protected override void OnNavigatedTo(NavigationEventArgs e)
        {
            if (e.NavigationMode == NavigationMode.New)
            {
                //主题list添加
                themes = new List <Theme>();
                themes.Add(new Theme()
                {
                    Name = "红色", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 223, 0, 36))
                });
                themes.Add(new Theme()
                {
                    Name = "绿色", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 0, 128, 0))
                });
                themes.Add(new Theme()
                {
                    Name = "黄色", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 255, 255, 0))
                });
                themes.Add(new Theme()
                {
                    Name = "蓝色", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 0, 0, 255))
                });
                themes.Add(new Theme()
                {
                    Name = "深蓝", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 0, 0, 139))
                });
                themes.Add(new Theme()
                {
                    Name = "钢蓝", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 176, 196, 222))
                });
                themes.Add(new Theme()
                {
                    Name = "淡蓝", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 135, 206, 250))
                });
                themes.Add(new Theme()
                {
                    Name = "黑色", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 0, 0, 0))
                });
                themes.Add(new Theme()
                {
                    Name = "橘色", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 233, 113, 24))
                });
                themes.Add(new Theme()
                {
                    Name = "土褐", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 85, 107, 47))
                });
                themes.Add(new Theme()
                {
                    Name = "深绿", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 0, 100, 0))
                });
                themes.Add(new Theme()
                {
                    Name = "绿黄", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 173, 255, 47))
                });
                themes.Add(new Theme()
                {
                    Name = "金色", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 255, 215, 0))
                });
                themes.Add(new Theme()
                {
                    Name = "米色", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 107, 142, 35))
                });
                themes.Add(new Theme()
                {
                    Name = "橄榄", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 128, 128, 0))
                });
                themes.Add(new Theme()
                {
                    Name = "卡其", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 240, 230, 140))
                });
                themes.Add(new Theme()
                {
                    Name = "橙色", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 255, 165, 0))
                });
                themes.Add(new Theme()
                {
                    Name = "深橙", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 255, 140, 0))
                });
                themes.Add(new Theme()
                {
                    Name = "暗灰", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 105, 105, 105))
                });
                themes.Add(new Theme()
                {
                    Name = "灰色", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 128, 128, 128))
                });
                themes.Add(new Theme()
                {
                    Name = "深灰", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 169, 169, 169))
                });
                themes.Add(new Theme()
                {
                    Name = "银白", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 192, 192, 192))
                });
                themes.Add(new Theme()
                {
                    Name = "白烟", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 245, 245, 245))
                });
                themes.Add(new Theme()
                {
                    Name = "栗色", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 128, 0, 0))
                });
                themes.Add(new Theme()
                {
                    Name = "白色", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 255, 255, 255))
                });
                themes.Add(new Theme()
                {
                    Name = "紫色", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 128, 0, 128))
                });
                themes.Add(new Theme()
                {
                    Name = "中紫", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 147, 112, 219))
                });
                themes.Add(new Theme()
                {
                    Name = "洋红", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 255, 0, 255))
                });
                themes.Add(new Theme()
                {
                    Name = "粉红", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 255, 192, 203))
                });
                themes.Add(new Theme()
                {
                    Name = "浅粉", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 255, 182, 193))
                });
                themes.Add(new Theme()
                {
                    Name = "洋红", ThemeBackground = new SolidColorBrush(Color.FromArgb(255, 255, 0, 255))
                });

                lvTheme.ItemsSource = themes;
                lvTheme.Tapped     += lvTheme_Tapped;

                lvThemeBackGround.ItemsSource = themes;
                lvThemeBackGround.Tapped     += lvThemeBackGround_Tapped;
                //folder = ApplicationData.Current.LocalFolder;
                //StorageFile file = await folder.CreateFileAsync("1.xml");
                //Stream stremReader = await folder.OpenStreamForReadAsync("1.xml");
                //Stream streamWriter = await folder.OpenStreamForWriteAsync("1.xml", CreationCollisionOption.FailIfExists);

                setting = ApplicationData.Current.LocalSettings;
                if (!setting.Values.ContainsKey("score"))
                {
                    setting.Values["score"] = "0";
                }
                score = Convert.ToInt32((string)setting.Values["score"]);

                JiRu.Text = "最高记录:" + score.ToString() + "步";


                //folder = await StorageFolder.GetFolderFromPathAsync(Package.Current.InstalledLocation.Path + @"\DataModel");
                //file = await folder.GetFileAsync("1.xml");
                ////file = await folder.CreateFileAsync("1.xml", CreationCollisionOption.ReplaceExisting);//.GetFileAsync("1.xml");
                //streamWriter = await file.OpenStreamForWriteAsync();
                //streamReader = await file.OpenStreamForReadAsync();

                //xdoc2 = XDocument.Load(streamReader);
                //root2 = xdoc2.Root;

                //JiRu.Text = "最高记录:" + Convert.ToInt32(root2.Element("score").Attribute("sco").Value) + "步";


                map                = new Map();
                allBlocks          = new List <Block>();
                allTags            = new List <string>();
                allBlockRectangles = new List <BlockRectangle>();
                smallMans          = new Block[10];
                allSmallMans       = new List <SmallMan>();
                allTapRectangle    = new List <BlockRectangle>();
                allManPhoto        = new List <SmallMan>();
                //添加小人及背景色
                for (int i = 0; i < 8; i++)
                {
                    SmallMan smallman = new SmallMan(i);
                    gridMansPhoto.Children.Add(smallman);
                    Grid.SetColumn(smallman, i);
                    allManPhoto.Add(smallman);
                    smallman.Tag     = (1000 + i).ToString();//这个可能用不到因为没有绑定到block;但先写上万一有用呢;
                    smallman.Tapped += smallman_Tapped;
                }
                for (int i = 0; i < 10; i++)
                {
                    //外层代码添加GridControlLeftRight到12个Rectangles.用来接收tapped事件控制左右走小人;
                    BlockRectangle recTapped = new BlockRectangle();
                    recTapped.Opacity = 0;
                    GridControlLeftRight.Children.Add(recTapped);
                    Grid.SetColumn(recTapped, i);
                    recTapped.Tag     = i.ToString();
                    recTapped.Tapped += recTapped_Tapped;
                    allTapRectangle.Add(recTapped);

                    for (int j = 0; j < 3; j++)
                    {
                        BlockRectangle rectangle = new BlockRectangle();

                        GridMap.Children.Add(rectangle);
                        Grid.SetRow(rectangle, j);
                        Grid.SetColumn(rectangle, i);

                        rectangle.DataContext = map[i, j];

                        rectangle.Tag = i.ToString() + j.ToString();
                        allTags.Add(rectangle.Tag);//allTags这个list似乎并没有用到。。。
                        allBlockRectangles.Add(rectangle);

                        //rectangle.Tapped += rectangle_Tapped;

                        SmallMan smallMan = new SmallMan();

                        GridSmallMan.Children.Add(smallMan);
                        Grid.SetRow(smallMan, j);
                        Grid.SetColumn(smallMan, i);

                        smallMan.DataContext = map[i, j];

                        smallMan.Tag = i.ToString() + j.ToString();
                        allSmallMans.Add(smallMan);
                        allBlocks.Add(map[i, j]);//初始化所有的格格list;或者不用这个。而转用smallManlist;
                    }
                }
            }
        }
        /// <summary>
        /// 最后一次改于20140608下午运行正常。。。未写小人下落登场动画
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private async void GameOverBtn_Click(object sender, RoutedEventArgs e)
        {
            GridJianBianDonHua.Visibility = Visibility.Visible;
            sbJianBianDonHua0.Begin();
            //中线显示出来;
            CenterRec.Visibility = Visibility.Visible;
            //关于8个小矮人的判断动画;
            if (firstMan != null)
            {
                firstMan.StartSmall();
                firstMan = null;                                 //开始游戏了,把firstman变小,并且变成null以免影响到下一次的判断;
            }
            lvTheme.Visibility           = Visibility.Collapsed; //开始游戏了。把左右彩条隐藏了;
            lvThemeBackGround.Visibility = Visibility.Collapsed;
            foreach (Block item in allBlocks)
            {
                item.IsVisSmallMan = false;
            }
            //这里写地图2里的小人被隐藏;
            foreach (Block item in allBlocks2)
            {
                item.IsVisSmallMan = false;
            }
            GameOverGrid.Visibility = Visibility.Collapsed;
            if (GameOverBtn.Label.ToString() == "开始学习")
            {
                GameOverBtn.Label = "再走一圈";
            }
            if (visBlocks != null)
            {
                foreach (Block item in visBlocks)//将没显示的黑块再次变黑
                {
                    item.IsVis = true;
                }
            }
            //这里写地图2里隐藏格格再次变黑;
            if (visBlocks2 != null)
            {
                foreach (Block item in visBlocks2)//将没显示的黑块再次变黑
                {
                    item.IsVis = true;
                }
            }
            level = 1;//关卡计数器;
            //sw.Start();//秒表开始计时功能现在先不用随后如果想用反注释一下;
            //把所有的格子放到底端去;
            foreach (BlockRectangle item in allBlockRectangles)
            {
                item.Start0To1500();
            }
            //这里写地图2里所有的格子放到底端去;
            foreach (BlockRectangle item in allBlockRectangles2)
            {
                item.Start0To1500();
            }

            //二:生成uplists放到顶端
            //2.1得到新一关的visBlocks。。。//将新一关的visBlocks设置为不可见。
            visBlocks = map.EasyBlock();
            await Task.Delay(1);//修复系统Bug;

            //这里写地图2获取到简单难度的隐藏格;
            visBlocks2 = map2.EasyBlock();

            foreach (Block item in visBlocks)
            {
                item.IsVis = false;
            }
            //这里写地图2的所有获取到的隐藏格隐藏遍历隐藏起来;
            foreach (Block item in visBlocks2)
            {
                item.IsVis = false;
            }
            //2.2获取随机要压下来的Blocks//然后从1500放到-1500准备下一步的操作
            BlockUplists = map.UpBlocks(visBlocks);
            foreach (Block itemBlock in BlockUplists)
            {
                BlockRectangle b1 = allBlockRectangles.First(retangle => retangle.Tag == itemBlock.Tag);
                b1.Start1500ToFu1500();
            }
            //这里写地图2里随机获取要压下来的Blocks然后从顶放到底准备下一步的操作;
            BlockUplists2 = map2.UpBlocks(visBlocks2);
            foreach (Block itemBlock in BlockUplists2)
            {
                BlockRectangle b1 = allBlockRectangles2.First(retangle => retangle.Tag == itemBlock.Tag);
                b1.Start1500ToFu1500();
            }

            //获取allblocks减去要压下来的blocks。。。得到FuBlockUplists;
            foreach (Block item in BlockUplists)
            {
                FuBlockUplists = allBlocks;
                FuBlockUplists.Remove(item);
            }

            //这里写地图2//获取allblocks2减去要压下来的blocks。。。得到FuBlockUplists2;
            foreach (Block item in BlockUplists2)
            {
                FuBlockUplists2 = allBlocks2;
                FuBlockUplists2.Remove(item);
            }
            await Task.Delay(100);

            //小人可以移动到的9个小人数组初始化
            for (int i = 0; i < 5; i++)
            {
                smallMans[i] = map[i, map.smallManY[i]];
            }
            //小人初始化;//初始化前先写一个下落的动画;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
            smallMans[2].IsVisSmallMan = true;

            //这里写地图2小人可以移动到的5个小人数组初始化
            for (int i = 0; i < 5; i++)
            {
                smallMans2[i] = map2[i, map2.smallManY[i]];
            }
            smallMans2[2].IsVisSmallMan = true;

            //将-1500处的uplists放下到300处//将1500处的FuBlockUplists放到0
            foreach (Block item in BlockUplists)
            {
                BlockRectangle b1 = allBlockRectangles.First(retangle => retangle.Tag == item.Tag);
                b1.StartFu1500ToFu300();
            }
            foreach (Block item in FuBlockUplists)
            {
                BlockRectangle b1 = allBlockRectangles.First(retangle => retangle.Tag == item.Tag);
                b1.Start1500To0();
            }
            //这里写地图2//将-1500处的uplists2放下到300处//将1500处的FuBlockUplists2放到0
            foreach (Block item in BlockUplists2)
            {
                BlockRectangle b1 = allBlockRectangles2.First(retangle => retangle.Tag == item.Tag);
                b1.StartFu1500ToFu300();
            }
            foreach (Block item in FuBlockUplists2)
            {
                BlockRectangle b1 = allBlockRectangles2.First(retangle => retangle.Tag == item.Tag);
                b1.Start1500To0();
            }
            //把Uplists加回到allBlocks;
            foreach (Block item in BlockUplists)
            {
                allBlocks.Add(item);
            }
            //这里地图2把Uplists2加回到allBlocks2;
            foreach (Block item in BlockUplists2)
            {
                allBlocks2.Add(item);
            }

            FromFu1500ToFu300.Begin();
            From1500To0.Begin();
        }
        /// <summary>
        /// 最后一次改于20140608下午运行正常。。。未写小人下落登场动画;;;;;;;;;;;;;;;;;;;;;;;;;;
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private async void GameOverBtn_Click(object sender, RoutedEventArgs e)
        {
            if (firstMan != null)
            {
                firstMan.StartSmall();
                firstMan = null;                                 //开始游戏了,把firstman变小,并且变成null以免影响到下一次的判断;
            }
            lvTheme.Visibility           = Visibility.Collapsed; //开始游戏了。把左右彩条隐藏了;
            lvThemeBackGround.Visibility = Visibility.Collapsed;
            //GameOverScore.DataContext = sw;
            //txtbScore.DataContext = sw;
            //这里添加了所有小人被挂的语句··············································
            foreach (Block item in allBlocks)
            {
                item.IsVisSmallMan = false;
            }

            GameOverGrid.Visibility = Visibility.Collapsed;

            if (GameOverBtn.Label.ToString() == "开始学习")
            {
                GameOverBtn.Label = "再走一圈";
            }

            //所有黑块变黑。。。小人变没。。。
            if (visBlocks != null)
            {
                foreach (Block item in visBlocks)//将没显示的黑块再次变黑
                {
                    item.IsVis = true;
                }
            }

            level = 1;

            //秒表开始计时;
            sw.Start();
            //把所有的格子放到底端去;
            foreach (BlockRectangle item in allBlockRectangles)
            {
                item.Start0To1500();
            }

            //二:生成uplists放到顶端
            //2.1得到新一关的visBlocks。。。//将新一关的visBlocks设置为不可见。

            if (level <= 4)
            {
                visBlocks = map.EasyBlock();
            }
            else if (level <= 10)
            {
                visBlocks = map.MediumBlock();
            }
            else
            {
                visBlocks = map.HardBlock();
            }

            foreach (Block item in visBlocks)
            {
                item.IsVis = false;
            }
            //2.2获取随机要压下来的Blocks//然后从1500放到-1500准备下一步的操作
            BlockUplists = map.UpBlocks(visBlocks);
            foreach (Block itemBlock in BlockUplists)
            {
                BlockRectangle b1 = allBlockRectangles.First(retangle => retangle.Tag == itemBlock.Tag);
                b1.Start1500ToFu1500();
            }


            //获取allblocks减去要压下来的blocks。。。得到FuBlockUplists;
            foreach (Block item in BlockUplists)
            {
                FuBlockUplists = allBlocks;
                FuBlockUplists.Remove(item);
            }

            await Task.Delay(100);

            //小人可以移动到的12个小人数组初始化
            for (int i = 0; i < 10; i++)
            {
                smallMans[i] = map[i, map.smallManY[i]];
            }
            //小人初始化;//初始化前先写一个下落的动画;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
            smallMans[4].IsVisSmallMan = true;


            //将-1500处的uplists放下到300处//将1500处的FuBlockUplists放到0
            foreach (Block item in BlockUplists)
            {
                BlockRectangle b1 = allBlockRectangles.First(retangle => retangle.Tag == item.Tag);
                b1.StartFu1500ToFu300();
            }
            foreach (Block item in FuBlockUplists)
            {
                BlockRectangle b1 = allBlockRectangles.First(retangle => retangle.Tag == item.Tag);
                b1.Start1500To0();
            }
            //把Uplists加回到allBlocks;
            foreach (Block item in BlockUplists)
            {
                allBlocks.Add(item);
            }
            FromFu1500ToFu300.Begin();
            From1500To0.Begin();
        }