Example #1
0
 /// <summary>
 /// 主界面鼠标放开方法
 /// </summary>
 /// <param name="sender">主界面</param>
 /// <param name="e">鼠标</param>
 private void NoWayToGo_MouseUp(object sender, MouseEventArgs e)
 {
     //当球不为空的时候
     if (globe != null)
     {
         //将营地赋值为空
         E_Campsite cs = null;
         //定义bool变量isRelation
         bool isRelation = false;
         //循环所有营地
         foreach (E_Campsite c in campsiteList)
         {
             //当鼠标到达营地的时候
             if (e.X >= c.p1.X - 20 && e.Y >= c.p1.Y - 20 && e.X <= c.p1.X + c.radius + 20 && e.Y <= c.p1.Y + c.radius + 20)
             {
                 //将营地赋值给当前界面的营地
                 cs = c;
                 break;
             }
         }
         //当营地不为空的时候
         if (cs != null)
         {
             //循环与之相连的营地
             foreach (E_Campsite cam in globe.campsite.another)
             {
                 //当鼠标所在营地是其相连营地的时候
                 if (cam == cs)
                 {
                     //IDRelation赋值为true(两个营地有关系)
                     isRelation = true;
                 }
             }
         }
         //当两个营地没有关系时,此界面的营地赋值为空
         if (!isRelation)
         {
             cs = null;
         }
         //当营地和球都不为空的时候
         if (cs != null && cs.globe == null)
         {
             //将球赋值为此营地的球
             globe.p1 = cs.p1;
             //将球的营地更改为鼠标当前的营地
             globe.campsite = cs;
         }
         else
         {
             //球归位
             globe.p1 = new Point(e.X - mouseDownGlobeX, e.Y - mouseDownGlobeY);
         }
         //球的坐标为所在营地的坐标
         globe.p1 = globe.campsite.p1;
         //营地的球是当前球
         globe.campsite.globe = globe;
     }
     this.Invalidate();
     globe = null;
 }
Example #2
0
        /// <summary>
        /// 初始化营地,球
        /// </summary>
        public void ElementInit()
        {
            //初始化营地
            E_Campsite camp1 = new E_Campsite();

            camp1.p1 = new Point(backGauge, backGauge);

            E_Campsite camp2 = new E_Campsite();

            camp2.p1 = new Point((this.Width - backGauge * 2 - camp2.radius) / 2 + backGauge, backGauge);

            E_Campsite camp3 = new E_Campsite();

            camp3.p1 = new Point(this.Width - backGauge - camp3.radius, backGauge);

            E_Campsite camp4 = new E_Campsite();

            camp4.p1 = new Point(backGauge, (this.Width - backGauge * 2 - camp4.radius) / 2 + backGauge);

            E_Campsite camp5 = new E_Campsite();

            camp5.p1 = new Point(this.Width - backGauge - camp5.radius, (this.Width - backGauge * 2 - camp5.radius) / 2 + backGauge);

            E_Campsite camp6 = new E_Campsite();

            camp6.p1 = new Point(backGauge, this.Width - backGauge - camp6.radius);

            E_Campsite camp7 = new E_Campsite();

            camp7.p1 = new Point((this.Width - backGauge * 2 - camp7.radius) / 2 + backGauge, this.Width - backGauge - camp7.radius);

            E_Campsite camp8 = new E_Campsite();

            camp8.p1 = new Point(this.Width - backGauge - camp8.radius, this.Width - backGauge - camp8.radius);

            //添加与之相连营地
            camp1.another.Add(camp2);
            camp1.another.Add(camp4);

            camp2.another.Add(camp1);
            camp2.another.Add(camp3);
            camp2.another.Add(camp4);
            camp2.another.Add(camp5);

            camp3.another.Add(camp2);
            camp3.another.Add(camp5);

            camp4.another.Add(camp1);
            camp4.another.Add(camp2);
            camp4.another.Add(camp6);
            camp4.another.Add(camp7);

            camp5.another.Add(camp2);
            camp5.another.Add(camp3);
            camp5.another.Add(camp7);
            camp5.another.Add(camp8);

            camp6.another.Add(camp4);
            camp6.another.Add(camp7);

            camp7.another.Add(camp4);
            camp7.another.Add(camp5);
            camp7.another.Add(camp6);
            camp7.another.Add(camp8);

            camp8.another.Add(camp5);
            camp8.another.Add(camp7);

            //向营地集合中添加各个营地
            campsiteList.Add(camp1);
            campsiteList.Add(camp2);
            campsiteList.Add(camp3);
            campsiteList.Add(camp4);
            campsiteList.Add(camp5);
            campsiteList.Add(camp6);
            campsiteList.Add(camp7);
            campsiteList.Add(camp8);

            //初始化球
            E_Globe g1 = new E_Globe();
            E_Globe g2 = new E_Globe();
            E_Globe g3 = new E_Globe();
            E_Globe g4 = new E_Globe();
            E_Globe g5 = new E_Globe();
            E_Globe g6 = new E_Globe();

            //向营地中相应位置添加球
            camp1.Add(g1);
            camp2.Add(g2);
            camp3.Add(g3);
            camp6.Add(g4);
            camp7.Add(g5);
            camp8.Add(g6);

            //分类球
            g1.color = Color.Red;
            g2.color = Color.Red;
            g3.color = Color.Red;
            g4.color = Color.Blue;
            g5.color = Color.Blue;
            g6.color = Color.Blue;

            //向球集合中添加各个球体
            globeList.Add(g1);
            globeList.Add(g2);
            globeList.Add(g3);
            globeList.Add(g4);
            globeList.Add(g5);
            globeList.Add(g6);
        }