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mjohne authored Oct 23, 2023
1 parent 03faaef commit 588e29d
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6 changes: 6 additions & 0 deletions App.config
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<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.8.1" />
</startup>
</configuration>
328 changes: 328 additions & 0 deletions MainForm.Designer.cs

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140 changes: 140 additions & 0 deletions MainForm.cs
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using System;
using System.Windows.Forms;

namespace Tic_Tac_Toe
{
public partial class MainForm : Form
{
bool isPlayer1Playing = true;
public MainForm()
{
InitializeComponent();
}

private bool IsSameText(string string1, string string2, string string3) => string.Compare(string1, string2) == 0 && string.Compare(string2, string3) == 0;

private bool CheckIfSomebodyWons()
{
if (string.IsNullOrEmpty(buttonField11.Text) ||
string.IsNullOrEmpty(buttonField12.Text) ||
string.IsNullOrEmpty(buttonField13.Text) ||
string.IsNullOrEmpty(buttonField21.Text) ||
string.IsNullOrEmpty(buttonField22.Text) ||
string.IsNullOrEmpty(buttonField23.Text) ||
string.IsNullOrEmpty(buttonField31.Text) ||
string.IsNullOrEmpty(buttonField32.Text) ||
string.IsNullOrEmpty(buttonField33.Text)
)
{
return false;
}
return IsSameText(buttonField11.Text, buttonField12.Text, buttonField13.Text) ||
IsSameText(buttonField21.Text, buttonField22.Text, buttonField23.Text) ||
IsSameText(buttonField31.Text, buttonField32.Text, buttonField33.Text) ||
IsSameText(buttonField11.Text, buttonField21.Text, buttonField31.Text) ||
IsSameText(buttonField12.Text, buttonField22.Text, buttonField32.Text) ||
IsSameText(buttonField13.Text, buttonField23.Text, buttonField33.Text) ||
IsSameText(buttonField11.Text, buttonField22.Text, buttonField33.Text) ||
IsSameText(buttonField13.Text, buttonField22.Text, buttonField31.Text);
}

private void ButtonField11_Click(object sender, EventArgs e)
{
buttonField11.Text = isPlayer1Playing ? "O" : "X";
isPlayer1Playing = !isPlayer1Playing;
buttonField11.Enabled = false;
if (CheckIfSomebodyWons())
{
MessageBox.Show("Gewonnen");
}
}

private void ButtonField12_Click(object sender, EventArgs e)
{
buttonField12.Text = isPlayer1Playing ? "O" : "X";
isPlayer1Playing = !isPlayer1Playing;
buttonField12.Enabled = false;
if (CheckIfSomebodyWons())
{
MessageBox.Show("Gewonnen");
}
}

private void ButtonField13_Click(object sender, EventArgs e)
{
buttonField13.Text = isPlayer1Playing ? "O" : "X";
isPlayer1Playing = !isPlayer1Playing;
buttonField13.Enabled = false;
if (CheckIfSomebodyWons())
{
MessageBox.Show("Gewonnen");
}
}

private void ButtonField21_Click(object sender, EventArgs e)
{
buttonField21.Text = isPlayer1Playing ? "O" : "X";
isPlayer1Playing = !isPlayer1Playing;
buttonField21.Enabled = false;
if (CheckIfSomebodyWons())
{
MessageBox.Show("Gewonnen");
}
}

private void ButtonField22_Click(object sender, EventArgs e)
{
buttonField22.Text = isPlayer1Playing ? "O" : "X";
isPlayer1Playing = !isPlayer1Playing;
buttonField22.Enabled = false;
if (CheckIfSomebodyWons())
{
MessageBox.Show("Gewonnen");
}
}

private void ButtonField23_Click(object sender, EventArgs e)
{
buttonField23.Text = isPlayer1Playing ? "O" : "X";
isPlayer1Playing = !isPlayer1Playing;
buttonField23.Enabled = false;
if (CheckIfSomebodyWons())
{
MessageBox.Show("Gewonnen");
}
}

private void ButtonField31_Click(object sender, EventArgs e)
{
buttonField31.Text = isPlayer1Playing ? "O" : "X";
isPlayer1Playing = !isPlayer1Playing;
buttonField31.Enabled = false;
if (CheckIfSomebodyWons())
{
MessageBox.Show("Gewonnen");
}
}

private void ButtonField32_Click(object sender, EventArgs e)
{
buttonField32.Text = isPlayer1Playing ? "O" : "X";
isPlayer1Playing = !isPlayer1Playing;
buttonField32.Enabled = false;
if (CheckIfSomebodyWons())
{
MessageBox.Show("Gewonnen");
}
}

private void ButtonField33_Click(object sender, EventArgs e)
{
buttonField33.Text = isPlayer1Playing ? "O" : "X";
isPlayer1Playing = !isPlayer1Playing;
buttonField33.Enabled = false;
if (CheckIfSomebodyWons())
{
MessageBox.Show("Gewonnen");
}
}
}
}
129 changes: 129 additions & 0 deletions MainForm.resx
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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>
<metadata name="toolTip.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
<value>17, 17</value>
</metadata>
<metadata name="statusStrip.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
<value>114, 17</value>
</metadata>
<metadata name="toolStrip.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
<value>223, 17</value>
</metadata>
</root>
22 changes: 22 additions & 0 deletions Program.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;

namespace Tic_Tac_Toe
{
static class Program
{
/// <summary>
/// Der Haupteinstiegspunkt für die Anwendung.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new MainForm());
}
}
}
36 changes: 36 additions & 0 deletions Properties/AssemblyInfo.cs
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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("Tic Tac Toe")]
[assembly: AssemblyDescription("The game Tic Tac Toe")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Mijo Software")]
[assembly: AssemblyProduct("Tic Tac Toe")]
[assembly: AssemblyCopyright("2023 Mijo Software")]
[assembly: AssemblyTrademark("Tic Tac Toe")]
[assembly: AssemblyCulture("")]

// Durch Festlegen von ComVisible auf FALSE werden die Typen in dieser Assembly
// für COM-Komponenten unsichtbar. 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("ed14c7ef-5a78-4d5d-b564-f154fc864034")]

// Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten:
//
// Hauptversion
// Nebenversion
// Buildnummer
// Revision
//
// Sie können alle Werte angeben oder Standardwerte für die Build- und Revisionsnummern verwenden,
// indem Sie "*" wie unten gezeigt eingeben:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.0.1.1")]
[assembly: AssemblyFileVersion("0.0.1.1")]
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