Merge pull request #1 from csharpfritz/5-Blazor

Blazor content
This commit is contained in:
Katie Savage 2022-07-15 11:53:25 -07:00 committed by GitHub
commit 6dd886bf37
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72 changed files with 4078 additions and 0 deletions

105
.gitignore vendored
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@ -10,12 +10,20 @@
*.userosscache
*.sln.docstates
nuget.config
# Ignore Local.settings.json
local.settings.json
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# vim swap files
*.swp
# Build results
[Dd]ebug/
[Dd]ebugPublic/
@ -36,6 +44,9 @@ bld/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# VS Code user prefs
.vscode/
# Visual Studio 2017 auto generated files
Generated\ Files/
@ -137,6 +148,9 @@ _TeamCity*
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*[.json, .xml, .info]
# Visual Studio code coverage results
*.coverage
*.coveragexml
@ -348,3 +362,94 @@ MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
##
## Visual studio for Mac
##
# globs
Makefile.in
*.userprefs
*.usertasks
config.make
config.status
aclocal.m4
install-sh
autom4te.cache/
*.tar.gz
tarballs/
test-results/
# Mac bundle stuff
*.dmg
*.app
# content below from: https://github.com/github/gitignore/blob/master/Global/macOS.gitignore
# General
.DS_Store
.AppleDouble
.LSOverride
# Icon must end with two \r
Icon
# Thumbnails
._*
# Files that might appear in the root of a volume
.DocumentRevisions-V100
.fseventsd
.Spotlight-V100
.TemporaryItems
.Trashes
.VolumeIcon.icns
.com.apple.timemachine.donotpresent
# Directories potentially created on remote AFP share
.AppleDB
.AppleDesktop
Network Trash Folder
Temporary Items
.apdisk
# content below from: https://github.com/github/gitignore/blob/master/Global/Windows.gitignore
# Windows thumbnail cache files
Thumbs.db
ehthumbs.db
ehthumbs_vista.db
# Dump file
*.stackdump
# Folder config file
[Dd]esktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Windows Installer files
*.cab
*.msi
*.msix
*.msm
*.msp
# Windows shortcuts
*.lnk
# JetBrains Rider
.idea/
*.sln.iml
##
## Visual Studio Code
##
.vscode/*
!.vscode/settings.json
!.vscode/tasks.json
!.vscode/launch.json
!.vscode/extensions.json
**/TestFunctions.cs

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<Router AppAssembly="@typeof(App).Assembly">
<Found Context="routeData">
<RouteView RouteData="@routeData" DefaultLayout="@typeof(MainLayout)" />
<FocusOnNavigate RouteData="@routeData" Selector="h1" />
</Found>
<NotFound>
<PageTitle>Not found</PageTitle>
<LayoutView Layout="@typeof(MainLayout)">
<p role="alert">Sorry, there's nothing at this address.</p>
</LayoutView>
</NotFound>
</Router>

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<Project Sdk="Microsoft.NET.Sdk.BlazorWebAssembly">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<Nullable>enable</Nullable>
<ImplicitUsings>enable</ImplicitUsings>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.AspNetCore.Components.WebAssembly" Version="6.0.5" />
<PackageReference Include="Microsoft.AspNetCore.Components.WebAssembly.DevServer" Version="6.0.5" PrivateAssets="all" />
</ItemGroup>
</Project>

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@page "/counter"
<PageTitle>Counter</PageTitle>
<h1>Counter</h1>
<p role="status">Current count: @currentCount</p>
<button class="btn btn-primary" @onclick="IncrementCount">Click me</button>
@code {
private int currentCount = 0;
private void IncrementCount()
{
currentCount++;
}
}

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@page "/fetchdata"
@inject HttpClient Http
<PageTitle>Weather forecast</PageTitle>
<h1>Weather forecast</h1>
<p>This component demonstrates fetching data from the server.</p>
@if (forecasts == null)
{
<p><em>Loading...</em></p>
}
else
{
<table class="table">
<thead>
<tr>
<th>Date</th>
<th>Temp. (C)</th>
<th>Temp. (F)</th>
<th>Summary</th>
</tr>
</thead>
<tbody>
@foreach (var forecast in forecasts)
{
<tr>
<td>@forecast.Date.ToShortDateString()</td>
<td>@forecast.TemperatureC</td>
<td>@forecast.TemperatureF</td>
<td>@forecast.Summary</td>
</tr>
}
</tbody>
</table>
}
@code {
private WeatherForecast[]? forecasts;
protected override async Task OnInitializedAsync()
{
forecasts = await Http.GetFromJsonAsync<WeatherForecast[]>("sample-data/weather.json");
}
public class WeatherForecast
{
public DateTime Date { get; set; }
public int TemperatureC { get; set; }
public string? Summary { get; set; }
public int TemperatureF => 32 + (int)(TemperatureC / 0.5556);
}
}

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@page "/"
<PageTitle>Index</PageTitle>
<h1>Hello, world!</h1>
Welcome to your new app.
<SurveyPrompt Title="How is Blazor working for you?" />

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using Microsoft.AspNetCore.Components.Web;
using Microsoft.AspNetCore.Components.WebAssembly.Hosting;
using ConnectFour;
var builder = WebAssemblyHostBuilder.CreateDefault(args);
builder.RootComponents.Add<App>("#app");
builder.RootComponents.Add<HeadOutlet>("head::after");
builder.Services.AddScoped(sp => new HttpClient { BaseAddress = new Uri(builder.HostEnvironment.BaseAddress) });
await builder.Build().RunAsync();

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{
"iisSettings": {
"windowsAuthentication": false,
"anonymousAuthentication": true,
"iisExpress": {
"applicationUrl": "http://localhost:54251",
"sslPort": 44330
}
},
"profiles": {
"ConnectFour": {
"commandName": "Project",
"dotnetRunMessages": true,
"launchBrowser": true,
"inspectUri": "{wsProtocol}://{url.hostname}:{url.port}/_framework/debug/ws-proxy?browser={browserInspectUri}",
"applicationUrl": "https://localhost:7296;http://localhost:5136",
"environmentVariables": {
"ASPNETCORE_ENVIRONMENT": "Development"
}
},
"IIS Express": {
"commandName": "IISExpress",
"launchBrowser": true,
"inspectUri": "{wsProtocol}://{url.hostname}:{url.port}/_framework/debug/ws-proxy?browser={browserInspectUri}",
"environmentVariables": {
"ASPNETCORE_ENVIRONMENT": "Development"
}
}
}
}

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<h3>Board</h3>
@code {
}

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div {
position: relative;
}
nav {
top: 4em;
width: 30em;
display: inline-flex;
flex-direction: row;
margin-left: 10px;
}
nav span {
width: 4em;
text-align: center;
cursor: pointer;
font-size: 1em;
}
div.board {
margin-top: 1em;
flex-wrap: wrap;
width: 30em;
height: 24em;
overflow: hidden;
display: inline-flex;
flex-direction: row;
flex-wrap: wrap;
z-index: -5;
row-gap: 0;
pointer-events: none;
border-left: 10px solid var(--board-bg);
}
span.container {
width: 4em;
height: 4em;
margin: 0;
padding: 4px;
overflow: hidden;
background-color: transparent;
position: relative;
z-index: -2;
pointer-events: none;
}
.container span {
width: 3.5em;
height: 3.5em;
border-radius: 50%;
box-shadow: 0 0 0 3em var(--board-bg);
left: 0px;
position: absolute;
display: block;
z-index: 5;
pointer-events: none;
}
.player1, .player2 {
width: 3.5em;
height: 3.5em;
border-radius: 50%;
left: 0px;
top: 0px;
position: absolute;
display: block;
z-index: -8;
}
.player1 {
background-color: var(--player1);
animation-timing-function: cubic-bezier(.5, 0.05, 1, .5);
animation-iteration-count: 1;
animation-fill-mode: forwards;
box-shadow: 0 0 0 4px var(--player1);
}
.player2 {
background-color: var(--player2);
animation-timing-function: cubic-bezier(.5, 0.05, 1, .5);
animation-iteration-count: 1;
animation-fill-mode: forwards;
box-shadow: 0 0 0 4px var(--player2);
}
.col1 {
left: calc( 0em + 9px );
}
.col2 {
left: calc( 4em + 9px );
}
.col3 {
left: calc( 8em + 9px );
}
.col4 {
left: calc( 12em + 9px );
}
.col5 {
left: calc( 16em + 9px );
}
.col6 {
left: calc( 20em + 9px );
}
.col7 {
left: calc( 24em + 9px );
}
.drop1 {
animation-duration: 1s;
animation-name: drop1;
}
.drop2 {
animation-duration: 1.5s;
animation-name: drop2;
}
.drop3 {
animation-duration: 1.6s;
animation-name: drop3;
}
.drop4 {
animation-duration: 1.7s;
animation-name: drop4;
}
.drop5 {
animation-duration: 1.8s;
animation-name: drop5;
}
.drop6 {
animation-duration: 1.9s;
animation-name: drop6;
}
@keyframes drop1 {
75%, 90%, 97%, 100% {
transform: translateY(1.27em);
}
80% {
transform: translateY(0.4em);
}
/*-15% */
95% {
transform: translateY(0.8em);
}
/* -7% */
99% {
transform: translateY(1.0em);
}
/* -3% */
}
@keyframes drop2 {
75%, 90%, 97%, 100% {
transform: translateY(5.27em);
}
80% {
transform: translateY(3.8em);
}
/*-15% */
95% {
transform: translateY(4.6em);
}
/* -7% */
99% {
transform: translateY(4.9em);
}
/* -3% */
}
@keyframes drop3 {
75%, 90%, 97%, 100% {
transform: translateY(9.27em);
}
80% {
transform: translateY(7.2em);
}
/*-15% */
95% {
transform: translateY(8.3em);
}
/* -7% */
99% {
transform: translateY(8.8em);
}
/* -3% */
}
@keyframes drop4 {
75%, 90%, 97%, 100% {
transform: translateY(13.27em);
}
80% {
transform: translateY(10.6em);
}
/*-15% */
95% {
transform: translateY(12em);
}
/* -7% */
99% {
transform: translateY(12.7em);
}
/* -3% */
}
@keyframes drop5 {
75%, 90%, 97%, 100% {
transform: translateY(17.27em);
}
80% {
transform: translateY(14em);
}
/*-15% */
95% {
transform: translateY(15.7em);
}
/* -7% */
99% {
transform: translateY(16.5em);
}
/* -3% */
}
@keyframes drop6 {
75%, 90%, 97%, 100% {
transform: translateY(21.27em);
}
80% {
transform: translateY(17.4em);
}
95% {
transform: translateY(19.4em);
}
99% {
transform: translateY(20.4em);
}
}

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namespace ConnectFour.Shared;
public class GameState
{
static GameState()
{
CalculateWinningPlaces();
}
/// <summary>
/// Indicate whether a player has won, the game is a tie, or game in ongoing
/// </summary>
public enum WinState
{
No_Winner = 0,
Player1_Wins = 1,
Player2_Wins = 2,
Tie = 3
}
/// <summary>
/// The player whose turn it is. By default, player 1 starts first
/// </summary>
public int PlayerTurn => TheBoard.Count(x => x != 0) % 2 + 1;
/// <summary>
/// Number of turns completed and pieces played so far in the game
/// </summary>
public int CurrentTurn { get { return TheBoard.Count(x => x != 0); } }
public static readonly List<int[]> WinningPlaces = new();
public static void CalculateWinningPlaces()
{
// Horizontal rows
for (byte row=0;row<6;row++){
byte rowCol1 = (byte)(row * 7);
byte rowColEnd = (byte)((row + 1) * 7 - 1);
byte checkCol = rowCol1;
while (checkCol <= rowColEnd-3)
{
WinningPlaces.Add(new int[] {
checkCol,
(byte)(checkCol + 1),
(byte)(checkCol + 2),
(byte)(checkCol + 3)
});
checkCol++;
}
}
// Vertical Columns
for (byte col = 0; col < 7; col++)
{
byte colRow1 = col;
byte colRowEnd = (byte)(35+col);
byte checkRow = colRow1;
while (checkRow <= 14+col)
{
WinningPlaces.Add(new int[] {
checkRow,
(byte)(checkRow + 7),
(byte)(checkRow + 14),
(byte)(checkRow + 21)
});
checkRow+=7;
}
}
// forward slash diagonal "/"
for (byte col = 0; col < 4; col++)
{
// starting column must be 0-3
byte colRow1 = (byte)(21 + col);
byte colRowEnd = (byte)(35 + col);
byte checkPos = colRow1;
while (checkPos <= colRowEnd)
{
WinningPlaces.Add(new int[] {
checkPos,
(byte)(checkPos - 6),
(byte)(checkPos - 12),
(byte)(checkPos - 18)
});
checkPos += 7;
}
}
// back slash diaganol "\"
for (byte col = 0; col < 4; col++)
{
// starting column must be 0-3
byte colRow1 = (byte)(0 + col);
byte colRowEnd = (byte)(14 + col);
byte checkPos = colRow1;
while (checkPos <= colRowEnd)
{
WinningPlaces.Add(new int[] {
checkPos,
(byte)(checkPos + 8),
(byte)(checkPos + 16),
(byte)(checkPos + 24)
});
checkPos += 7;
}
}
}
/// <summary>
/// Check the state of the board for a winning scenario
/// </summary>
/// <returns>0 - no winner, 1 - player 1 wins, 2 - player 2 wins, 3 - draw</returns>
public WinState CheckForWin()
{
// Exit immediately if less than 7 pieces are played
if (TheBoard.Count(x => x != 0) < 7) return WinState.No_Winner;
foreach (var scenario in WinningPlaces)
{
if (TheBoard[scenario[0]] == 0) continue;
if (TheBoard[scenario[0]] ==
TheBoard[scenario[1]] &&
TheBoard[scenario[1]] ==
TheBoard[scenario[2]] &&
TheBoard[scenario[2]] ==
TheBoard[scenario[3]]) return (WinState)TheBoard[scenario[0]];
}
if (TheBoard.Count(x => x != 0) == 42) return WinState.Tie;
return WinState.No_Winner;
}
/// <summary>
/// Takes the current turn and places a piece in the 0-indexed column requested
/// </summary>
/// <param name="column">0-indexed column to place the piece into</param>
/// <returns>The final array index where the piece resides</returns>
public byte PlayPiece(int column)
{
// Check for a current win
if (CheckForWin() != 0) throw new ArgumentException("Game is over");
// Check the column
if (TheBoard[column] != 0) throw new ArgumentException("Column is full");
// Drop the piece in
var landingSpot = column;
for (var i=column;i<42;i+=7)
{
if (TheBoard[landingSpot + 7] != 0) break;
landingSpot = i;
}
TheBoard[landingSpot] = PlayerTurn;
return ConvertLandingSpotToRow(landingSpot);
}
public List<int> TheBoard { get; private set; } = new List<int>(new int[42]);
public void ResetBoard() {
TheBoard = new List<int>(new int[42]);
}
private byte ConvertLandingSpotToRow(int landingSpot)
{
return (byte)(Math.Floor(landingSpot / (decimal)7) + 1);
}
}

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@inherits LayoutComponentBase
<div class="page">
<div class="sidebar">
<NavMenu />
</div>
<main>
<div class="top-row px-4">
<a href="https://docs.microsoft.com/aspnet/" target="_blank">About</a>
</div>
<article class="content px-4">
@Body
</article>
</main>
</div>

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.page {
position: relative;
display: flex;
flex-direction: column;
}
main {
flex: 1;
}
.sidebar {
background-image: linear-gradient(180deg, rgb(5, 39, 103) 0%, #3a0647 70%);
}
.top-row {
background-color: #f7f7f7;
border-bottom: 1px solid #d6d5d5;
justify-content: flex-end;
height: 3.5rem;
display: flex;
align-items: center;
}
.top-row ::deep a, .top-row ::deep .btn-link {
white-space: nowrap;
margin-left: 1.5rem;
text-decoration: none;
}
.top-row ::deep a:hover, .top-row ::deep .btn-link:hover {
text-decoration: underline;
}
.top-row ::deep a:first-child {
overflow: hidden;
text-overflow: ellipsis;
}
@media (max-width: 640.98px) {
.top-row:not(.auth) {
display: none;
}
.top-row.auth {
justify-content: space-between;
}
.top-row ::deep a, .top-row ::deep .btn-link {
margin-left: 0;
}
}
@media (min-width: 641px) {
.page {
flex-direction: row;
}
.sidebar {
width: 250px;
height: 100vh;
position: sticky;
top: 0;
}
.top-row {
position: sticky;
top: 0;
z-index: 1;
}
.top-row.auth ::deep a:first-child {
flex: 1;
text-align: right;
width: 0;
}
.top-row, article {
padding-left: 2rem !important;
padding-right: 1.5rem !important;
}
}

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<div class="top-row ps-3 navbar navbar-dark">
<div class="container-fluid">
<a class="navbar-brand" href="">ConnectFour</a>
<button title="Navigation menu" class="navbar-toggler" @onclick="ToggleNavMenu">
<span class="navbar-toggler-icon"></span>
</button>
</div>
</div>
<div class="@NavMenuCssClass" @onclick="ToggleNavMenu">
<nav class="flex-column">
<div class="nav-item px-3">
<NavLink class="nav-link" href="" Match="NavLinkMatch.All">
<span class="oi oi-home" aria-hidden="true"></span> Home
</NavLink>
</div>
<div class="nav-item px-3">
<NavLink class="nav-link" href="counter">
<span class="oi oi-plus" aria-hidden="true"></span> Counter
</NavLink>
</div>
<div class="nav-item px-3">
<NavLink class="nav-link" href="fetchdata">
<span class="oi oi-list-rich" aria-hidden="true"></span> Fetch data
</NavLink>
</div>
</nav>
</div>
@code {
private bool collapseNavMenu = true;
private string? NavMenuCssClass => collapseNavMenu ? "collapse" : null;
private void ToggleNavMenu()
{
collapseNavMenu = !collapseNavMenu;
}
}

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.navbar-toggler {
background-color: rgba(255, 255, 255, 0.1);
}
.top-row {
height: 3.5rem;
background-color: rgba(0,0,0,0.4);
}
.navbar-brand {
font-size: 1.1rem;
}
.oi {
width: 2rem;
font-size: 1.1rem;
vertical-align: text-top;
top: -2px;
}
.nav-item {
font-size: 0.9rem;
padding-bottom: 0.5rem;
}
.nav-item:first-of-type {
padding-top: 1rem;
}
.nav-item:last-of-type {
padding-bottom: 1rem;
}
.nav-item ::deep a {
color: #d7d7d7;
border-radius: 4px;
height: 3rem;
display: flex;
align-items: center;
line-height: 3rem;
}
.nav-item ::deep a.active {
background-color: rgba(255,255,255,0.25);
color: white;
}
.nav-item ::deep a:hover {
background-color: rgba(255,255,255,0.1);
color: white;
}
@media (min-width: 641px) {
.navbar-toggler {
display: none;
}
.collapse {
/* Never collapse the sidebar for wide screens */
display: block;
}
}

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<div class="alert alert-secondary mt-4">
<span class="oi oi-pencil me-2" aria-hidden="true"></span>
<strong>@Title</strong>
<span class="text-nowrap">
Please take our
<a target="_blank" class="font-weight-bold link-dark" href="https://go.microsoft.com/fwlink/?linkid=2148851">brief survey</a>
</span>
and tell us what you think.
</div>
@code {
// Demonstrates how a parent component can supply parameters
[Parameter]
public string? Title { get; set; }
}

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@using System.Net.Http
@using System.Net.Http.Json
@using Microsoft.AspNetCore.Components.Forms
@using Microsoft.AspNetCore.Components.Routing
@using Microsoft.AspNetCore.Components.Web
@using Microsoft.AspNetCore.Components.Web.Virtualization
@using Microsoft.AspNetCore.Components.WebAssembly.Http
@using Microsoft.JSInterop
@using ConnectFour
@using ConnectFour.Shared

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@import url('open-iconic/font/css/open-iconic-bootstrap.min.css');
html, body {
font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;
}
h1:focus {
outline: none;
}
a, .btn-link {
color: #0071c1;
}
.btn-primary {
color: #fff;
background-color: #1b6ec2;
border-color: #1861ac;
}
.content {
padding-top: 1.1rem;
}
.valid.modified:not([type=checkbox]) {
outline: 1px solid #26b050;
}
.invalid {
outline: 1px solid red;
}
.validation-message {
color: red;
}
#blazor-error-ui {
background: lightyellow;
bottom: 0;
box-shadow: 0 -1px 2px rgba(0, 0, 0, 0.2);
display: none;
left: 0;
padding: 0.6rem 1.25rem 0.7rem 1.25rem;
position: fixed;
width: 100%;
z-index: 1000;
}
#blazor-error-ui .dismiss {
cursor: pointer;
position: absolute;
right: 0.75rem;
top: 0.5rem;
}
.blazor-error-boundary {
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content: "An error has occurred."
}

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SIL OPEN FONT LICENSE Version 1.1
Copyright (c) 2014 Waybury
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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The MIT License (MIT)
Copyright (c) 2014 Waybury
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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[Open Iconic v1.1.1](http://useiconic.com/open)
===========
### Open Iconic is the open source sibling of [Iconic](http://useiconic.com). It is a hyper-legible collection of 223 icons with a tiny footprint&mdash;ready to use with Bootstrap and Foundation. [View the collection](http://useiconic.com/open#icons)
## What's in Open Iconic?
* 223 icons designed to be legible down to 8 pixels
* Super-light SVG files - 61.8 for the entire set
* SVG sprite&mdash;the modern replacement for icon fonts
* Webfont (EOT, OTF, SVG, TTF, WOFF), PNG and WebP formats
* Webfont stylesheets (including versions for Bootstrap and Foundation) in CSS, LESS, SCSS and Stylus formats
* PNG and WebP raster images in 8px, 16px, 24px, 32px, 48px and 64px.
## Getting Started
#### For code samples and everything else you need to get started with Open Iconic, check out our [Icons](http://useiconic.com/open#icons) and [Reference](http://useiconic.com/open#reference) sections.
### General Usage
#### Using Open Iconic's SVGs
We like SVGs and we think they're the way to display icons on the web. Since Open Iconic are just basic SVGs, we suggest you display them like you would any other image (don't forget the `alt` attribute).
```
<img src="/open-iconic/svg/icon-name.svg" alt="icon name">
```
#### Using Open Iconic's SVG Sprite
Open Iconic also comes in a SVG sprite which allows you to display all the icons in the set with a single request. It's like an icon font, without being a hack.
Adding an icon from an SVG sprite is a little different than what you're used to, but it's still a piece of cake. *Tip: To make your icons easily style able, we suggest adding a general class to the* `<svg>` *tag and a unique class name for each different icon in the* `<use>` *tag.*
```
<svg class="icon">
<use xlink:href="open-iconic.svg#account-login" class="icon-account-login"></use>
</svg>
```
Sizing icons only needs basic CSS. All the icons are in a square format, so just set the `<svg>` tag with equal width and height dimensions.
```
.icon {
width: 16px;
height: 16px;
}
```
Coloring icons is even easier. All you need to do is set the `fill` rule on the `<use>` tag.
```
.icon-account-login {
fill: #f00;
}
```
To learn more about SVG Sprites, read [Chris Coyier's guide](http://css-tricks.com/svg-sprites-use-better-icon-fonts/).
#### Using Open Iconic's Icon Font...
##### …with Bootstrap
You can find our Bootstrap stylesheets in `font/css/open-iconic-bootstrap.{css, less, scss, styl}`
```
<link href="/open-iconic/font/css/open-iconic-bootstrap.css" rel="stylesheet">
```
```
<span class="oi oi-icon-name" title="icon name" aria-hidden="true"></span>
```
##### …with Foundation
You can find our Foundation stylesheets in `font/css/open-iconic-foundation.{css, less, scss, styl}`
```
<link href="/open-iconic/font/css/open-iconic-foundation.css" rel="stylesheet">
```
```
<span class="fi-icon-name" title="icon name" aria-hidden="true"></span>
```
##### …on its own
You can find our default stylesheets in `font/css/open-iconic.{css, less, scss, styl}`
```
<link href="/open-iconic/font/css/open-iconic.css" rel="stylesheet">
```
```
<span class="oi" data-glyph="icon-name" title="icon name" aria-hidden="true"></span>
```
## License
### Icons
All code (including SVG markup) is under the [MIT License](http://opensource.org/licenses/MIT).
### Fonts
All fonts are under the [SIL Licensed](http://scripts.sil.org/cms/scripts/page.php?item_id=OFL_web).

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<?xml version="1.0" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd" >
<!--
2014-7-1: Created.
-->
<svg xmlns="http://www.w3.org/2000/svg">
<metadata>
Created by FontForge 20120731 at Tue Jul 1 20:39:22 2014
By P.J. Onori
Created by P.J. Onori with FontForge 2.0 (http://fontforge.sf.net)
</metadata>
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font-family="Icons"
font-weight="400"
font-stretch="normal"
units-per-em="800"
panose-1="2 0 5 3 0 0 0 0 0 0"
ascent="800"
descent="0"
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" />
<title>ConnectFour</title>
<base href="/" />
<link href="css/bootstrap/bootstrap.min.css" rel="stylesheet" />
<link href="css/app.css" rel="stylesheet" />
<link href="ConnectFour.styles.css" rel="stylesheet" />
</head>
<body>
<div id="app">Loading...</div>
<div id="blazor-error-ui">
An unhandled error has occurred.
<a href="" class="reload">Reload</a>
<a class="dismiss">🗙</a>
</div>
<script src="_framework/blazor.webassembly.js"></script>
</body>
</html>

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[
{
"date": "2018-05-06",
"temperatureC": 1,
"summary": "Freezing"
},
{
"date": "2018-05-07",
"temperatureC": 14,
"summary": "Bracing"
},
{
"date": "2018-05-08",
"temperatureC": -13,
"summary": "Freezing"
},
{
"date": "2018-05-09",
"temperatureC": -16,
"summary": "Balmy"
},
{
"date": "2018-05-10",
"temperatureC": -2,
"summary": "Chilly"
}
]

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.2.32414.248
MinimumVisualStudioVersion = 10.0.40219.1
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ConnectFour", "ConnectFour\ConnectFour.csproj", "{A39A8B5F-BB76-48CD-BA4E-F0733604EB79}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{A39A8B5F-BB76-48CD-BA4E-F0733604EB79}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{A39A8B5F-BB76-48CD-BA4E-F0733604EB79}.Debug|Any CPU.Build.0 = Debug|Any CPU
{A39A8B5F-BB76-48CD-BA4E-F0733604EB79}.Release|Any CPU.ActiveCfg = Release|Any CPU
{A39A8B5F-BB76-48CD-BA4E-F0733604EB79}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {19E21953-6482-4D77-B071-6C6EE7515DDB}
EndGlobalSection
EndGlobal

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<Router AppAssembly="@typeof(App).Assembly">
<Found Context="routeData">
<RouteView RouteData="@routeData" DefaultLayout="@typeof(MainLayout)" />
<FocusOnNavigate RouteData="@routeData" Selector="h1" />
</Found>
<NotFound>
<PageTitle>Not found</PageTitle>
<LayoutView Layout="@typeof(MainLayout)">
<p role="alert">Sorry, there's nothing at this address.</p>
</LayoutView>
</NotFound>
</Router>

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@ -0,0 +1,14 @@
<Project Sdk="Microsoft.NET.Sdk.BlazorWebAssembly">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<Nullable>enable</Nullable>
<ImplicitUsings>enable</ImplicitUsings>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.AspNetCore.Components.WebAssembly" Version="6.0.3" />
<PackageReference Include="Microsoft.AspNetCore.Components.WebAssembly.DevServer" Version="6.0.3" PrivateAssets="all" />
</ItemGroup>
</Project>

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@page "/"
<PageTitle>Connect Four</PageTitle>
<Board></Board>

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using Microsoft.AspNetCore.Components.Web;
using Microsoft.AspNetCore.Components.WebAssembly.Hosting;
using ConnectFour;
var builder = WebAssemblyHostBuilder.CreateDefault(args);
builder.RootComponents.Add<App>("#app");
builder.RootComponents.Add<HeadOutlet>("head::after");
builder.Services.AddScoped(sp => new HttpClient { BaseAddress = new Uri(builder.HostEnvironment.BaseAddress) });
builder.Services.AddSingleton<ConnectFour.Shared.GameState>();
await builder.Build().RunAsync();

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{
"iisSettings": {
"windowsAuthentication": false,
"anonymousAuthentication": true,
"iisExpress": {
"applicationUrl": "http://localhost:16315",
"sslPort": 44390
}
},
"profiles": {
"ConnectFour": {
"commandName": "Project",
"dotnetRunMessages": true,
"launchBrowser": true,
"inspectUri": "{wsProtocol}://{url.hostname}:{url.port}/_framework/debug/ws-proxy?browser={browserInspectUri}",
"applicationUrl": "https://localhost:7000;http://localhost:5007",
"environmentVariables": {
"ASPNETCORE_ENVIRONMENT": "Development"
}
},
"IIS Express": {
"commandName": "IISExpress",
"launchBrowser": true,
"inspectUri": "{wsProtocol}://{url.hostname}:{url.port}/_framework/debug/ws-proxy?browser={browserInspectUri}",
"environmentVariables": {
"ASPNETCORE_ENVIRONMENT": "Development"
}
}
}
}

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@inject GameState State
@using System.Drawing
<HeadContent>
<style>
:root {
--board-bg: @ColorTranslator.ToHtml(BoardColor);
--player1: @ColorTranslator.ToHtml(Player1Color);
--player2: @ColorTranslator.ToHtml(Player2Color);
}
</style>
</HeadContent>
<nav>
<span title="Click to play a piece" @onclick="() => PlayPiece(1)">🔽</span>
<span title="Click to play a piece" @onclick="() => PlayPiece(2)">🔽</span>
<span title="Click to play a piece" @onclick="() => PlayPiece(3)">🔽</span>
<span title="Click to play a piece" @onclick="() => PlayPiece(4)">🔽</span>
<span title="Click to play a piece" @onclick="() => PlayPiece(5)">🔽</span>
<span title="Click to play a piece" @onclick="() => PlayPiece(6)">🔽</span>
<span title="Click to play a piece" @onclick="() => PlayPiece(7)">🔽</span>
</nav>
<article>
@WinnerMessage <button style="@ResetStyle" @onclick="ResetGame">Reset the game</button>
<br />
<span class="alert-danger">@ErrorMessage</span>
<span class="alert-info">@CurrentTurn</span>
</article>
<div>
<div class="board">
@for (var i = 0; i < 42; i++)
{
<span class="container"><span></span></span>
}
</div>
@for (var i = 0; i < 42; i++)
{
<span class="@Pieces[i]"></span>
}
</div>
@code {
private string[] Pieces = new string[42];
private string WinnerMessage = string.Empty;
private string ErrorMessage = string.Empty;
private string CurrentTurn => (WinnerMessage == string.Empty) ? $"Player {State.PlayerTurn}'s Turn" : "";
private string ResetStyle => (WinnerMessage == string.Empty) ? "display: none;" : "";
[Parameter()]
public Color BoardColor { get; set; }
= ColorTranslator.FromHtml("yellow");
[Parameter()]
public Color Player1Color { get; set; }
= ColorTranslator.FromHtml("red");
[Parameter()]
public Color Player2Color { get; set; }
= ColorTranslator.FromHtml("blue");
protected override void OnInitialized()
{
State.ResetBoard();
}
private void PlayPiece(byte col)
{
ErrorMessage = string.Empty;
try
{
var landingRow = State.PlayPiece(col);
var cssClass = $"player{State.PlayerTurn} col{col} drop{landingRow}";
Pieces[State.CurrentTurn - 1] = cssClass;
}
catch (ArgumentException ex)
{
ErrorMessage = ex.Message;
}
WinnerMessage = State.CheckForWin() switch
{
GameState.WinState.Player1_Wins => "Player 1 Wins!",
GameState.WinState.Player2_Wins => "Player 2 Wins!",
GameState.WinState.Tie => "It's a tie!",
_ => ""
};
if (WinnerMessage != string.Empty) {
ResetStyle = string.Empty;
}
}
void ResetGame()
{
State.ResetBoard();
ResetStyle = "display: none;";
WinnerMessage = string.Empty;
ErrorMessage = string.Empty;
Pieces = new string[42];
}
}

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@ -0,0 +1,270 @@
div {
position: relative;
}
nav {
top: 4em;
width: 30em;
display: inline-flex;
flex-direction: row;
margin-left: 10px;
}
nav span {
width: 4em;
text-align: center;
cursor: pointer;
font-size: 1em;
}
div.board {
margin-top: 1em;
flex-wrap: wrap;
width: 30em;
height: 24em;
overflow: hidden;
display: inline-flex;
flex-direction: row;
flex-wrap: wrap;
z-index: -5;
row-gap: 0;
pointer-events: none;
border-left: 10px solid var(--board-bg);
}
span.container {
width: 4em;
height: 4em;
margin: 0;
padding: 4px;
overflow: hidden;
background-color: transparent;
position: relative;
z-index: -2;
pointer-events: none;
}
.container span {
width: 3.5em;
height: 3.5em;
border-radius: 50%;
box-shadow: 0 0 0 3em var(--board-bg);
left: 0px;
position: absolute;
display: block;
z-index: 5;
pointer-events: none;
}
.player1, .player2 {
width: 3.5em;
height: 3.5em;
border-radius: 50%;
left: 0px;
top: 0px;
position: absolute;
display: block;
z-index: -8;
}
.player1 {
background-color: var(--player1);
animation-timing-function: cubic-bezier(.5, 0.05, 1, .5);
animation-iteration-count: 1;
animation-fill-mode: forwards;
box-shadow: 0 0 0 4px var(--player1);
}
.player2 {
background-color: var(--player2);
animation-timing-function: cubic-bezier(.5, 0.05, 1, .5);
animation-iteration-count: 1;
animation-fill-mode: forwards;
box-shadow: 0 0 0 4px var(--player2);
}
.col1 {
left: calc(0em + 9px);
}
.col2 {
left: calc(4em + 9px);
}
.col3 {
left: calc(8em + 9px);
}
.col4 {
left: calc(12em + 9px);
}
.col5 {
left: calc(16em + 9px);
}
.col6 {
left: calc(20em + 9px);
}
.col7 {
left: calc(24em + 9px);
}
.drop1 {
animation-duration: 1s;
animation-name: drop1;
}
.drop2 {
animation-duration: 1.5s;
animation-name: drop2;
}
.drop3 {
animation-duration: 1.6s;
animation-name: drop3;
}
.drop4 {
animation-duration: 1.7s;
animation-name: drop4;
}
.drop5 {
animation-duration: 1.8s;
animation-name: drop5;
}
.drop6 {
animation-duration: 1.9s;
animation-name: drop6;
}
@keyframes drop1 {
75%, 90%, 97%, 100% {
transform: translateY(1.27em);
}
80% {
transform: translateY(0.4em);
}
/*-15% */
95% {
transform: translateY(0.8em);
}
/* -7% */
99% {
transform: translateY(1.0em);
}
/* -3% */
}
@keyframes drop2 {
75%, 90%, 97%, 100% {
transform: translateY(5.27em);
}
80% {
transform: translateY(3.8em);
}
/*-15% */
95% {
transform: translateY(4.6em);
}
/* -7% */
99% {
transform: translateY(4.9em);
}
/* -3% */
}
@keyframes drop3 {
75%, 90%, 97%, 100% {
transform: translateY(9.27em);
}
80% {
transform: translateY(7.2em);
}
/*-15% */
95% {
transform: translateY(8.3em);
}
/* -7% */
99% {
transform: translateY(8.8em);
}
/* -3% */
}
@keyframes drop4 {
75%, 90%, 97%, 100% {
transform: translateY(13.27em);
}
80% {
transform: translateY(10.6em);
}
/*-15% */
95% {
transform: translateY(12em);
}
/* -7% */
99% {
transform: translateY(12.7em);
}
/* -3% */
}
@keyframes drop5 {
75%, 90%, 97%, 100% {
transform: translateY(17.27em);
}
80% {
transform: translateY(14em);
}
/*-15% */
95% {
transform: translateY(15.7em);
}
/* -7% */
99% {
transform: translateY(16.5em);
}
/* -3% */
}
@keyframes drop6 {
75%, 90%, 97%, 100% {
transform: translateY(21.27em);
}
80% {
transform: translateY(17.4em);
}
95% {
transform: translateY(19.4em);
}
99% {
transform: translateY(20.4em);
}
}

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namespace ConnectFour.Shared;
public class GameState
{
static GameState()
{
CalculateWinningPlaces();
}
/// <summary>
/// Indicate whether a player has won, the game is a tie, or game in ongoing
/// </summary>
public enum WinState
{
No_Winner = 0,
Player1_Wins = 1,
Player2_Wins = 2,
Tie = 3
}
/// <summary>
/// The player whose turn it is. By default, player 1 starts first
/// </summary>
public int PlayerTurn => TheBoard.Count(x => x != 0) % 2 + 1;
/// <summary>
/// Number of turns completed and pieces played so far in the game
/// </summary>
public int CurrentTurn { get { return TheBoard.Count(x => x != 0); } }
public static readonly List<int[]> WinningPlaces = new();
public static void CalculateWinningPlaces()
{
// Horizontal rows
for (byte row=0;row<6;row++){
byte rowCol1 = (byte)(row * 7);
byte rowColEnd = (byte)((row + 1) * 7 - 1);
byte checkCol = rowCol1;
while (checkCol <= rowColEnd-3)
{
WinningPlaces.Add(new int[] {
checkCol,
(byte)(checkCol + 1),
(byte)(checkCol + 2),
(byte)(checkCol + 3)
});
checkCol++;
}
}
// Vertical Columns
for (byte col = 0; col < 7; col++)
{
byte colRow1 = col;
byte colRowEnd = (byte)(35+col);
byte checkRow = colRow1;
while (checkRow <= 14+col)
{
WinningPlaces.Add(new int[] {
checkRow,
(byte)(checkRow + 7),
(byte)(checkRow + 14),
(byte)(checkRow + 21)
});
checkRow+=7;
}
}
// forward slash diagonal "/"
for (byte col = 0; col < 4; col++)
{
// starting column must be 0-3
byte colRow1 = (byte)(21 + col);
byte colRowEnd = (byte)(35 + col);
byte checkPos = colRow1;
while (checkPos <= colRowEnd)
{
WinningPlaces.Add(new int[] {
checkPos,
(byte)(checkPos - 6),
(byte)(checkPos - 12),
(byte)(checkPos - 18)
});
checkPos += 7;
}
}
// back slash diaganol "\"
for (byte col = 0; col < 4; col++)
{
// starting column must be 0-3
byte colRow1 = (byte)(0 + col);
byte colRowEnd = (byte)(14 + col);
byte checkPos = colRow1;
while (checkPos <= colRowEnd)
{
WinningPlaces.Add(new int[] {
checkPos,
(byte)(checkPos + 8),
(byte)(checkPos + 16),
(byte)(checkPos + 24)
});
checkPos += 7;
}
}
}
/// <summary>
/// Check the state of the board for a winning scenario
/// </summary>
/// <returns>0 - no winner, 1 - player 1 wins, 2 - player 2 wins, 3 - draw</returns>
public WinState CheckForWin()
{
// Exit immediately if less than 7 pieces are played
if (TheBoard.Count(x => x != 0) < 7) return WinState.No_Winner;
foreach (var scenario in WinningPlaces)
{
if (TheBoard[scenario[0]] == 0) continue;
if (TheBoard[scenario[0]] ==
TheBoard[scenario[1]] &&
TheBoard[scenario[1]] ==
TheBoard[scenario[2]] &&
TheBoard[scenario[2]] ==
TheBoard[scenario[3]]) return (WinState)TheBoard[scenario[0]];
}
if (TheBoard.Count(x => x != 0) == 42) return WinState.Tie;
return WinState.No_Winner;
}
/// <summary>
/// Takes the current turn and places a piece in the 0-indexed column requested
/// </summary>
/// <param name="column">0-indexed column to place the piece into</param>
/// <returns>The final array index where the piece resides</returns>
public byte PlayPiece(int column)
{
// Check for a current win
if (CheckForWin() != 0) throw new ArgumentException("Game is over");
// Check the column
if (TheBoard[column] != 0) throw new ArgumentException("Column is full");
// Drop the piece in
var landingSpot = column;
for (var i=column;i<42;i+=7)
{
if (TheBoard[landingSpot + 7] != 0) break;
landingSpot = i;
}
TheBoard[landingSpot] = PlayerTurn;
return ConvertLandingSpotToRow(landingSpot);
}
public List<int> TheBoard { get; private set; } = new List<int>(new int[42]);
public void ResetBoard() {
TheBoard = new List<int>(new int[42]);
}
private byte ConvertLandingSpotToRow(int landingSpot)
{
return (byte)(Math.Floor(landingSpot / (decimal)7) + 1);
}
}

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@inherits LayoutComponentBase
<div class="page">
<div class="sidebar">
<NavMenu />
</div>
<main>
<div class="top-row px-4">
<a href="https://docs.microsoft.com/aspnet/" target="_blank">About</a>
</div>
<article class="content px-4">
@Body
</article>
</main>
</div>

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.page {
position: relative;
display: flex;
flex-direction: column;
}
main {
flex: 1;
}
.sidebar {
background-image: linear-gradient(180deg, rgb(5, 39, 103) 0%, #3a0647 70%);
}
.top-row {
background-color: #f7f7f7;
border-bottom: 1px solid #d6d5d5;
justify-content: flex-end;
height: 3.5rem;
display: flex;
align-items: center;
}
.top-row ::deep a, .top-row ::deep .btn-link {
white-space: nowrap;
margin-left: 1.5rem;
text-decoration: none;
}
.top-row ::deep a:hover, .top-row ::deep .btn-link:hover {
text-decoration: underline;
}
.top-row ::deep a:first-child {
overflow: hidden;
text-overflow: ellipsis;
}
@media (max-width: 640.98px) {
.top-row:not(.auth) {
display: none;
}
.top-row.auth {
justify-content: space-between;
}
.top-row ::deep a, .top-row ::deep .btn-link {
margin-left: 0;
}
}
@media (min-width: 641px) {
.page {
flex-direction: row;
}
.sidebar {
width: 250px;
height: 100vh;
position: sticky;
top: 0;
}
.top-row {
position: sticky;
top: 0;
z-index: 1;
}
.top-row.auth ::deep a:first-child {
flex: 1;
text-align: right;
width: 0;
}
.top-row, article {
padding-left: 2rem !important;
padding-right: 1.5rem !important;
}
}

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@ -0,0 +1,29 @@
<div class="top-row ps-3 navbar navbar-dark">
<div class="container-fluid">
<a class="navbar-brand" href="">ConnectFour</a>
<button title="Navigation menu" class="navbar-toggler" @onclick="ToggleNavMenu">
<span class="navbar-toggler-icon"></span>
</button>
</div>
</div>
<div class="@NavMenuCssClass" @onclick="ToggleNavMenu">
<nav class="flex-column">
<div class="nav-item px-3">
<NavLink class="nav-link" href="" Match="NavLinkMatch.All">
<span class="oi oi-home" aria-hidden="true"></span> Home
</NavLink>
</div>
</nav>
</div>
@code {
private bool collapseNavMenu = true;
private string? NavMenuCssClass => collapseNavMenu ? "collapse" : null;
private void ToggleNavMenu()
{
collapseNavMenu = !collapseNavMenu;
}
}

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@ -0,0 +1,62 @@
.navbar-toggler {
background-color: rgba(255, 255, 255, 0.1);
}
.top-row {
height: 3.5rem;
background-color: rgba(0,0,0,0.4);
}
.navbar-brand {
font-size: 1.1rem;
}
.oi {
width: 2rem;
font-size: 1.1rem;
vertical-align: text-top;
top: -2px;
}
.nav-item {
font-size: 0.9rem;
padding-bottom: 0.5rem;
}
.nav-item:first-of-type {
padding-top: 1rem;
}
.nav-item:last-of-type {
padding-bottom: 1rem;
}
.nav-item ::deep a {
color: #d7d7d7;
border-radius: 4px;
height: 3rem;
display: flex;
align-items: center;
line-height: 3rem;
}
.nav-item ::deep a.active {
background-color: rgba(255,255,255,0.25);
color: white;
}
.nav-item ::deep a:hover {
background-color: rgba(255,255,255,0.1);
color: white;
}
@media (min-width: 641px) {
.navbar-toggler {
display: none;
}
.collapse {
/* Never collapse the sidebar for wide screens */
display: block;
}
}

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@ -0,0 +1,10 @@
@using System.Net.Http
@using System.Net.Http.Json
@using Microsoft.AspNetCore.Components.Forms
@using Microsoft.AspNetCore.Components.Routing
@using Microsoft.AspNetCore.Components.Web
@using Microsoft.AspNetCore.Components.Web.Virtualization
@using Microsoft.AspNetCore.Components.WebAssembly.Http
@using Microsoft.JSInterop
@using ConnectFour
@using ConnectFour.Shared

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@import url('open-iconic/font/css/open-iconic-bootstrap.min.css');
html, body {
font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;
}
h1:focus {
outline: none;
}
a, .btn-link {
color: #0071c1;
}
.btn-primary {
color: #fff;
background-color: #1b6ec2;
border-color: #1861ac;
}
.content {
padding-top: 1.1rem;
}
.valid.modified:not([type=checkbox]) {
outline: 1px solid #26b050;
}
.invalid {
outline: 1px solid red;
}
.validation-message {
color: red;
}
#blazor-error-ui {
background: lightyellow;
bottom: 0;
box-shadow: 0 -1px 2px rgba(0, 0, 0, 0.2);
display: none;
left: 0;
padding: 0.6rem 1.25rem 0.7rem 1.25rem;
position: fixed;
width: 100%;
z-index: 1000;
}
#blazor-error-ui .dismiss {
cursor: pointer;
position: absolute;
right: 0.75rem;
top: 0.5rem;
}
.blazor-error-boundary {
background: url(data:image/svg+xml;base64,PHN2ZyB3aWR0aD0iNTYiIGhlaWdodD0iNDkiIHhtbG5zPSJodHRwOi8vd3d3LnczLm9yZy8yMDAwL3N2ZyIgeG1sbnM6eGxpbms9Imh0dHA6Ly93d3cudzMub3JnLzE5OTkveGxpbmsiIG92ZXJmbG93PSJoaWRkZW4iPjxkZWZzPjxjbGlwUGF0aCBpZD0iY2xpcDAiPjxyZWN0IHg9IjIzNSIgeT0iNTEiIHdpZHRoPSI1NiIgaGVpZ2h0PSI0OSIvPjwvY2xpcFBhdGg+PC9kZWZzPjxnIGNsaXAtcGF0aD0idXJsKCNjbGlwMCkiIHRyYW5zZm9ybT0idHJhbnNsYXRlKC0yMzUgLTUxKSI+PHBhdGggZD0iTTI2My41MDYgNTFDMjY0LjcxNyA1MSAyNjUuODEzIDUxLjQ4MzcgMjY2LjYwNiA1Mi4yNjU4TDI2Ny4wNTIgNTIuNzk4NyAyNjcuNTM5IDUzLjYyODMgMjkwLjE4NSA5Mi4xODMxIDI5MC41NDUgOTIuNzk1IDI5MC42NTYgOTIuOTk2QzI5MC44NzcgOTMuNTEzIDI5MSA5NC4wODE1IDI5MSA5NC42NzgyIDI5MSA5Ny4wNjUxIDI4OS4wMzggOTkgMjg2LjYxNyA5OUwyNDAuMzgzIDk5QzIzNy45NjMgOTkgMjM2IDk3LjA2NTEgMjM2IDk0LjY3ODIgMjM2IDk0LjM3OTkgMjM2LjAzMSA5NC4wODg2IDIzNi4wODkgOTMuODA3MkwyMzYuMzM4IDkzLjAxNjIgMjM2Ljg1OCA5Mi4xMzE0IDI1OS40NzMgNTMuNjI5NCAyNTkuOTYxIDUyLjc5ODUgMjYwLjQwNyA1Mi4yNjU4QzI2MS4yIDUxLjQ4MzcgMjYyLjI5NiA1MSAyNjMuNTA2IDUxWk0yNjMuNTg2IDY2LjAxODNDMjYwLjczNyA2Ni4wMTgzIDI1OS4zMTMgNjcuMTI0NSAyNTkuMzEzIDY5LjMzNyAyNTkuMzEzIDY5LjYxMDIgMjU5LjMzMiA2OS44NjA4IDI1OS4zNzEgNzAuMDg4N0wyNjEuNzk1IDg0LjAxNjEgMjY1LjM4IDg0LjAxNjEgMjY3LjgyMSA2OS43NDc1QzI2Ny44NiA2OS43MzA5IDI2Ny44NzkgNjkuNTg3NyAyNjcuODc5IDY5LjMxNzkgMjY3Ljg3OSA2Ny4xMTgyIDI2Ni40NDggNjYuMDE4MyAyNjMuNTg2IDY2LjAxODNaTTI2My41NzYgODYuMDU0N0MyNjEuMDQ5IDg2LjA1NDcgMjU5Ljc4NiA4Ny4zMDA1IDI1OS43ODYgODkuNzkyMSAyNTkuNzg2IDkyLjI4MzcgMjYxLjA0OSA5My41Mjk1IDI2My41NzYgOTMuNTI5NSAyNjYuMTE2IDkzLjUyOTUgMjY3LjM4NyA5Mi4yODM3IDI2Ny4zODcgODkuNzkyMSAyNjcuMzg3IDg3LjMwMDUgMjY2LjExNiA4Ni4wNTQ3IDI2My41NzYgODYuMDU0N1oiIGZpbGw9IiNGRkU1MDAiIGZpbGwtcnVsZT0iZXZlbm9kZCIvPjwvZz48L3N2Zz4=) no-repeat 1rem/1.8rem, #b32121;
padding: 1rem 1rem 1rem 3.7rem;
color: white;
}
.blazor-error-boundary::after {
content: "An error has occurred."
}

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SIL OPEN FONT LICENSE Version 1.1
Copyright (c) 2014 Waybury
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

View file

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The MIT License (MIT)
Copyright (c) 2014 Waybury
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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@ -0,0 +1,114 @@
[Open Iconic v1.1.1](http://useiconic.com/open)
===========
### Open Iconic is the open source sibling of [Iconic](http://useiconic.com). It is a hyper-legible collection of 223 icons with a tiny footprint&mdash;ready to use with Bootstrap and Foundation. [View the collection](http://useiconic.com/open#icons)
## What's in Open Iconic?
* 223 icons designed to be legible down to 8 pixels
* Super-light SVG files - 61.8 for the entire set
* SVG sprite&mdash;the modern replacement for icon fonts
* Webfont (EOT, OTF, SVG, TTF, WOFF), PNG and WebP formats
* Webfont stylesheets (including versions for Bootstrap and Foundation) in CSS, LESS, SCSS and Stylus formats
* PNG and WebP raster images in 8px, 16px, 24px, 32px, 48px and 64px.
## Getting Started
#### For code samples and everything else you need to get started with Open Iconic, check out our [Icons](http://useiconic.com/open#icons) and [Reference](http://useiconic.com/open#reference) sections.
### General Usage
#### Using Open Iconic's SVGs
We like SVGs and we think they're the way to display icons on the web. Since Open Iconic are just basic SVGs, we suggest you display them like you would any other image (don't forget the `alt` attribute).
```
<img src="/open-iconic/svg/icon-name.svg" alt="icon name">
```
#### Using Open Iconic's SVG Sprite
Open Iconic also comes in a SVG sprite which allows you to display all the icons in the set with a single request. It's like an icon font, without being a hack.
Adding an icon from an SVG sprite is a little different than what you're used to, but it's still a piece of cake. *Tip: To make your icons easily style able, we suggest adding a general class to the* `<svg>` *tag and a unique class name for each different icon in the* `<use>` *tag.*
```
<svg class="icon">
<use xlink:href="open-iconic.svg#account-login" class="icon-account-login"></use>
</svg>
```
Sizing icons only needs basic CSS. All the icons are in a square format, so just set the `<svg>` tag with equal width and height dimensions.
```
.icon {
width: 16px;
height: 16px;
}
```
Coloring icons is even easier. All you need to do is set the `fill` rule on the `<use>` tag.
```
.icon-account-login {
fill: #f00;
}
```
To learn more about SVG Sprites, read [Chris Coyier's guide](http://css-tricks.com/svg-sprites-use-better-icon-fonts/).
#### Using Open Iconic's Icon Font...
##### …with Bootstrap
You can find our Bootstrap stylesheets in `font/css/open-iconic-bootstrap.{css, less, scss, styl}`
```
<link href="/open-iconic/font/css/open-iconic-bootstrap.css" rel="stylesheet">
```
```
<span class="oi oi-icon-name" title="icon name" aria-hidden="true"></span>
```
##### …with Foundation
You can find our Foundation stylesheets in `font/css/open-iconic-foundation.{css, less, scss, styl}`
```
<link href="/open-iconic/font/css/open-iconic-foundation.css" rel="stylesheet">
```
```
<span class="fi-icon-name" title="icon name" aria-hidden="true"></span>
```
##### …on its own
You can find our default stylesheets in `font/css/open-iconic.{css, less, scss, styl}`
```
<link href="/open-iconic/font/css/open-iconic.css" rel="stylesheet">
```
```
<span class="oi" data-glyph="icon-name" title="icon name" aria-hidden="true"></span>
```
## License
### Icons
All code (including SVG markup) is under the [MIT License](http://opensource.org/licenses/MIT).
### Fonts
All fonts are under the [SIL Licensed](http://scripts.sil.org/cms/scripts/page.php?item_id=OFL_web).

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<?xml version="1.0" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd" >
<!--
2014-7-1: Created.
-->
<svg xmlns="http://www.w3.org/2000/svg">
<metadata>
Created by FontForge 20120731 at Tue Jul 1 20:39:22 2014
By P.J. Onori
Created by P.J. Onori with FontForge 2.0 (http://fontforge.sf.net)
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" />
<title>ConnectFour</title>
<base href="/" />
<link href="css/bootstrap/bootstrap.min.css" rel="stylesheet" />
<link href="css/app.css" rel="stylesheet" />
<link href="ConnectFour.styles.css" rel="stylesheet" />
</head>
<body>
<div id="app">Loading...</div>
<div id="blazor-error-ui">
An unhandled error has occurred.
<a href="" class="reload">Reload</a>
<a class="dismiss">🗙</a>
</div>
<script src="_framework/blazor.webassembly.js"></script>
</body>
</html>

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# Introducing Blazor Web Applications
Today we're going to learn how to build a Blazor application by recreating the classic four-in-a-row game, Connect Four.
## What is Blazor
Blazor is a framework for building web pages with HTML, CSS, and C#. We can define the layout and design of the website using standard HTML and CSS. The interactive components of the web pages can then be managed with C# code that runs on a server or in the browser using a web standard technology called Web Assembly. The formatting of HTML and CSS will build on what we learned in our previous sessions, using the Razor template language.
Blazor allows us to define our web pages using Razor and include other Razor files as components inside those pages. This means we can build and re-use parts of our application easily.
## What is Web Assembly?
Web Assembly is a standard technology available in every modern browser that allows code to run, similar to JavaScript, in a browser. We can use tools to prepare our C# code for use in the browser as a web assembly application, and these tools are bundled into the .NET command-line application.
## Structure of this repository
We're including all of the layout and game logic in this repository as well as a completed sample Blazor Connect Four application to compare your progress with. We'll walk through the initial construction of the application using the .NET command-line, and you can find an instance of that code with the CSS and game logic in the [0-start](0-start) folder of this repository. The completed state of the game can be found in the [1-complete](1-complete) folder.
## What we're building
This repository will walk you through Blazor and introduce the following concepts:
- Blazor component fundamentals
- How to get started with the Blazor Web Assembly project template
- How to construct and use a layout for a Blazor component
- How to react to user interactions
We'll accomllish this by writing a classic four-in-a-row "Connect Four" game that runs in your browser using Web Assembly. In this game, 2 players alternate taking turns placing a gamepiece (typically a checker) in the top of the board. Game pieces fall to the lowest row of a column and the player that places 4 game pieces to make a line horizontally, vertically, or diagonally wins.
## Create a new Blazor project
First, let's scaffold a new project for our game. With .NET 6 installed, we can start building our application at the command-line.
1. Create a new blazor application in Visual Studio 2022 by choosing the "File - New... - Project" menu.
1. Choose a "Blazor WebAssembly App" from the list of templates and name it "ConnectFour". Click next
1. Choose the .NET 6 framework, Authentication type should be set to "None" and uncheck the "ASP.NET Core hosted" checkbox.
This should create a _ConnectFour_ directory containing our application.
2. Run the app by pressing **F5** in Visual Studio 2022. This builds the app and hosts it on a random port between 5000 and 5300. HTTPS has a port selected for it in the range of 7000 to 7300.
Your Output Window should report content similar to the following:
```output
Building...
info: Microsoft.Hosting.Lifetime[14]
Now listening on: https://localhost:7296
info: Microsoft.Hosting.Lifetime[14]
Now listening on: http://localhost:5136
info: Microsoft.Hosting.Lifetime[0]
Application started. Press Ctrl+C to shut down.
info: Microsoft.Hosting.Lifetime[0]
Hosting environment: Development
info: Microsoft.Hosting.Lifetime[0]
Content root path: C:\dev\ConnectFour
```
1. Let's navigate to the address our web server announced it's serving the application at. You might be able to Ctrl+Click on the address in your terminal, or just copy the address into your browser. In the above sample, we would navigate to `http://localhost:5136`. You should be presented with the following welcome screen in your browser:
![Screenshot from the new Blazor Template](img/1-NewTemplate.png)
Congratulations! You've created your first Blazor application using the Blazor Web Assembly template.
## Create a Board component
Next, let's create a board component to be used by players in our game. The component is defined using Razor syntax, which is a mix of HTML and C#.
1. Right-click on the **Shared** folder in the Solution Explorer of Visual Studio. Choose "Add - Razor Component" from the context menu and name the file `Board.razor`. By placing this file in the **Share** folder, the component can be referenced and used throughout the application and will contain everything needed for the layout and managing interactions with it.
The initial contents of this new component are a simple H3 and a block indicating where C# code should be written:
```csharp
<h3>Board</h3>
@code {
}
```
1. Prepare our Index page by opening the `Pages/Index.razor` file. Clear out everything after the 3rd line with the PageTitle tags.
```csharp
@page "/"
<PageTitle>Index</PageTitle>
```
1. We can add our `Board` component to the `Index` page by just adding a tag with the filename of our component to the `Index` page.
```csharp
@page "/"
<PageTitle>Index</PageTitle>
<Board></Board>
```
The `Index.razor` file is a **Page** that can be navigated to and contains HTML, C#, and references to other Blazor components. We can identify this file as a page due to the presence of the `@page "/"` directive on the first line. This instructs Blazor to respond with the contents of this file when the default page at the "/" address is requested.
Let's run our application with **F5** and in the hot-reload toolbar button activate the "Hot reload on file save" option. The hot-reload feature will patch and rebuild our application, and then refresh our browser as we add new features to the application. Hot reload allows you to observe the evolution of the game from a simple page to a full Connect Four board with interactive pieces.
![The initial Board component displayed on the Index page](img/2-Board-Step1.png)
Congratulations! You've just built your first component and used it on a Blazor page.
## Adding layout and style to our board
Blazor components contain all of the HTML and markup needed to be rendered in a web browser. Let's start defining a game board with the 7 columns and 6 rows. We'll then add a little style to bring our board to life.
1. In the `Board.razor` file let's remove the HTML at the top and add the following content to define a board with 42 places to move.
We can mix some C# code with a for loop to generate the 42 board positions. Just like razor pages and MVC views, we can indicate the start of our C# code with an `@` symbol. Razor will continue interpreting C# code after the `@` until it identifies a tag that it will then render normally. In this case, the **span** tag will be picked up and repeated with its contents 42 times.
```csharp
<div>
<div class="board">
@for (var i = 0; i < 42; i++)
{
<span class="container">
<span></span>
</span>
}
</div>
</div>
```
It may seem strange to allocate 42 `span` elements inside of a `div`. When we save the board component, our application refreshes and it appears as an empty page.
You may be prompted by Visual Studio to restart your app as files change. Confirm that the application should be rebuilt on code edits, and our application will automatically restart and refresh the browser for us as we add features.
2. Let's add some style to this component. Blazor components can define content to be added to the HTML head of the page using a special **HeadContent** tag. Let's define some colors for the frame of the board and the players just above the first **div** tag of our `Board.razor` file:
```csharp
<HeadContent>
<style>
:root {
--board-bg: yellow; /** the color of the board **/
--player1: blue; /** Player 1's piece color **/
--player2: red; /** Player 2's piece color **/
}
</style>
</HeadContent>
<div>
...
```
These CSS variables will be picked up and used in the rest of our stylesheet for this component.
3. Next, we'll add a completed stylesheet for the game from the `0-start` folder in this repository. Right-click in the Solution Explorer on the **Shared** folder and create a new CSS file called `Board.razor.css`. Copy the following content into the new `Board.razor.css` file:
```css
div{position:relative}nav{top:4em;width:30em;display:inline-flex;flex-direction:row;margin-left:10px}nav span{width:4em;text-align:center;cursor:pointer;font-size:1em}div.board{margin-top:1em;flex-wrap:wrap;width:30em;height:24em;overflow:hidden;display:inline-flex;flex-direction:row;flex-wrap:wrap;z-index:-5;row-gap:0;pointer-events:none;border-left:10px solid var(--board-bg)}span.container{width:4em;height:4em;margin:0;padding:4px;overflow:hidden;background-color:transparent;position:relative;z-index:-2;pointer-events:none}.container span{width:3.5em;height:3.5em;border-radius:50%;box-shadow:0 0 0 3em var(--board-bg);left:0;position:absolute;display:block;z-index:5;pointer-events:none}.player1,.player2{width:3.5em;height:3.5em;border-radius:50%;left:0;top:0;position:absolute;display:block;z-index:-8}.player1{background-color:var(--player1);animation-timing-function:cubic-bezier(.5,.05,1,.5);animation-iteration-count:1;animation-fill-mode:forwards;box-shadow:0 0 0 4px var(--player1)}.player2{background-color:var(--player2);animation-timing-function:cubic-bezier(.5,.05,1,.5);animation-iteration-count:1;animation-fill-mode:forwards;box-shadow:0 0 0 4px var(--player2)}.col1{left:calc(0em + 9px)}.col2{left:calc(4em + 9px)}.col3{left:calc(8em + 9px)}.col4{left:calc(12em + 9px)}.col5{left:calc(16em + 9px)}.col6{left:calc(20em + 9px)}.col7{left:calc(24em + 9px)}.drop1{animation-duration:1s;animation-name:drop1}.drop2{animation-duration:1.5s;animation-name:drop2}.drop3{animation-duration:1.6s;animation-name:drop3}.drop4{animation-duration:1.7s;animation-name:drop4}.drop5{animation-duration:1.8s;animation-name:drop5}.drop6{animation-duration:1.9s;animation-name:drop6}@keyframes drop1{100%,75%,90%,97%{transform:translateY(1.27em)}80%{transform:translateY(.4em)}95%{transform:translateY(.8em)}99%{transform:translateY(1em)}}@keyframes drop2{100%,75%,90%,97%{transform:translateY(5.27em)}80%{transform:translateY(3.8em)}95%{transform:translateY(4.6em)}99%{transform:translateY(4.9em)}}@keyframes drop3{100%,75%,90%,97%{transform:translateY(9.27em)}80%{transform:translateY(7.2em)}95%{transform:translateY(8.3em)}99%{transform:translateY(8.8em)}}@keyframes drop4{100%,75%,90%,97%{transform:translateY(13.27em)}80%{transform:translateY(10.6em)}95%{transform:translateY(12em)}99%{transform:translateY(12.7em)}}@keyframes drop5{100%,75%,90%,97%{transform:translateY(17.27em)}80%{transform:translateY(14em)}95%{transform:translateY(15.7em)}99%{transform:translateY(16.5em)}}@keyframes drop6{100%,75%,90%,97%{transform:translateY(21.27em)}80%{transform:translateY(17.4em)}95%{transform:translateY(19.4em)}99%{transform:translateY(20.4em)}}
```
For convenience, you can also find this content in the [0-start/Shared/Board.razor.css](0-start/Shared/Board.razor.css) file in this repository.
Blazor components and pages have a feature called CSS isolation that allows you to create style rules that will only be applied to the contents of that component or page. By creating a file with the same name as our component and adding the `.css` filename extension, Blazor will recognize this as the styles that should **ONLY** be applied to HTML content in the `Board.razor` template.
Here is some of the CSS used to format the board and 'punch holes' for each of the spaces. There is much more content than this in the CSS file, and we'll use that for the game pieces and their animations on screen.
```css
div.board {
margin-top: 1em;
flex-wrap: wrap;
width: 30em;
height: 24em;
overflow: hidden;
display: inline-flex;
flex-direction: row;
flex-wrap: wrap;
z-index: -5;
row-gap: 0;
pointer-events: none;
border-left: 10px solid var(--board-bg);
}
span.container {
width: 4em;
height: 4em;
margin: 0;
padding: 4px;
overflow: hidden;
background-color: transparent;
position: relative;
z-index: -2;
pointer-events: none;
}
.container span {
width: 3.5em;
height: 3.5em;
border-radius: 50%;
box-shadow: 0 0 0 3em var(--board-bg);
left: 0px;
position: absolute;
display: block;
z-index: 5;
pointer-events: none;
}
```
Your browser should be refreshed for you (if not you can manually refresh the browser with F5), and you should be greeted with a proper yellow Connect Four board:
![The first appearance of a yellow Connect Four board on screen](img/2-Board-Step2.png)
## Introducing Game Logic and Controls
The game logic for Connect Four is not too difficult to program. We need some code that will manage the state of the game and identify 4 consecutive game pieces played next to each other and announce the winner. To help keep this tutorial on-topic with teaching about Blazor, we are providing a class called `GameState.cs` that contains the logic for managing the game.
1. Copy the [GameState.cs file](1-complete/ConnectFour/Shared/GameState.cs) into your project in the `Shared` folder.
1. We need to make an instance of the `GameState` available to any component that requests it, and only 1 instance of `GameState` should be available in our application at a time. We will address this need by registering our GameState as a Singleton in the application. Open the `Program.cs` file at the root of the project and let's add this statement after the `builder.AddServices...` statement:
```csharp
builder.Services.AddSingleton<ConnectFour.Shared.GameState>();
```
We can now **inject** an instance of our `GameState` into our `Board` component to work with.
1. At the top of the `Board.razor` file, add the following directive to inject the current state of the game into the component:
```csharp
@inject ConnectFour.Shared.GameState State
```
We can now start connecting our Board component to the state of the game.
1. Let's begin by resetting the state of the game when the **Board** component is first painted on screen. The event that handles this initialization of the component is called `OnInitialized`. Let's add some code to reset the state of the game when the component is initialized. Inside the `@code` block at the bottom of the `Board.razor` file, let's add this method, called an event handler:
```csharp
@code {
protected override void OnInitialized()
{
State.ResetBoard();
}
}
```
When the board is first shown to a user, the state will be reset to the beginning of a game.
2. Next, let's allocate the possible 42 game pieces that could be played. This should be an array that is referenced by 42 HTML elements that will be moved and places in the board. We can move and place those pieces by assigning a set of CSS classes with column and row positions.
Let's allocate those 42 spans just above the `@code` line, but inside the closing `</div>` element. We'll also define a private array to hold the CSS classes we will assign to the 42 game pieces:
```csharp
...
@for (var i = 0; i < 42; i++)
{
<span class="@Pieces[i]"></span>
}
<!-- The existing end div and code directive lines -->
</div>
@code {
private string[] Pieces = new string[42];
...
```
By default initialization of a string array, this will assign an empty string to the CSS class of each game piece span. This will prevent the game pieces from appearing on screen as they have no contents and no style applied to them.
1. Let's add a method to handle when a player places a **Piece** in a column. The **GameState** knows how to assign the correct row for the game piece, and will report back the row that it lands in. We can use this to assign some CSS classes for the player's color, the final location of the piece, and a CSS drop animation.
We'll call this method `PlayPiece` and accept an input parameter that specifies the column (1 indexed) the player has chosen. Add this code below the `Pieces` array we defined in the previous step.
```csharp
private void PlayPiece(byte col)
{
var landingRow = State.PlayPiece(col);
var cssClass = $"player{State.PlayerTurn} col{col} drop{landingRow}";
Pieces[State.CurrentTurn - 1] = cssClass;
}
```
We tell the game state to play a piece in the submitted column called `col` and capture the row reported by the game state. We can then define the 3 CSS classes to assign to the game piece to identify the player's turn, the column the piece was placed in, and the landing row. The last line of the method chooses the next element in the `Pieces` array and assigns these classes to that game piece.
If you look in the supplied `Board.razor.css` you'll find the CSS classes that match up to those assigned in line 2 of the method.
The resultant effect is that the game piece is placed in the column and animated a drop into the bottom-most row when this method is called.
1. We next need to place some controls that allow players to choose a column and call our new `PlayPiece` method. Let's add a row of HTML elements above the board that will call this method when they are clicked.
We could use characters to indicate "Play Here"... or we could be a little fancy and use an emote, as .NET, C#, and Blazor support using emote characters in our code. Let's use this character 🔽 to indicate that you can drop a piece in this column.
Above the starting `<div>` tag, let's add a row of buttons:
```csharp
<nav>
<span title="Click to play a piece" @onclick="() => PlayPiece(1)">🔽</span>
<span title="Click to play a piece" @onclick="() => PlayPiece(2)">🔽</span>
<span title="Click to play a piece" @onclick="() => PlayPiece(3)">🔽</span>
<span title="Click to play a piece" @onclick="() => PlayPiece(4)">🔽</span>
<span title="Click to play a piece" @onclick="() => PlayPiece(5)">🔽</span>
<span title="Click to play a piece" @onclick="() => PlayPiece(6)">🔽</span>
<span title="Click to play a piece" @onclick="() => PlayPiece(7)">🔽</span>
</nav>
```
We can't use a for loop for this, as we are defining an `onclick` handler for these span elements that has an assigned column number.
The `onclick` handler _LOOKS_ like a JavaScript handler that we're used to in HTML... but it's got an `@` character in front. This changes the language that will handle the **click** event on the `span` element to instead be .NET and C#. This allows us to write the method that calls `PlayPiece` in our C# code.
1. Let's review in the browser and it should look like this now:
![Yellow Game Board with drop buttons at the top](img/2-Board-Step3.png)
Even better... when we click one of the drop buttons at the top, this happens:
![First piece dropped into board](img/2-board-drop.gif)
That's great! We can now add pieces to the board. The `GameState` object is smart enough to pivot back and forth between the two playeres. Go ahead and click more drop buttons and watch the results.
## Winning and Error Handling
If you play with the game that you have configured at this point, you'll find that it will raise errors when you try to put too many pieces in the same column and it will stop when one player has won the game.
Let's add some error handling and indicators to our board to make the current state clear.
1. Let's add a simple status area above the board, and below the drop buttons. Insert the following markup after the closing `</nav>` element:
```csharp
...
</nav>
<article>
@WinnerMessage <button style="@ResetStyle" @onclick="ResetGame">Reset the game</button>
<br />
<span class="alert-danger">@ErrorMessage</span>
<span class="alert-info">@CurrentTurn</span>
</article>
```
This will allow us to place indicators for:
- Announcing a game winner
- A button that will allow us to restart the game
- Error messages
- The current player's turn
Let's fill in some logic to set these values
1. We need to add fields for these indicators. Add the following fields after the `Pieces` statement in code:
```csharp
private string[] Pieces = new string[42];
private string WinnerMessage = string.Empty;
private string ErrorMessage = string.Empty;
private string CurrentTurn => (WinnerMessage == string.Empty) ? $"Player {State.PlayerTurn}'s Turn" : "";
private string ResetStyle => (WinnerMessage == string.Empty) ? "display: none;" : "";
```
The `CurrentTurn` field will be automatically calculated based on the state of the `WinnerMessage` and the `PlayerTurn` property of the `GameState`.
The `ResetStyle` will also be automatically calcluated based on contents of the `WinnerMessage`. If there is a `WinnerMessage` we will make the reset button appear on screen.
1. Let's handle the error message when a piece is played. Add a line to clear the error message and then wrap the three lines of the `PlayPiece` method with a try...catch block to set the `ErrorMessage` if an exception occurred:
```csharp
ErrorMessage = string.Empty;
try
{
var landingRow = State.PlayPiece(col);
var cssClass = $"player{State.PlayerTurn} col{col} drop{landingRow}";
Pieces[State.CurrentTurn - 1] = cssClass;
}
catch (ArgumentException ex)
{
ErrorMessage = ex.Message;
}
```
Our error handler indicator is simple, and uses the [Bootstrap](https://getbootstrap.com) CSS framework to display an error in **danger** mode.
![Game board with an error indicating the column is full](img/3-Board-ErrorHandler.png)
1. Next, let's add the `ResetGame` method that our button will trigger to restart a game. Currently, the only way to restart a game is to refresh the page... this will allow us to stay on the same page.
```csharp
void ResetGame()
{
State.ResetBoard();
WinnerMessage = string.Empty;
ErrorMessage = string.Empty;
Pieces = new string[42];
}
```
We reset the state of the board, hide our indicators, and reset the `Pieces` array to an empty array of 42 strings.
This update should allow us to play the game again, and now we will see an indicator just above the board declaring the player's turn and eventually the completion of the game.
![Game over with indicators](img/3-Board-Step1.png)
We're still left in a situation where we can't click the reset button. Let's add some logic in the `PlayPiece` method to detect the end of the game.
1. Let's detect if there is a winner to the game by adding a switch expression after our try...catch block in `PlayPiece`
```csharp
WinnerMessage = State.CheckForWin() switch
{
GameState.WinState.Player1_Wins => "Player 1 Wins!",
GameState.WinState.Player2_Wins => "Player 2 Wins!",
GameState.WinState.Tie => "It's a tie!",
_ => ""
};
```
The `CheckForWin` method will return an enum that reports which player, if any has won the game or if the game is a tie. This switch expression will set the `WinnerMessage` field appropriately if a game over state has occurred.
Now when we play and reach a game-ending scenario, these indicators appear:
![Game board announcing winner with reset button](img/3-Board-Step2.png)
## Customizing the board with Parameters
The game works... but maybe you don't like our default colors. In Blazor, we can define parameters on our components that will allow us to pass in values that look like attributes on an HTML tag.
Let's add some parameters for the colors on the board, and pass in some groovy colors from the `Pages/Index.razor` page.
Parameters in Blazor are properties in our component that have been decorated with the `Parameter` attribute.
1. In `Board.razor`, let's define 3 properties for the board color, and each player's color. Before the `OnInitialized` method, let's add these lines of code:
```csharp
[Parameter()]
public Color BoardColor { get; set; }
= ColorTranslator.FromHtml("yellow");
[Parameter()]
public Color Player1Color { get; set; }
= ColorTranslator.FromHtml("red");
[Parameter()]
public Color Player2Color { get; set; }
= ColorTranslator.FromHtml("blue");
```
We'll use the `Color` type to ensure that the values passed to our `Board` component are in-fact colors. Let's also add a `using` statement to the top of the `Board.razor` file to indicate we are using content from the `System.Drawing` namespace.
```csharp
@using System.Drawing
```
1. Let's now interpret the parameters and place their values in the CSS block at the top of `Board.razor`
```csharp
<HeadContent>
<style>
:root {
--board-bg: @ColorTranslator.ToHtml(BoardColor);
--player1: @ColorTranslator.ToHtml(Player1Color);
--player2: @ColorTranslator.ToHtml(Player2Color);
}
</style>
</HeadContent>
```
That shouldn't have changed anything on our game board.
1. Let's head back to `Pages/Index.razor` and add some parameters to our `<Board>` tag and see how they change the game
```csharp
<Board
BoardColor="@System.Drawing.Color.Black"
Player1Color="@System.Drawing.Color.Green"
Player2Color="@System.Drawing.Color.Purple"
></Board>
```
That's a cool looking board now:
![Connect 4 board with green and purple pieces](img/4-Board.png)
## Summary
We've learned a lot about Blazor and built a neat little game. Here are just some of the skills we learned:
- Created a component
- Added that component to our home page
- Used dependency injection to manage the state of a game
- Made the game interactive with event handlers to place pieces and reset the game
- Wrote an error handler to report the state of the game
- Added parameters to our component
This is just a simple game, and there's so much more you could do with it. Looking for some challenges to improve it? Consider the following challenges:
- Remove the default layout and extra pages in the application to make it smaller
- Improve the parameters to the `Board` component so that you can pass any valid CSS color value.
- Improve the indicators appearance with some CSS and HTML layout
- Introduce sound effects
- Add a visual indicator and prevent a drop button from being used when the column is full
- Add networking capabilities so that you can play a friend in their browser
- Insert the game into a .NET MAUI with Blazor application and play it on your phone or tablet.
Happy coding and have fun!
## Connect with us
We're excited to support you on your learning journey! Check out the [.NET Community Page](https://dotnet.microsoft.com/platform/community) to find links to our blogs, YouTube, Twitter, and more.

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