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  • 团队项目代码

    using System;
    using System.Collections;
    using System.Drawing;
    using System.Threading;
    using System.Windows.Forms;
    
    
    
    namespace 连连看
    {
        public partial class Form1 : Form
        {
            #region LinkType enum
    
            public enum LinkType
            {
                LineType,
                OneCornerType,
                TwoCornerType
            };
    
            #endregion
    
            private readonly int[] m_map = new int[10*10];
            private int BLANK_STATE = -1;
    
            private int GameSize = 10; //布局大小即行列数
            private LinkType LType; //连通方式
            private bool Select_first; //是否已经选中第一块
            private Bitmap Source; //所有动物图案的图片
            private int W = 50; //动物方块图案的宽度
            private int m_nCol = 10;
            private int m_nRow = 10;
            private int x1; //被选中第一块的地图坐标
            private int x2; //被选中第二块的地图坐标
            private int y1; //被选中第一块的地图坐标
            private int y2; //被选中第二块的地图坐标
            private Point z1, z2; //折点棋盘坐标
    
            public Form1()
            {
                InitializeComponent();
            }
    
            private void Form1_Load(object sender, EventArgs e)
            {
                Source = (Bitmap) Image.FromFile("..\..\res\animal.bmp");
                pictureBox1.Height = W*(m_nRow + 2);
                pictureBox1.Width = W*(m_nCol + 2);
                pictureBox1.Top = 0;
                pictureBox1.Left = 0;
                //当前窗体标题栏高度
                int d = (Height - ClientRectangle.Height);
                Height = pictureBox1.Height + pictureBox1.Top + d;
                Width = pictureBox1.Width + pictureBox1.Left;
                //for (int i = 0; i < 10 * 10; i++)
                //{
                //    m_map[i] = i % 6;
                //} 
                StartNewGame();
                Init_Graphic();
            }
    
            private void StartNewGame()
            {
                //初始化地图,将地图中所有方块区域位置置为空方块状态
                for (int iNum = 0; iNum < (m_nCol*m_nRow); iNum++)
                {
                    m_map[iNum] = BLANK_STATE;
                }
                Random r = new Random();
                //生成随机地图
                //将所有的动物物种放进一个临时的地图tmpMap中
                ArrayList tmpMap = new ArrayList();
                for (int i = 0; i < (m_nCol*m_nRow)/4; i++)
                    for (int j = 0; j < 4; j++)
                        tmpMap.Add(i);
    
                //每次从上面的临时地图tmpMap中取走(获取后并在临时地图删除)
                //一个动物放到地图的空方块上
                for (int i = 0; i < m_nRow*m_nCol; i++)
                {
                    //随机挑选一个位置
                    int nIndex = r.Next()%tmpMap.Count;
                    //获取该选定物件放到地图的空方块
                    m_map[i] = (int) tmpMap[nIndex];
    
                    //在临时地图tmpMap除去该动物
                    tmpMap.RemoveAt(nIndex);
                }
            }
    
            private void Init_Graphic()
            {
                Graphics g = get_Graphic(); //生成Graphics对象
    
                for (int i = 0; i < 10*10; i++)
                {
                    g.DrawImage(create_image(m_map[i]), W*(i%GameSize) + W,
                                W*(i/GameSize) + W, W, W);
                }
            }
    
            private Graphics get_Graphic()
            {
                if (pictureBox1.Image == null)
                {
                    Bitmap bmp = new Bitmap(pictureBox1.Width, pictureBox1.Height);
                    pictureBox1.Image = bmp;
                }
                Graphics g = Graphics.FromImage(pictureBox1.Image);
                return g;
            }
    
            public Graphics GetGraphicsObject(ref PictureBox pic)
            {
                Graphics g;
                Bitmap bmp = new Bitmap(pic.Width, pic.Height);
                pic.Image = bmp;
                g = Graphics.FromImage(bmp);
                return g;
            }
    
            //create_image()方法实现按标号n从所有动物图案的图片中截图。
            private Bitmap create_image(int n) //按标号n截图 
            {
                Bitmap bit = new Bitmap(W, W);
                Graphics g = Graphics.FromImage(bit); //生成Graphics对象 
                Rectangle a = new Rectangle(0, 0, W, W);
                Rectangle b = new Rectangle(0, n*39, 39, 39);
                //截取原图中b矩形区域的图形
                g.DrawImage(Source, a, b, GraphicsUnit.Pixel);
                return bit;
            }
    
            ///检测是否已经赢得了游戏
            private bool IsWin()
            {
                //检测是否尚有非未被消除的方块
                // (非BLANK_STATE状态)
                for (int i = 0; i < m_nRow*m_nCol; i++)
                {
                    if (m_map[i] != BLANK_STATE)
                    {
                        return false;
                    }
                }
                return true;
            }
    
            private bool IsSame(int x1, int y1, int x2, int y2)
            {
                if (m_map[y1*m_nCol + x1] == m_map[y2*m_nCol + x2])
                    return true;
                else
                    return false;
            }
    
            //
            //X直接连通即垂直方向连通
            //
            private bool X_Link(int x, int y1, int y2)
            {
                //保证y1的值小于y2
                if (y1 > y2)
                {
                    //数据交换
                    int n = y1;
                    y1 = y2;
                    y2 = n;
                }
    
                //直通     
                for (int i = y1 + 1; i <= y2; i++)
                {
                    if (i == y2)
                        return true;
                    if (m_map[i*m_nCol + x] != BLANK_STATE)
                        break;
                }
                return false;
            }
    
            //
            //Y直接连通即水平方向连通
            //
            private bool Y_Link(int x1, int x2, int y)
            {
                if (x1 > x2)
                {
                    int x = x1;
                    x1 = x2;
                    x2 = x;
                }
                //直通
                for (int i = x1 + 1; i <= x2; i++)
                {
                    if (i == x2)
                        return true;
                    if (m_map[y*m_nCol + i] != BLANK_STATE)
                        break;
                }
                return false;
            }
    
            //
            //  1直角接口连通
            //
            private bool OneCornerLink(int x1, int y1, int x2, int y2)
            {
                if (x1 > x2) //目标点(x1,y1),(x2,y2)两点交换
                {
                    int n = x1;
                    x1 = x2;
                    x2 = n;
                    n = y1;
                    y1 = y2;
                    y2 = n;
                }
                if (y2 < y1) //(x1,y1)为矩形左下顶点,(x2,y2)点为矩形右上顶点
                {
                    //判断矩形右下角折点(x2,y1)是否空
                    if (m_map[y1*m_nCol + x2] == BLANK_STATE)
                    {
                        if (Y_Link(x1, x2, y1) && X_Link(x2, y1, y2))
                            //判断折点(x2,y1)与两个目标点是否直通
                        {
                            z1.X = x2;
                            z1.Y = y1; //保存折点坐标到z1
                            return true;
                        }
                    }
                    //判断矩形左上角折点(x1,y2)是否空
                    if (m_map[y2*m_nCol + x1] == BLANK_STATE)
                    {
                        if (Y_Link(x2, x1, y2) && X_Link(x1, y2, y1))
                            //判断折点 (x1,y2)与两个目标点是否直通
                        {
                            z1.X = x1;
                            z1.Y = y2; //保存折点坐标到z1
                            return true;
                        }
                    }
                    return false;
                }
                else //(x1,y1)为矩形左上顶点,(x2,y2)点为矩形右下顶点
                {
                    //判断矩形左下角折点(x1,y2)是否空
                    if (m_map[y2*m_nCol + x1] == BLANK_STATE)
                    {
                        if (Y_Link(x1, x2, y2) && X_Link(x1, y1, y2))
                            //判断折点 (x1,y2)与两个目标点是否直通
                        {
                            z1.X = x1;
                            z1.Y = y2; //保存折点坐标到z1
                            return true;
                        }
                    }
                    //判断矩形右上角折点(x2,y1)是否空
                    if (m_map[y1*m_nCol + x2] == BLANK_STATE)
                    {
                        if (Y_Link(x1, x2, y1) && X_Link(x2, y1, y2))
                            //判断折点(x2,y1)与两个目标点是否直通  
                        {
                            z1.X = x2;
                            z1.Y = y1; //保存折点坐标到z1
                            return true;
                        }
                    }
                    return false;
                }
            }
    
            ///2折点连通
            private bool TwoCornerLink(int x1, int y1, int x2, int y2)
            {
                if (x1 > x2)
                {
                    int n = x1;
                    x1 = x2;
                    x2 = n;
                    n = y1;
                    y1 = y2;
                    y2 = n;
                }
                //
                int x, y;
                for (x = x1 + 1; x <= m_nCol; x++)
                {
                    if (x == m_nCol)
                        //两个折点在选中方块的右侧,且两个折点在图案区域之外
                        if (XThrough(x2 + 1, y2, true))
                            //Y_Link(x2 + 1, m_nCol-1, y2)&&m_map[y1 * (m_nCol-1) + x]== BLANK_STATE
                        {
                            z2.X = m_nCol;
                            z2.Y = y1;
                            z1.X = m_nCol;
                            z1.Y = y2;
                            return true;
                        }
                        else
                            break;
                    if (m_map[y1*m_nCol + x] != BLANK_STATE)
                        break;
                    if (OneCornerLink(x, y1, x2, y2))
                    {
                        z2.X = x;
                        z2.Y = y1;
                        return true;
                    }
                }
                //
                for (x = x1 - 1; x >= -1; x--)
                {
                    if (x == -1)
                        //两个折点在选中方块的左侧,且两个折点在图案区域之外
                        if (XThrough(x2 - 1, y2, false))
                        {
                            z2.X = -1;
                            z2.Y = y1;
                            z1.X = -1;
                            z1.Y = y2;
                            return true;
                        }
                        else
                            break;
    
                    if (m_map[y1*m_nCol + x] != BLANK_STATE)
                        break;
                    if (OneCornerLink(x, y1, x2, y2))
                    {
                        z2.X = x;
                        z2.Y = y1;
                        return true;
                    }
                }
                //
                for (y = y1 - 1; y >= -1; y--)
                {
                    if (y == -1)
                        //两个折点在选中方块的上侧,且两个折点在图案区域之外
                        if (YThrough(x2, y2 - 1, false))
                        {
                            z2.X = x1;
                            z2.Y = -1;
                            z1.X = x2;
                            z1.Y = -1;
    
                            return true;
                        }
                        else
                            break;
                    if (m_map[y*m_nCol + x1] != BLANK_STATE)
                        break;
                    if (OneCornerLink(x1, y, x2, y2))
                    {
                        z2.X = x1;
                        z2.Y = y;
                        return true;
                    }
                }
                //
                for (y = y1 + 1; y <= m_nRow; y++)
                {
                    if (y == m_nRow)
                        //两个折点在选中方块的下侧,且两个折点在图案区域之外
                        if (YThrough(x2, y2 + 1, true))
                        {
                            z2.X = x1;
                            z2.Y = m_nRow;
                            z1.X = x2;
                            z1.Y = m_nRow;
                            return true;
                        }
                        else
                            break;
                    if (m_map[y*m_nCol + x1] != BLANK_STATE)
                        break;
                    if (OneCornerLink(x1, y, x2, y2))
                    {
                        z2.X = x1;
                        z2.Y = y;
                        return true;
                    }
                }
                return false;
            }
    
            private bool XThrough(int x, int y, bool bAdd) //水平方向判断到边界的连通性  
            {
                if (bAdd) //True,水平向右判断是否连通(是否为空)
                {
                    for (int i = x; i < m_nCol; i++)
                        if (m_map[y*m_nCol + i] != BLANK_STATE)
                            return false;
                }
                else //false, 水平向左判断是否连通(是否为空)
                {
                    for (int i = 0; i <= x; i++)
                        if (m_map[y*m_nCol + i] != BLANK_STATE)
                            return false;
                }
                return true;
            }
    
            private bool YThrough(int x, int y, bool bAdd) //垂直方向判断到边界的连通性)
            {
                if (bAdd) //True, 垂直方向向下判断是否连通(是否为空)
                {
                    for (int i = y; i < m_nRow; i++)
                        if (m_map[i*m_nCol + x] != BLANK_STATE)
                            return false;
                }
                else //false, 垂直方向向上判断是否连通(是否为空)
                {
                    for (int i = 0; i <= y; i++)
                        if (m_map[i*m_nCol + x] != BLANK_STATE)
                            return false;
                }
                return true;
            }
    
            //
            //  判断选中的两个方块是否可以消除
            //
            private bool IsLink(int x1, int y1, int x2, int y2)
            {
                //X直连方式即垂直方向连通
                if (x1 == x2)
                {
                    if (X_Link(x1, y1, y2))
                    {
                        LType = LinkType.LineType;
                        return true;
                    }
                }
                    //Y直连方式即水平方向连通
                else if (y1 == y2)
                {
                    if (Y_Link(x1, x2, y1))
                    {
                        LType = LinkType.LineType;
                        return true;
                    }
                }
                //一个转弯(折点)的联通方式
                if (OneCornerLink(x1, y1, x2, y2))
                {
                    LType = LinkType.OneCornerType;
                    return true;
                }
                    //两个转弯(折点)的联通方式
                else if (TwoCornerLink(x1, y1, x2, y2))
                {
                    LType = LinkType.TwoCornerType;
                    return true;
                }
                return false;
            }
    
            private bool Find2Block()
            {
                bool bFound = false;
                //第一个方块从地图的0位置开始
                for (int i = 0; i < m_nRow*m_nCol; i++)
                {
                    //找到则跳出循环
                    if (bFound)
                        break;
                    //无动物的空格跳过
                    if (m_map[i] == BLANK_STATE)
                        continue;
                    //第二个方块从前一个方块的后面开始
                    for (int j = i + 1; j < m_nRow*m_nCol; j++)
                    {
                        //第二个方块不为空 且与第一个方块的动物相同
                        if (m_map[j] != BLANK_STATE && m_map[i] == m_map[j])
                        {
                            //算出对应的虚拟行列位置
                            x1 = i%m_nCol;
                            y1 = i/m_nCol;
                            x2 = j%m_nCol;
                            y2 = j/m_nCol;
    
                            //判断是否可以连通
                            if (IsLink(x1, y1, x2, y2))
                            {
                                bFound = true;
                                break;
                            }
                        }
                    }
                }
                if (bFound)
                {
                    //(x1,y1)与(x2,y2)连通
                    Graphics g = pictureBox1.CreateGraphics(); //生成Graphics对象
                    //**********************************
                    //Graphics g = get_Graphic();              //生成Graphics对象
                    //************************************
                    Pen myPen = new Pen(Color.Blue, 3);
                    Rectangle b1 = new Rectangle(x1*W + 1 + W, y1*W + 1 + W, W - 3, W - 3);
                    g.DrawRectangle(myPen, b1);
                    Rectangle b2 = new Rectangle(x2*W + 1 + W, y2*W + 1 + W, W - 3, W - 3);
                    g.DrawRectangle(myPen, b2);
                }
                return bFound;
            }
    
            private void Form1_Paint(object sender, PaintEventArgs e)
            {
                //Init_Graphic();
            }
    
            private void Delay(int second) //让程序延时数秒
            {
                DateTime now = DateTime.Now;
                while (now.AddSeconds(second) > DateTime.Now)
                {
                }
            }
    
            /// <summary>
            ///   画选中方块之间连接线
            /// </summary>
            private void DrawLinkLine(int x1, int y1, int x2, int y2, LinkType LType)
            {
                Graphics g = pictureBox1.CreateGraphics(); //生成Graphics对象
                Pen p = new Pen(Color.Red, 3);
                Point p1 = new Point(x1*W + W/2 + W, y1*W + W/2 + W);
                Point p2 = new Point(x2*W + W/2 + W, y2*W + W/2 + W);
                if (LType == LinkType.LineType)
                    g.DrawLine(p, p1, p2);
                if (LType == LinkType.OneCornerType)
                {
                    Point pixel_z1 = new Point(z1.X*W + W/2 + W, z1.Y*W + W/2 + W);
                    g.DrawLine(p, p1, pixel_z1);
                    g.DrawLine(p, pixel_z1, p2);
                }
                if (LType == LinkType.TwoCornerType)
                {
                    Point pixel_z1 = new Point(z1.X*W + W/2 + W, z1.Y*W + W/2 + W);
                    Point pixel_z2 = new Point(z2.X*W + W/2 + W, z2.Y*W + W/2 + W);
                    if (!(p1.X == pixel_z2.X || p1.Y == pixel_z2.Y))
                    {
                        //p1与pixel_z2不在一直线上,则pixel_z1,pixel_z2交换
                        Point c;
                        c = pixel_z1;
                        pixel_z1 = pixel_z2;
                        pixel_z2 = c;
                    }
                    g.DrawLine(p, p1, pixel_z2);
                    g.DrawLine(p, pixel_z2, pixel_z1);
                    g.DrawLine(p, pixel_z1, p2);
                }
            }
    
            /// <summary>
            ///   清除选中方块之间连接线
            /// </summary>
            private void UnDrawLinkLine(int x1, int y1, int x2, int y2, LinkType LType)
            {
                Graphics g = pictureBox1.CreateGraphics(); //生成Graphics对象
                Pen p = new Pen(BackColor, 3);
                Point p1 = new Point(x1*W + W/2 + W, y1*W + W/2 + W);
                Point p2 = new Point(x2*W + W/2 + W, y2*W + W/2 + W);
                if (LType == LinkType.LineType)
                    g.DrawLine(p, p1, p2);
                if (LType == LinkType.OneCornerType)
                {
                    Point pixel_z1 = new Point(z1.X*W + W/2 + W, z1.Y*W + W/2 + W);
                    g.DrawLine(p, p1, pixel_z1);
                    g.DrawLine(p, pixel_z1, p2);
                }
                if (LType == LinkType.TwoCornerType)
                {
                    Point pixel_z1 = new Point(z1.X*W + W/2 + W, z1.Y*W + W/2 + W);
                    Point pixel_z2 = new Point(z2.X*W + W/2 + W, z2.Y*W + W/2 + W);
                    if (!(p1.X == pixel_z2.X || p1.Y == pixel_z2.Y))
                    {
                        //p1与pixel_z2不在一直线上,则pixel_z1,pixel_z2交换
                        Point c;
                        c = pixel_z1;
                        pixel_z1 = pixel_z2;
                        pixel_z2 = c;
                    }
                    g.DrawLine(p, p1, pixel_z2);
                    g.DrawLine(p, pixel_z2, pixel_z1);
                    g.DrawLine(p, pixel_z1, p2);
                }
            }
    
            private void DrawSelectedBlock(int x, int y, Pen myPen, Graphics g)
            {
                //画选中方块的示意边框线
                Rectangle b1 = new Rectangle(x*W + 1 + W, y*W + 1 + W, W - 3, W - 3);
                g.DrawRectangle(myPen, b1);
            }
    
            private void ClearSelectedBlock(int x, int y, Graphics g)
            {
                //清除选中方块
                SolidBrush myBrush = new SolidBrush(BackColor); //定义背景色画刷
                Rectangle b1 = new Rectangle(x*W + W, y*W + W, W, W);
                g.FillRectangle(myBrush, b1);
            }
    
            private void pictureBox1_MouseDown(object sender, MouseEventArgs e)
            {
                Cursor.Current = Cursors.Hand;
                Graphics g = pictureBox1.CreateGraphics(); //生成Graphics对象
                //**********************************
                //Graphics g = get_Graphic();              //生成Graphics对象
                //************************************
                Pen myPen = new Pen(Color.Red, 3);
                int x, y;
                if (e.Button == MouseButtons.Left)
                {
                    //计算点击的方块的位置坐标
                    x = (e.X - W)/W;
                    y = (e.Y - W)/W;
                    //如果该区域无方块
                    if (m_map[y*m_nCol + x] == BLANK_STATE) return;
                    if (Select_first == false)
                    {
                        x1 = x;
                        y1 = y;
                        //画选定(x1,y1)处的框线
                        DrawSelectedBlock(x1, y1, myPen, g);
                        Select_first = true;
                    }
                    else
                    {
                        x2 = x;
                        y2 = y;
                        //判断第二次点击的方块是否已被第一次点击选取,如果是则返回。
                        if ((x1 == x2) && (y1 == y2)) return;
                        //画选定(x2,y2)处的框线
                        //myPen = new Pen(Color.Red, 3);
                        //Rectangle b = new Rectangle(x2 * W + 1, y2 * W + 1, W - 3, W - 3);
                        //g.DrawRectangle(myPen, b);
                        DrawSelectedBlock(x2, y2, myPen, g);
                        //判断是否连通
                        if (IsSame(x1, y1, x2, y2) && IsLink(x1, y1, x2, y2))
                        {
                            DrawLinkLine(x1, y1, x2, y2, LType); //画选中方块之间连接线
                            Thread.Sleep(500); //延时0.5秒
                            ClearSelectedBlock(x1, y1, g); //清除第一个选定方块
                            ClearSelectedBlock(x2, y2, g); //清除第一个选定方块
                            //清空记录方块的值
                            m_map[y1*m_nCol + x1] = BLANK_STATE;
                            m_map[y2*m_nCol + x2] = BLANK_STATE;
                            Select_first = false;
                            UnDrawLinkLine(x1, y1, x2, y2, LType); //清除选中方块之间连接线
                        }
                        else //重新选定第一个方块
                        {
                            //重画(x1,y1)处动物图案来达到取消原选定(x1,y1)处的框线
                            int i = y1*m_nCol + x1;
                            g.DrawImage(create_image(m_map[i]), W*(i%GameSize) + W,
                                        W*(i/GameSize) + W, W, W);
                            //设置重新选定第一个方块的坐标
                            x1 = x;
                            y1 = y;
                            //画新选定(x1,y1)处的框线
                            //myPen = new Pen(Color.Red, 3);
                            //Rectangle b2 = new Rectangle(x1 * W + 1, y1 * W + 1, W - 3, W - 3);
                            //g.DrawRectangle(myPen, b2);
                            Select_first = true;
                        }
                    }
                }
                if (e.Button == MouseButtons.Right) //智能查找功能
                {
                    if (!Find2Block()) MessageBox.Show("没有连通的方块了!!");
                }
                //察看是否已经胜利
                if (IsWin())
                {
                    MessageBox.Show("恭喜您成功闯关。");
                    //StartNewGame();
                }
            }
        }
    }
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  • 原文地址:https://www.cnblogs.com/WJ1234/p/5552126.html
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