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VB6 TileHandling and Unicode-Shapes

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There's a lot of Unicode-Symbols in the upper CodePoint-Ranges, which are suitable for simple Game-Purposes.
- e.g. for Chess-Pieces: https://en.wikipedia.org/wiki/Chess_...2_chess_pieces
- but also for Cards: https://en.wikipedia.org/wiki/Playing_cards_in_Unicode

With proper Unicode-Textoutput-Methods (as e.g. TextOutW, which is used here),
one can use these "complex Shapes in a single Character" instead of Image-Resources.

The whole thing was inspired by this thread: https://www.vbforums.com/showthread....=1#post5569943
(and the questions which followed, which were also about the TileHandling)...

So the Code below shows an "Excel-like" Cell- (or Tile-) addressing,
using a Dictionary behind a cTileArea-Object, to manage each Tile individually.
The addressing-scheme is currently "Bottom-Up" like in Chess (from "a1" to "h8") -
but this can be switched in cTileArea.Init (along with the amount of Tiles), to make it "Top-Down" like in Excel.

An additional cCanvas-Object (bound to a normal VB.PictureBox) provides special Rendering-Support.

Here is, what it produces:
Name:  TileHandling.png
Views: 40
Size:  122.4 KB

And here is the Project-Code:
TileHandling.zip

Have fun,

Olaf
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