by Project Collectio...
Oct 1, 2012
9:29 PM

Upgrade: New Version of LabDefaultTemplate.xaml. To upgrade your build definitions, please visit the following link:

by Project Collectio...
Oct 1, 2012
9:23 PM

Checked in by server upgrade

by marksam
Jun 11, 2009
9:08 PM

Several changes and improvements to GameBoard:
- Moved misc bits of game model/control that had been tacked on to the main form, into the GameBoard control, including: game timer and play state (new, playing, won, lost)
- PropertyChanged notifications are now used for informing viewers of state changes, including for: Width, Height, MineCount, and the new game timer and PlayState
- Rewrote the recursive cell uncover function to be iterative as stack overflow was possible for very large, sparely populated mine fields
- Implemented automatic flags of reaming cells and setting PlayState to won when the number of reaming uncovered cells equal the number of reaming mines (same as windows MineSweeper behavior)
- Reduced the size of the game boards interface and standardized assess across views and AI

Other work includes:
- Created new main window consisting only of the game board and its header (mines remaining, new game button, time), and a file menu bar
- Created new AIToolWindow for AI-based features
- In DigitsControl, added ability to handle negative numbers (e.g.: negative "mines remaining" in the case where more cells have been flagged than there are mines -- equivalent to windows MineSweeper behavior)

by marksam
Jun 10, 2009
1:52 AM

- added digital display of mines remaining and time elapsed modeled after minesweeper on XP
- added smile button modeled after minesweeper on XP (worried face state not hooked up yet)
- some misc code cleanup

by marksam
Jun 9, 2009
12:41 PM

- created a GameBoardView control to be the basis of a decoupled view
- added border rendering to game board view
- misc code cleanup
- eliminated all warnings (level 4)
Notes: refactoring and cleanup in progress; will facilitate fleshing out and polishing features/functionality for simple end user play.

by marksam
Jun 9, 2009
4:24 AM

Minor file cleanup:
- deleted old proj and sln file (previous delete apparently failed)
- added MineFlagger.docx for misc notes and todos

by marksam
Jun 5, 2009
5:52 AM

- region-based rendering work completed. rendering speed is much improved.
- reworked functionally for aborting UI thread -- was previously using Thread.Abort(). An abort flag is now used, and allows for quick and clean exits from the AI thread.
- updated application name to MineFlagger
- merged game board code into main assembly

by marksam
Jun 4, 2009
7:30 AM

- initial stab at port to GDI+ from DirectX (work still in progress)
- all DirectX dependencies have been removed

by marksam
(1 download)
Jun 3, 2009
11:00 PM

- init commit
- notes:
MineFlagger was originally developed in 2003 using managed DirectX as a rendering engine. In order to facilitate easy deployment, I plan on rewriting the rending code to target GDI+. This may require a bit of work, however, as the original code doesn't implement region invalidation and drawing. Using DirectX and bliting for each mine-cell this is fast enough, however it may not be when using GDI+.

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