | using Windows.UI.Xaml.Input;
9 |
10 |
11 | namespace Game
12 | {
13 | public sealed partial class MainPage : Page
14 | {
15 | // The Maze Game has three components:
16 | // 1. The player - an image which the player can move around the maze, eating dots. Player.cs
17 | // 2. The Baddies - an image which roams the maze, and will catch the player if close enough. Baddie.cs
18 | // 3. The Maze - an array which describes the maze.
19 |
20 | // Graphics are displayed using the Win2D library, which provides support for quickly drawing images and other shapes.
21 |
22 | // A timer fires 15 times a second and on every 'tick' the player and baddies are updated.
23 |
24 | // The Canvas object defined in mainpage.xaml also displays a single bitmap create in a paint program that renders
25 | // the maze. The player and baddies objects, and the dots in the maze the player must eat, are displayed on
26 | // top of this single image. The Maze object itself consists of an array of 16 by 16 numbers, each which tells
27 | // the moving objects which directions they are free to move.
28 |
29 |
30 | // The graphics for the player and the baddies
31 | CanvasBitmap ninjacat, dino;
32 |
33 | public DispatcherTimer Timer { get; private set; }
34 |
35 | // Declare the player object and three baddies
36 | private Player player = new Player(512, 512 - 64, 0);
37 |
38 | private Baddie Ringo = new Baddie(64, 64, 2);
39 | private Baddie George = new Baddie(64, 64, 2);
40 | private Baddie Paul = new Baddie(64, 64, 4);
41 |
42 |
43 | // Create the maze object
44 | private Maze GameMaze = new Maze();
45 |
46 |
47 | public MainPage()
48 | {
49 | this.InitializeComponent();
50 |
51 | // Set the score to zero - the game doesn't currently check that all dots are eaten!
52 | // But if this is 122, the player has cleared the level.
53 | player.Score = 0;
54 |
55 | // Start the timer going - this will update the display and move the characters around.
56 | // When the baddies catch the player, the timer is stopped. In a real game, the "game over"
57 | // message would be displayed.
58 |
59 | this.Timer = new DispatcherTimer();
60 | this.Timer.Interval = new TimeSpan(0, 0, 0, 0, 15);
61 | this.Timer.Tick += timer_Tick;
62 | this.Timer.Start();
63 |
64 | }
65 |
66 |
67 |
68 | private void timer_Tick(object sender, object e)
69 | {
70 | // Draw everything by making the canvas "invalid", triggering the redraw.
71 | canvas.Invalidate();
72 | }
73 |
74 |
75 |
76 | // This is the Draw method used by the CanvasControl. The CanvasControl gives us the ability
77 | // to quickly draw images, other shapes and text.
78 | void canvasControl_Draw(CanvasControl sender, CanvasDrawEventArgs args)
79 | {
80 | // The screen is cleared, so we need to redraw everything (except the background, which is a separate image)
81 |
82 | // First, draw the dots the player needs to collect
83 |
84 | for (int y = 0; y < 16; y++)
85 | for (int x = 0; x < 16; x++)
86 | {
87 | if ((GameMaze.GetTile(y, x) & 16) != 0)
88 | {
89 | args.DrawingSession.DrawEllipse(32 + x * 64, 32 + y * 64, 4, 4, Colors.Blue, 8);
90 | }
91 | }
92 |
93 |
94 |
95 | // Move the player to the new position, draw it.
96 | // Do the same thing for the baddies.
97 |
98 | player.Move(GameMaze);
99 | player.Draw(args, ninjacat);
100 |
101 | Ringo.Move(4, GameMaze); // The first parameter is the speed - it must be 1, 2, 4,8, 16 or 32
102 | George.Move(8, GameMaze);
103 | Paul.Move(8, GameMaze);
104 |
105 | Ringo.Draw(args, dino);
106 | George.Draw(args, dino);
107 | Paul.Draw(args, dino);
108 |
109 |
110 | // Now draw the score
111 |
112 | args.DrawingSession.DrawText("Score: " + player.Score.ToString("0000"), 400, 20, Colors.Yellow);
113 |
114 |
115 | // Check to see if the player has been caught by a dino.
116 | // The simplest way is to check that the distance between
117 | // them is smaller than a specific threshold.
118 |
119 | if (player.Check(Ringo) || player.Check(George) || player.Check(Paul))
120 | {
121 | // Player has been caught!
122 | // For now, just stop the timer.
123 | Timer.Stop();
124 | }
125 | }
126 |
127 |
128 |
129 | // This is a method called by the CanvasControl, and we use it to call the routine that loads the graphics
130 | // for the player and baddies.
131 | private void canvas_CreateResources(CanvasControl sender, Microsoft.Graphics.Canvas.UI.CanvasCreateResourcesEventArgs args)
132 | {
133 | args.TrackAsyncAction(CreateResourcesAsync(sender).AsAsyncAction());
134 | }
135 |
136 | // Load the images. Only needs doing once, when the CanvasControl is initialized.
137 | private async Task CreateResourcesAsync(CanvasControl sender)
138 | {
139 | ninjacat = await CanvasBitmap.LoadAsync(sender, new Uri("ms-appx:///Assets/ninjacat.png"));
140 | dino = await CanvasBitmap.LoadAsync(sender, new Uri("ms-appx:///Assets/dino.png"));
141 | }
142 |
143 | // The CanvasControl calls this method when the keyboard is pressed.
144 | private void canvas_KeyDown(object sender, KeyRoutedEventArgs e)
145 | {
146 | int d = 0;
147 |
148 | switch (e.Key)
149 | {
150 | case Windows.System.VirtualKey.W: d = 1; break;
151 | case Windows.System.VirtualKey.D: d = 2; break;
152 | case Windows.System.VirtualKey.S: d = 4; break;
153 | case Windows.System.VirtualKey.A: d = 8; break;
154 | default: d = 0; break;
155 | }
156 |
157 | player.NewDirection = d;
158 |
159 | }
160 |
161 | // A 'clean up' method required by the CanvasConrol
162 | void Page_Unloaded(object sender, RoutedEventArgs e)
163 | {
164 | this.canvas.RemoveFromVisualTree();
165 | this.canvas = null;
166 | }
167 | }
168 | }
169 |
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/MainPage.xaml:
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/Maze.cs:
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1 | using System;
2 |
3 |
4 | namespace Game
5 | {
6 | ///
7 | /// Maze Game page.
8 | ///
9 | ///
10 |
11 | public class Maze
12 | {
13 | // This array has a number for each tile in the maze.
14 | // To simplify the movement of the baddies, we use a
15 | // number that contains all the directions it's possible to
16 | // move toward. For example, if on this tile it's possible
17 | // to move UP and RIGHT, we use the number 3 (1 for UP + 2 for RIGHT).
18 | // A value of 0 is kept for the walls.
19 |
20 | // We use the Binary AND operator (&) to check directions and the presence of a dot.
21 | // Using & makes it easy to test for the presence of one or more values. For example,
22 | // if we encode the possible directions at one tile with the number 9, we can
23 | // check with AND 2 to see if Left (2) is allowed, AND Down (4) and so on.
24 | // BTW, when using Binary AND a non-Zero value means true.
25 |
26 | // Maze direction values:
27 | // 0 = A wall.
28 | // 1 = Up, 2 = Right, 4 = Down, 8 = Left
29 | // 16 = dot
30 | // e.g. a value of 19 means the player can move up, to the right and there is a dot present.
31 |
32 |
33 | // A random number object used to pick bad guy directions.
34 | Random rnd = new Random();
35 |
36 | // The maze - an array of numbers describing the possible directions (and a dot)
37 | private int[,] maze =
38 | {
39 | {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
40 | {0,6,10,14,10,10,14,10,10,14,10,10,14,10,12,0},
41 | {0,5,0,5,0,0,5,0,0,5,0,0,5,0,5,0},
42 | {0,7,10,11,12,0,7,10,10,13,0,6,11,10,13,0},
43 |
44 | {0,5,0,0,5,0,5,0,0,5,0,5,0,0,5,0},
45 | {0,5,0,0,7,10,11,10,10,11,10,13,0,0,5,0},
46 | {0,5,0,0,5,0,0,0,0,0,0,5,0,0,5,0},
47 | {0,3,14,10,13,0,6,10,10,12,0,7,10,14,9,0},
48 |
49 | {0,0,5,0,5,0,5,0,0,5,0,5,0,5,0,0},
50 | {0,0,3,10,15,10,9,0,0,3,10,15,10,9,0,0},
51 | {0,0,0,0,5,0,0,0,0,0,0,5,0,0,0,0},
52 | {0,6,10,14,11,14,10,10,10,10,14,11,14,10,12,0},
53 |
54 | {0,5,0,5,0,5,0,0,0,0,5,0,5,0,5,0},
55 | {0,5,0,5,0,5,0,0,0,0,5,0,5,0,5,0},
56 | {0,3,10,11,10,11,10,10,10,10,11,10,11,10,9,0},
57 | {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
58 | };
59 |
60 | public Maze()
61 | {
62 | // Add dots to the maze for the player to collect.
63 | // We do this by adding 16 to and non-zero value already present
64 | // in the maze. There are 122 dots in the current maze.
65 |
66 | for (int y = 0; y < 16; y++)
67 | for (int x = 0; x < 16; x++)
68 | {
69 | int tile = maze[y, x];
70 |
71 | // If a tile isn't a wall, it can contain a dot.
72 | if (tile != 0)
73 | {
74 | maze[y, x] = tile + 16;
75 | }
76 | }
77 | }
78 |
79 | public int GetTile(int a, int b)
80 | {
81 | return maze[a, b];
82 | }
83 |
84 | public void SetTile(int a, int b, int newTile)
85 | {
86 | maze[a, b] = newTile;
87 | }
88 |
89 | // This code provides our baddies with a new direction value, hopefully one that prevents them from
90 | // getting stuck in an infinite loop. This is something that needs improvement - and also is where
91 | // you could put code that makes the baddies specifically follow the player.
92 |
93 | private readonly int[] sequence = { 1, 2, 4, 8, 4, 2, 1, 1, 2, 2, 4, 4, 8, 8, 1, 2, 4, 8, 8, 4, 4, 2, 2, 1, 1, 2, 2, 4, 4, 8, 2, 4, 8, 4, 1, 2 };
94 | private int sequenceCounter = 0;
95 |
96 | public int NextDirection()
97 | {
98 | sequenceCounter += 1;
99 | if (sequenceCounter >= sequence.Length) sequenceCounter = rnd.Next(sequence.Length);
100 | return sequence[sequenceCounter];
101 | }
102 | }
103 | }
104 |
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/Package.appxmanifest:
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1 |
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15 |
16 |
17 | Game
18 | jken
19 | Assets\StoreLogo.png
20 |
21 |
22 |
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25 |
26 |
27 |
28 |
29 |
30 |
31 |
34 |
40 |
41 |
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47 |
48 |
49 |
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/Player.cs:
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1 | using Microsoft.Graphics.Canvas;
2 | using Microsoft.Graphics.Canvas.UI.Xaml;
3 |
4 |
5 | namespace Game
6 | {
7 |
8 | // This class controls and draws the player object.
9 | public class Player
10 | {
11 | private int x, y, direction;
12 |
13 | public int Score { get; set; }
14 | public int NewDirection { get; set; }
15 |
16 | // Call this method to set starting position and the direction that the baddie will start going in.
17 | public Player(int start_x, int start_y, int start_direction)
18 | {
19 | x = start_x;
20 | y = start_y;
21 | direction = start_direction;
22 | }
23 |
24 |
25 | public void Move(Maze gamemaze)
26 | {
27 | switch (direction)
28 | {
29 | case 1: y -= 8; break;
30 | case 2: x += 8; break;
31 | case 4: y += 8; break;
32 | case 8: x -= 8; break;
33 |
34 | default: break;
35 | }
36 |
37 | // Test to see if the player is in the middle of a square in the maze, and then we can decide
38 | // to change direction or not depending on whether a key is pressed or if they've run into a wall.
39 | // It turns out this is a little trickier than you might expect - the player might be trying to
40 | // turn in a direction that isn't good just yet, but will be soon - so we need to keep trying without
41 | // stopping them until it's good to go.
42 |
43 | if ((x % 64 == 0) && (y % 64 == 0))
44 | {
45 | // Map the screen co-ordinates to the map co-ordinates
46 | // (the screen is 1024 by 1024, the maze data is 16 by 16)
47 |
48 | int mx = (x / 64);
49 | int my = (y / 64);
50 |
51 | // Check for a dot being eaten
52 | if ((gamemaze.GetTile(my, mx) & 16) != 0)
53 | {
54 | gamemaze.SetTile(my, mx, gamemaze.GetTile(my, mx) - 16);
55 | Score += 1;
56 | }
57 |
58 |
59 | // Get the number that tells us the possible directions at this tile
60 | int possible_directions = gamemaze.GetTile(my, mx);
61 |
62 | int current_direction = direction;
63 |
64 |
65 | // If the player has pressed a key, let's consider that a request to change direction.
66 | // We can check if it's possible because we know for any tile what directions are available.
67 | // If the player cannot change in that direction, they'll just stop.
68 |
69 | if (NewDirection == 0)
70 | {
71 | // The player hasn't requested a change in direction
72 | // So let's see if they can move in the current direction
73 |
74 | if ((direction & possible_directions) == 0)
75 | {
76 | // No, the player would hit a wall. Better stop!
77 | direction = 0;
78 | }
79 | }
80 | else // The player has requested a change in direction
81 | {
82 | // Is it ok?
83 | if ((NewDirection & possible_directions) != 0)
84 | {
85 | // yes, it's allowed
86 | direction = NewDirection;
87 | }
88 | else
89 | {
90 | // No, player can't change direction in that way, but we can't just stop
91 | // because the current direction might be good.
92 |
93 | if ((current_direction & possible_directions) == 0)
94 | {
95 | // No, carrying on isn't allowed! Better stop!
96 | direction = 0;
97 | }
98 | }
99 | }
100 | }
101 | }
102 |
103 | // Draw the player. Needs a reference to the canvas
104 | public void Draw(CanvasDrawEventArgs args, CanvasBitmap ninjacat)
105 | {
106 | args.DrawingSession.DrawImage(ninjacat, x, y);
107 | }
108 |
109 | public bool Check(Baddie badguy)
110 | {
111 | // Check the distance between the player and a Baddie
112 | if ((((x - badguy.x) * (x - badguy.x)) < 256) && (((y - badguy.y) * (y - badguy.y)) < 256))
113 | {
114 | return true;
115 | }
116 | else
117 | {
118 | return false;
119 | }
120 | }
121 |
122 | }
123 | }
124 |
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/Properties/AssemblyInfo.cs:
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1 | using System.Reflection;
2 | using System.Runtime.CompilerServices;
3 | using System.Runtime.InteropServices;
4 |
5 | // General Information about an assembly is controlled through the following
6 | // set of attributes. Change these attribute values to modify the information
7 | // associated with an assembly.
8 | [assembly: AssemblyTitle("Game")]
9 | [assembly: AssemblyDescription("")]
10 | [assembly: AssemblyConfiguration("")]
11 | [assembly: AssemblyCompany("")]
12 | [assembly: AssemblyProduct("Game")]
13 | [assembly: AssemblyCopyright("Copyright © 2020")]
14 | [assembly: AssemblyTrademark("")]
15 | [assembly: AssemblyCulture("")]
16 |
17 | // Version information for an assembly consists of the following four values:
18 | //
19 | // Major Version
20 | // Minor Version
21 | // Build Number
22 | // Revision
23 | //
24 | // You can specify all the values or you can default the Build and Revision Numbers
25 | // by using the '*' as shown below:
26 | // [assembly: AssemblyVersion("1.0.*")]
27 | [assembly: AssemblyVersion("1.0.0.0")]
28 | [assembly: AssemblyFileVersion("1.0.0.0")]
29 | [assembly: ComVisible(false)]
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/Properties/Default.rd.xml:
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/README.md:
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1 | # Win2D-MazeGame
2 |
3 | The skeleton of a classic maze chase game for Windows 10, written in C# and using Win2D.
4 |
5 | 
6 |
7 | ## Introduction
8 |
9 | If you’re looking for a project to keep the kids happy, or a way to re-create the 1980’s home computer boom, you might want to try writing your own classic video game.
10 |
11 | A programming library for Windows 10 called [Win2D](https://github.com/Microsoft/Win2D) is perfect for drawing and animating the kind of graphics that defined early video games.
12 |
13 | This project uses Win2D to create the start of a maze chase game – one that you can use as the basis for your own game. It's written in C#, and comes complete with some basic graphics to start you off.
14 |
15 | ## Requirements
16 |
17 | This game was written on Windows 10 (Build 2004) using Visual Studio 2019.
18 |
19 | ## Instructions
20 |
21 | 1. Install the tools - you will need [Visual Studio](https://visualstudio.microsoft.com/). The free Community edition will work perfectly.
22 | 2. Download the project from this repo. The simplest way to do this is to select Download ZIP from the green CODE button, and extract all the files.
23 | 3. Load it into Visual Studio. You can double-click on game.sln to do this.
24 | 4. Build it and try it out! Make sure the target is set to x86 (in most cases) and press F5. The controls are W, A, S and D.
25 | 5. Adapt, improve and learn!
26 |
27 | ## Details
28 |
29 | This is a simple maze chase / eat the dots game that demonstrates using Win2D to display and move images.
30 |
31 | ### Maze.cs
32 |
33 | This class defines the maze object. The game screen is a 1024 by 1024 canvas object, and while a single bitmap contains the maze image, behind the scenes the maze
34 | is a 16 by 16 array of integers with each element defining the possible directions the player or baddie can move in. When a player or baddie reaches a new tile in the maze (they move pixel by pixel, but only when line up with a tile perfectly can they change direction) they look at the maze data for that location. The data tells them which directions they can move in, and also if there is a "dot" present.
35 |
36 | ### Player.cs
37 |
38 | The player object contains the code that draws and moves the player's game character. The most involved code defines the action to take when the player's sprite reaches a tile junction, depending on what the keys (W, A, S or D) are being held down and what directions are available.
39 |
40 | ### Baddie.cs
41 |
42 | The baddie object chases the player around the maze. In fact, the baddie currently picks a direction at random (as long as it's not doubling back), so this is a great opportunity to add some intelligence to make the baddie pick a direction that will move them closer to the player. As with the player object, a new direction is only considered when the sprite is at the tile junction. Baddies can move at different speeds, as long as the speeds are a power of 2. There are three baddies currently defined, and more can be added by copying the code already present in the MainPage.cs class.
43 |
44 | ### MainPage.cs
45 |
46 | This is the "code behind" file for the MainPage.xaml file which defines the Win2D canvas object (where graphics can be drawn) and also sets up keyboard input events. The purpose of the code in MainPage.cs is to load the image files, and also create the player and baddie objects, and then move them around the screen based on a timer. The test for collisions is also performed in this class.
47 |
48 | ## Suggestions for features
49 |
50 | Game states need to be defined: for example, these could be "get ready", "game running", and "game over".
51 |
52 | Lives need to be implemented. Traditionally you get three lives.
53 |
54 | At the moment nothing happens when the baddies get too close to the player - other than the game stops moving. This is where you would "lose a life" and go to a game over screen. Likewise, nothing happens when the player has passed over all the dots. You might want the next level to have more baddies, or baddies which move faster or both.
55 |
56 | As mentioned, the baddies are not smart and pick random directions. Adding some code that picks a direction closer to the player will make for a much more challenging game.
57 |
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/SECURITY.md:
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1 |
2 |
3 | ## Security
4 |
5 | Microsoft takes the security of our software products and services seriously, which includes all source code repositories managed through our GitHub organizations, which include [Microsoft](https://github.com/Microsoft), [Azure](https://github.com/Azure), [DotNet](https://github.com/dotnet), [AspNet](https://github.com/aspnet), [Xamarin](https://github.com/xamarin), and [our GitHub organizations](https://opensource.microsoft.com/).
6 |
7 | If you believe you have found a security vulnerability in any Microsoft-owned repository that meets [Microsoft's definition of a security vulnerability](https://docs.microsoft.com/en-us/previous-versions/tn-archive/cc751383(v=technet.10)), please report it to us as described below.
8 |
9 | ## Reporting Security Issues
10 |
11 | **Please do not report security vulnerabilities through public GitHub issues.**
12 |
13 | Instead, please report them to the Microsoft Security Response Center (MSRC) at [https://msrc.microsoft.com/create-report](https://msrc.microsoft.com/create-report).
14 |
15 | If you prefer to submit without logging in, send email to [secure@microsoft.com](mailto:secure@microsoft.com). If possible, encrypt your message with our PGP key; please download it from the [Microsoft Security Response Center PGP Key page](https://www.microsoft.com/en-us/msrc/pgp-key-msrc).
16 |
17 | You should receive a response within 24 hours. If for some reason you do not, please follow up via email to ensure we received your original message. Additional information can be found at [microsoft.com/msrc](https://www.microsoft.com/msrc).
18 |
19 | Please include the requested information listed below (as much as you can provide) to help us better understand the nature and scope of the possible issue:
20 |
21 | * Type of issue (e.g. buffer overflow, SQL injection, cross-site scripting, etc.)
22 | * Full paths of source file(s) related to the manifestation of the issue
23 | * The location of the affected source code (tag/branch/commit or direct URL)
24 | * Any special configuration required to reproduce the issue
25 | * Step-by-step instructions to reproduce the issue
26 | * Proof-of-concept or exploit code (if possible)
27 | * Impact of the issue, including how an attacker might exploit the issue
28 |
29 | This information will help us triage your report more quickly.
30 |
31 | If you are reporting for a bug bounty, more complete reports can contribute to a higher bounty award. Please visit our [Microsoft Bug Bounty Program](https://microsoft.com/msrc/bounty) page for more details about our active programs.
32 |
33 | ## Preferred Languages
34 |
35 | We prefer all communications to be in English.
36 |
37 | ## Policy
38 |
39 | Microsoft follows the principle of [Coordinated Vulnerability Disclosure](https://www.microsoft.com/en-us/msrc/cvd).
40 |
41 |
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