Flood fill algorithm for Visual Basic [duplicate] - vb.net

I am an amateur in Visual Basic. I am attempting to recreate the game of Go, and I have created the board and am able to place stones on the intersections of the grid.
I now want to start capturing stones which are surrounded. I have looked online and found that flood fill is the best way to go about this. However, I have looked online for days, and I can't find anything that I can use, or manipulate to create this. I do not understand any other programming language, so I cannot use bits of code from Java, etc. And the bits of information for Visual Basic I have found do not make much sense to me as I am still a beginner.
I have attempted to start it by myself, starting off small with the situation of "If one stone were to be captured". I have two representations for the board, one is declared as "grid", and the other as "placed_stone".
"Grid" is the actual board where the users click to place their stones. placed_stone is a copy of this board, but I have used "0", "1" and "2" to represent empty, black and white respectively. I am using Windows Forms to recreate this game. This is the segment of code I have written for capturing the stones:
Private Sub Panel1_Click(sender As Object, e As EventArgs) Handles Panel1.Click
Dim board As Panel = DirectCast(sender, Panel)
' Figure out where the user clicked: min = 0, max = (gridsize - 1)
Dim pt As Point = board.PointToClient(Cursor.Position)
Dim colWidth As Integer = (1 / (GridSize + 1)) * board.Size.Width
Dim rowHeight As Integer = (1 / (GridSize + 1)) * board.Size.Height
Dim gridPosition As New Point(Math.Min(Math.Max((pt.X / colWidth) - 1, 0), GridSize - 1), Math.Min(Math.Max((pt.Y / rowHeight) - 1, 0), GridSize - 1))
Dim newcoordsx As Integer
Dim newcoordsy As Integer
' Now do something with gridPosition:
If Not Grid(gridPosition.X)(gridPosition.Y).HasValue Then 'If gird(x,y) is empty
illegalmovelbl.Hide() ' Hides the "Illegal Move" Label
If cp = True Then ' If current player is Black
This is the part where I got stuck and realised that the coding for every situation will take too long. I managed to write up the code for one situation:
newcoordsx = gridPosition.X + 1
If placed_stone(newcoordsx, gridPosition.Y) = 2 Then
newcoordsy = gridPosition.Y + 1
If placed_stone(newcoordsx, newcoordsy) = 1 Then
newcoordsy = gridPosition.Y - 1
If placed_stone(newcoordsx, newcoordsy) = 1 Then
newcoordsx = gridPosition.X + 2
If placed_stone(newcoordsx, gridPosition.Y) = 1 Then
newcoordsx = gridPosition.X + 1
Grid(gridPosition.X)(gridPosition.Y) = True 'Place a black stone at Grid(x,y)
Grid(newcoordsx)(gridPosition.Y) = Nothing
placed_stone(newcoordsx, gridPosition.Y) = 0
pass = False
cp = False
passbtn.BackColor = Color.White 'The passbutton changes colour to white
passbtn.ForeColor = Color.Black 'The passbutton font changes colour to black
End If
End If
End If
End If
'Grid(gridPosition.X)(gridPosition.Y) = True ' Place a black stone at Grid(x,y)
'placed_stone(gridPosition.X, gridPosition.Y) = 1
'pass = False
'cp = False
'passbtn.BackColor = Color.White ' The passbutton changes colour to white
'passbtn.ForeColor = Color.Black ' The passbutton font changes colour to black
ElseIf cp = False Then ' If current player is White
Grid(gridPosition.X)(gridPosition.Y) = False ' Place a white stone at Grid(x,y)
placed_stone(gridPosition.X, gridPosition.Y) = 2
pass = False
cp = True
passbtn.BackColor = Color.Black ' The passbutton changes colour to black
passbtn.ForeColor = Color.White ' The passbutton font changes colour to white
End If
ElseIf Grid(gridPosition.X)(gridPosition.Y).HasValue Then ' If gird(x,y) isn't empty
illegalmovelbl.Show() ' Shows the "Illegal Move" Label
MsgBox("Place your stone in a vacant point") ' Displays error message
End If
board.Invalidate() ' Force the board to redraw itself
End Sub
I have tried to use Wikipedia's algorithm on flood fill, and I understand the logic of how it works, but I just don't know how to program it in Visual Basic.
Flood-fill (node, target-color, replacement-color):
1. If target-color is equal to replacement-color, return.
2. If the color of node is not equal to target-color, return.
3. Set the color of node to replacement-color.
4. Perform Flood-fill (one step to the south of node, target-color, replacement-color).
Perform Flood-fill (one step to the north of node, target-color, replacement-color).
Perform Flood-fill (one step to the west of node, target-color, replacement-color).
Perform Flood-fill (one step to the east of node, target-color, replacement-color).
5. Return.
Of course, in Go, instead of colouring in the area, you have to remove the stones when capturing, and you don't start the flood fill from the stone you just placed to capture, you start from the closest stone you wish to capture.
Can you please explain how to use flood fill in Visual Basic in an easy way and how to implement it to this game of Go?
If anyone would like to look at the whole code, please let me know. I would appreciate any suggestions!

I'm not familiar with the rules/game-play of the game Go, so I'm not sure exactly what you are attempting to accomplish, but if you believe that a flood-fill type of algorithm is what you need, then I can at least offer some advice in how you could do that. The primary thing that your code needs is to be broken down into more granular methods. What are the steps that you are attempting to perform when the panel is clicked? Surely it's not just one thing. There are many different things going on--each of which could be performed by a separate dedicated method. For instance, if you had a method like this:
Private Function GetGridPosition(board As Panel, cursorPosition As Point) As Point
Dim pt As Point = board.PointToClient(Cursor.Position)
Dim colWidth As Integer = (1 / (GridSize + 1)) * board.Size.Width
Dim rowHeight As Integer = (1 / (GridSize + 1)) * board.Size.Height
Return New Point(Math.Min(Math.Max((pt.X / colWidth) - 1, 0), GridSize - 1), Math.Min(Math.Max((pt.Y / rowHeight) - 1, 0), GridSize - 1))
End Function
Then, in the Panel1_Click event handler, you could simplify the beginning of the code considerably, like this:
Private Sub Panel1_Click(sender As Object, e As EventArgs) Handles Panel1.Click
Dim board As Panel = DirectCast(sender, Panel)
Dim gridPosition As Point = GetGridPosition(board, Cursor.Position)
' ...
Sure, that makes the code more organized and easier to read, but that doesn't get you any closer to a flood fill algorithm, right? Well, yes, that's mostly true, but organization and readability are worthy goals in their own right, so lets continue anyway... The next step we need to perform is to make the player's move, and then, if the move was successful, we need to switch to the other player. So, let's first create the method to switch players:
Private Sub SwitchPlayer()
pass = False
cp = Not cp
passbtn.BackColor = GetPlayerForeColor(cp)
passbtn.ForeColor = GetPlayerBackColor(cp)
End Sub
Private Function GetPlayerForeColor(player as Boolean) As Color
If player Then
Return Color.White
Else
Return Color.Black
End If
End Function
Private Function GetPlayerBackColor(player as Boolean) As Color
If player Then
Return Color.Black
Else
Return Color.White
End If
End Function
You'll notice that I snuck (Chrome auto-spell tells me that isn't a word, but my American upbringing begs to differ) a couple other methods in there while I was at it. I'm sure their purpose is obvious. But stop right there. It's obvious? You'll notice that the comments are gone, yet the meaning of the code is still obvious. That's what we mean by self-documenting code. Comments are great when they're necessary, but it's even better when they aren't necessary at all.
So, pretend for now we have a method like this:
Private Function MakeMove(gridPosition As Grid, player As Boolean) As Boolean
' return true if the move was successful
End Function
Then the whole Panel1_Click event handler could look like this:
Private Sub Panel1_Click(sender As Object, e As EventArgs) Handles Panel1.Click
Dim board As Panel = DirectCast(sender, Panel)
Dim gridPosition As Point = GetGridPosition(board, Cursor.Position)
If MakeMove(gridPosition, cp) Then
SwitchPlayer()
Else
ShowIllegalMoveMessage()
End If
End Sub
Private Sub ShowIllegalMoveMessage()
illegalmovelbl.Show() 'Shows the "Illegal Move" Label
MsgBox("Place your stone in a vacant point") 'Displays error message
End Sub
Ok, so now we're getting to the meat of it. So, what are the steps that need to be taken when a move is being made? Well, I don't know, because I don't know the game. I leave that exercise up to you, but, if your inclinations are correct, and you need some kind of flood fill algorithm, then that probably means that you need some kind of PlaceStone action which can be repeated over and over again, so that should be its own method:
Private Sub PlaceStone(gridPosition As Point, player As Boolean)
' Do something
End Sub
Obviously the Do something is the key part of all this, and it's the one part that I can't help you with. But, if it's going to be a flood fill algorithm, I can give you a really big hint. Among all the other stuff it's going to do in there, it's going to be calling PlaceStone again, passing it a different grid position (one of the surrounding positions). So for instance, something like this:
Private Sub PlaceStone(gridPosition As Point, player As Boolean)
Dim north As Position = GetNorthPosition(gridPosition)
If Floodable(north, player) Then
PlaceStone(north, player)
End If
' ...
End Sub
When a method calls itself, like that, we call it recursion. But, until you start splitting your code up into dedicated little methods, each with its own encapsulated task, then you can't really add recursion. So, first get organized, then add recursion.

Related

VBA Array of picture boxes

I am making a game for my intro to comp programming class, I have a 6 by 6 board where you do something different on each tile. I am currently working on a mob collision sub where if the player collides with the mob the player has to battle. Right now I have an issue with creating multiple of the same time of mob. Here is my code
Public Sub creeperS()
' Dim creeper As New PictureBox
'This is now above so it can be used by other subs
Dim creepercount As Integer
creeper.Width = 32
creeper.Height = 32
creeper.BackColor = Color.LimeGreen
creepercount = rand.Next(0, 36)
If creepercount = 0 Then
Me.Controls.Add(creeper)
creeper.Top = 95
creeper.Left = 84
creeper.BringToFront()
ElseIf creepercount = 1 Then
Me.Controls.Add(creeper)
creeper.Top = 95
creeper.Left = 184
creeper.BringToFront()
ElseIf creepercount = 2 Then
Me.Controls.Add(creeper)
creeper.Top = 95
creeper.Left = 284
creeper.BringToFront()
ElseIf creepercount = 3 Then
It does this all the way to 36, Im wondering if you can make a picture box array so i can have several of a mob on the board.
You did not post your class code, so I will try showing you a generic method to create controls and keep them in an array. In fact a Dictionary object...
Create a variable on top of your form, at the declarations side:
Option Explicit
Private shDict As Object
Then put the next code in your Form Initialize event:
Dim i As Long, No As Long
Dim txtBox As MSForms.TextBox
No = 36 'your needed controls
Set shDict = CreateObject("Scripting.Dictionary")
For i = 84 To No * 100 Step 100
Set txtBox = Controls.Add("Forms.TextBox.1", "txt_" & i)
shDict.Add txtBox.Name, Array(txtBox, 95, i, True)
Next i
Not having your class, my example code creates text boxes and fills their Name, Top and Left properties in a Dictionary array. It can keep objects, arrays, strings etc. I tried to use your Top and Left logic, but big part of them will not fit on the form surface...
Place a button on the form (named btRepAll). It will preposition all created shapes according to the values previously input in shDict.
Private Sub btRepAll_Click()
Dim i As Long
For i = 84 To shDict.Count * 100 Step 100
shDict("txt_" & i)(0).top = shDict("txt_" & i)(1)
shDict("txt_" & i)(0).left = shDict("txt_" & i)(2)
Next i
End Sub
I wanted to ask some other preliminary questions, to clarify myself regarding your real need, but since you did not answered a simple one and I cannot stay to much at my office, I preferred to post a generic answer. You can load as many properties as you want. Please try building something similar, able to better fit your real need.

Picturebox will not display image

I'm writing a program that will create and load pictureboxs at run time. The problem is that they will not show up or display anything. Not sure what i'm doing wrong. i have checked and the full path for the images are correct.
Sub DrawScreen()
'Call g.DrawImage to draw whatever you want in here
Dim layers(Me.ListBox1.Items.Count) As PictureBox
For i = 0 To ListBox1.Items.Count - 1
'Create New Layer as picturebox
layers(i) = New PictureBox
layers(i).Parent = Me.picWatch
layers(i).BackColor = Color.Transparent
layers(i).Visible = True
Select Case ListBox1.Items(i)
Case "image"
'Debug.Print(ListofLayers(i).Full_Path)
layers(i).Image = Image.FromFile(ListofLayers(i).Full_Path)
layers(i).Top = ListofLayers(i).X
picWatch.Controls.Add(layers(i))
Case "shape"
'Dim g As Graphics
'g.DrawRectangle()
Case "text"
Dim g As Graphics = layers(i).CreateGraphics
g.DrawString(ListofLayers(i).Text, New Font("Arial", 12), Brushes.White, ListofLayers(i).X, ListofLayers(i).Y)
Case Else
Debug.Print(ListBox1.Items(i))
End Select
Next
Me.Refresh()
End Sub
You never add the picture boxes to the form. Call Me.Controls.Add():
Me.Controls.Add(layers(i))
And as already pointed out by LarsTech:
You seem to have a typo here:
layers(i).Top = ListofLayers(i).X
X is the coordinate for the control's horizontal position and is the same as .Left.
Y however is the coordinate for the control's vertical position, which is the same as .Top.
Using CreateGraphics is a bad idea. For starters, what you draw with it will get removed when the control is redrawn. And since you're not disposing it you'll also have memory leaks.
Subscribe to the Paint event for each picture box instead and do all drawing in there.
Finally, just a little note: Array declarations in VB.NET does not specify how many items there are to be in the array, but to what index the array should end at. And since arrays are zero-based, this:
Dim layers(Me.ListBox1.Items.Count) As PictureBox
...is equal to this:
Dim layers(0 To Me.ListBox1.Items.Count) As PictureBox
Thus the array will contain ListBox1.Items.Count plus one since what's inside the parentheses merely specify the lower and/or upper bound.
To create an array with the "correct" amount of items you should always specify the size minus one:
Dim layers(Me.ListBox1.Items.Count - 1) As PictureBox

VB: Check if Object has “Class” then Execute Code

I am looking to find something in Visual Basic that basically states that if something collides with something with a certain class, it executes code. I may not be using correct terms, so when I say object I mean like a label or picture box, and a class is... well like a class in HTML, I guess, like an object with a trait.
The pseudocode would look something like this:
If object.Bounds.IntersectsWith([object with certain class]) Then execute code
Otherwise, the game's 'if' statements will overwhelm... Also I am new to Visual Basic language, so please keep it as simple as possible.
Here is what I have already:
If carblue.Bounds.IntersectsWith(boundary1.Bounds) And directiona = 1 Then
directiona = 0
carblue.Top += 2
ElseIf carblue.Bounds.IntersectsWith(boundary1.Bounds) And directiona = 2 Then
directiona = 0
carblue.Left += 2
ElseIf carblue.Bounds.IntersectsWith(boundary1.Bounds) And directiona = 3 Then
directiona = 0
carblue.Top -= 2
ElseIf carblue.Bounds.IntersectsWith(boundary1.Bounds) And directiona = 4 Then
directiona = 0
carblue.Left -= 2
End If
Where carblue is the object being controlled, boundary1 is the obstacle that stops the car from moving (on collision) and directiona is the value of the direction the car is travelling (1 is up, 2 is left, etc).
(Moved from S.A. Programmers site)
Without actual sample code to work with, it's not easy to provide a specific solution. I don't know how many controls you have moving around, is it 2? 10? 10,000? Assuming you have 10+ controls moving around, this is how I would handle it.
I would use a datatable to keep a record of the Bounds for each Control that moves or is collidable. After a control moves, update that row in the datatable, look for collisions, then check the object types to determine what kind of class the collided object is, and then run the code as needed.
Public MovingControls As DataTable
Sub Main()
'Build the DataTable
MovingControls = New DataTable("ControlBounds")
MovingControls.Columns.Add("Name", GetType(String))
MovingControls.Columns.Add("x1", GetType(Integer))
MovingControls.Columns.Add("x2", GetType(Integer))
MovingControls.Columns.Add("y1", GetType(Integer))
MovingControls.Columns.Add("y2", GetType(Integer))
End Sub
'Call this only when a control/object is created
Sub MovingControlAdded(sender As Control)
Dim Row As DataRow = MovingControls.NewRow
Row("Name") = sender.Name
Dim BoundsRect As Drawing.Rectangle = sender.Bounds
Row("x1") = sender.Bounds.Left
Row("x2") = sender.Bounds.Right
Row("y1") = sender.Bounds.Bottom
Row("y2") = sender.Bounds.Top
MovingControls.Rows.Add(Row)
End Sub
'Call this only when a control/object has moved
Sub MovingControlMoved(sender As Control)
'Update the location of this Control
Dim Row() As DataRow = MovingControls.Select("Name = '" & sender.Name & "'")
'Select returns an array of Rows but there should only be 1 row for each Control
Row(0)("x1") = sender.Bounds.Left
Row(0)("x2") = sender.Bounds.Right
Row(0)("y1") = sender.Bounds.Bottom
Row(0)("y2") = sender.Bounds.Top
'Collision check
Dim CollidedRows() As DataRow = MovingControls.Select("(" & sender.Bounds.Right & " >= x1)" &
"AND (" & sender.Bounds.Left & " <= x2)" &
"AND (" & sender.Bounds.Bottom & " <= y2)" &
"AND (" & sender.Bounds.Top & " >= y1)" &
"AND (Name <> '" & sender.Name & "'")
'Determine the object type and execute necessary code
For Each CollidedRow As DataRow In CollidedRows
Dim CollidedControl As Control = Me.Controls.Item(CollidedRow("Name"))
If CollidedControl.GetType = GetType(Label) Then
'Do stuff for labels
ElseIf CollidedControl.GetType = GetType(Button) Then
'Do stuff for buttons
End If
Next
End Sub
Caveat: This assumes 1 control is moving at a time. If Control A moves into Control B but Control B moves away at the same time, this code will still call a collision even though the collision was avoided. If you have multiple controls moving, you may want to split the MovingControlMoved method into 2 methods, one for updating the table and one for collision checks. Handle all movement first, then handle all collisions.
Depending on the complexity, you may want to create custom classes for collidable controls that inherit an interface for collisions. You can use System.Reflection to call RunMeOnCollision. This would eliminate the list of If statements.
Interface iCollidableBase
Sub RunMeOnCollision()
End Interface
Public Class CollidableLabel
Inherits Label
Implements iCollidableBase
Public Sub RunMeOnCollision() Implements iCollidableBase.RunMeOnCollision
Me.Text = "I have been collided"
End Sub
End Class
Public Class CollidableButton
Inherits Button
Implements iCollidableBase
Public Sub RunMeOnCollision() Implements iCollidableBase.RunMeOnCollision
Me.Text = "Ouch, that collision hurt!"
End Sub
End Class
Again, not knowing the full context here, I can't test my solution against your code. If you can post some additional details, I might be able to help more.
-E
I found what I needed from my programming teacher, using arrays.
In the public sub:
Dim walls(17) As PictureBox
Where 17 is the number of (In this case) boundaries that your form has. Also change PictureBox to the object you are using (for example labels).
Then in your form load:
For i = 1 To 17
walls(i) = Me.Controls("boundary" & i)
Next
I'm honestly not 100% sure about this, but the "boundary" string is a section of the name of my PictureBoxes, that are acting as boundaries. There names are boundary1, boundary2, etc. So you might change "boundary" to what your object's names are.
Next, when you want to check for something using the boundaries, declare
For i = 1 To 17
Then when you want to close checking for it,
Next
For the checking of collisions, use this:
If object.Bounds.IntersectsWith(walls(i).Bounds) Then
So in this case, the If statement would go between the For and Next lines.

how to change deprecated code - Scale(ratio As Single)' is obsolete ... use Scale(SizeF)

I have some issues with Winform scaling, and found this code here
Public Sub ScaleForm(WindowsForm As System.Windows.Forms.Form)
Using g As System.Drawing.Graphics = WindowsForm.CreateGraphics
Dim sngScaleFactor As Single = 1
Dim sngFontFactor As Single = 1
If g.DpiX > 96 Then
sngScaleFactor = g.DpiX / 96
'sngFontFactor = 96 / g.DpiY
End If
If WindowsForm.AutoScaleDimensions = WindowsForm.CurrentAutoScaleDimensions Then
'ucWindowsFormHost.ScaleControl(WindowsForm, sngFontFactor)
WindowsForm.Scale(sngScaleFactor)
End If
End Using
End Sub
The code is brilliant! It does what I want it to do, (scales the form) even though I have NO idea WHAT it is doing.
However I get the following message on this line WindowsForm.Scale(sngScaleFactor)
'Public Sub Scale(ratio As Single)' is obsolete: 'This method has been deprecated. Use the
Scale(SizeF ratio) method instead.
Please would someone be able to help me to rewrite the line of code using the suggested change?
As I said , I have no idea what the code is doing, and in order to test such code in high DPI scale environment one can't use the debugger because VS resizes everything to the new DPI settings. I also searched and found some very sparse explanations with no examples and as my skill level is nonexistent in this field I am floundering with it.
I found the answer through experimentation and the way shown by Hans Passant. The code is designed to scale the Form using DPI. WHile it is true that this can be done by Form AutoScaleMode settings, the issue is that this setting cannot be altered dynamicaly. I have need for a user to manually select such scaling, where otherwise it is set to none. This code does the job very well!
Public Sub ScaleForm(WindowsForm As System.Windows.Forms.Form)
Using g As System.Drawing.Graphics = WindowsForm.CreateGraphics
Dim sngScaleFactor As Single = 1
Dim sngFontFactor As Single = 1
If g.DpiX > 96 Then
sngScaleFactor = g.DpiX / 96
'sngFontFactor = 96 / g.DpiY
End If
If WindowsForm.AutoScaleDimensions = WindowsForm.CurrentAutoScaleDimensions Then
'ucWindowsFormHost.ScaleControl(WindowsForm, sngFontFactor)
' WindowsForm.Scale(sngScaleFactor)
WindowsForm.Scale(New SizeF(sngScaleFactor, sngScaleFactor))
End If
End Using
End Sub

Update text box with each click of a button

I am trying to set up a userform that will be used to take orders. e.g. each time you click the Cappuccino button it will increment the text box by one indicating that you are ordering 1, 2, 3 etc.
As far as I can get it is to only populate the text box one time. Each additional click does not appear to do anything. This is the Code I currently have for it. I tried declaring num as public. I thought that might be part of the problem but it did not seem to make a difference. Could it be a type casting issue since it is a "text" box and I am trying to treat it as in integer?
Private Sub Capuccino_Click()
If (Cap_qty.Value = Null) Then
Dim num As Integer
num = 1
Cap_qty.Value = Cap_qty.Value + num
ElseIf (Cap_qty.Value = IsNotNull) Then
num = num + 1
Cap_qty.Value = num
'Cap_qty.Value = num + 1
'num = Cap_qty.Value
End If
End Sub
Well, that makes a difference. I looked at something somewhere that told me to use Null, IsNotNull. I was able to get it working with the following which at the moment does not make sense to me I will have to figure out why it works this way. I guess there is some background action happening that is letting me do math with stings
Private Sub CommandButton1_Click()
If (TextBox1.Value = vbNullString) Then
TextBox1.Value = 1
Else
TextBox1.Value = TextBox1.Value + 1
End If
End Sub
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