private void PlayMusicToolStripMenuItem_Click(object sender, EventArgs e) { //弹出内置音乐选择对话框 SelectMusic sem = new SelectMusic(); if (sem.ShowDialog(this) == DialogResult.OK) { NoBackMusicToolStripMenuItem.CheckState = CheckState.Unchecked; //如果选择了一首曲子,则播放 try { string music = (string)sem.music.SelectedItem; String newMusicFile = Path.Combine(Application.StartupPath, "music\\" + music); if (musicFile != newMusicFile && musicFile.Length > 0) { MciSoundPlayer.Stop(); MciSoundPlayer.Close(); } musicFile = newMusicFile; MciSoundPlayer.Play(musicFile, "song"); NoBackMusicToolStripMenuItem.CheckState = CheckState.Unchecked; PlayMusicToolStripMenuItem.CheckState = CheckState.Checked; RandomPlayToolStripMenuItem.CheckState = CheckState.Unchecked; } catch (Exception ex) { } } else { //NoBackMusicToolStripMenuItem.CheckState = CheckState.Checked; } }
private void NoBackMusicToolStripMenuItem_Click_1(object sender, EventArgs e) { musicFile = ""; MciSoundPlayer.Stop(); MciSoundPlayer.Close(); NoBackMusicToolStripMenuItem.CheckState = CheckState.Checked; RandomPlayToolStripMenuItem.CheckState = CheckState.Unchecked; PlayMusicToolStripMenuItem.CheckState = CheckState.Unchecked; }
//随机播放音乐 private void PlayRandomSongs() { try { SelectMusic sem = new SelectMusic(); int count = sem.music.Items.Count; Random random = new Random(); string music = (string)sem.music.Items[random.Next(count)]; sem.Dispose(); String newMusicFile = Path.Combine(Application.StartupPath, "music\\" + music); if (musicFile != newMusicFile && musicFile.Length > 0) { MciSoundPlayer.Stop(); MciSoundPlayer.Close(); } musicFile = newMusicFile; MciSoundPlayer.Play(musicFile, "song"); } catch (Exception ex) { } }
//定时器,用来显示发牌时的动画 internal void timer_Tick(object sender, EventArgs e) { if (musicFile.Length > 0 && (!MciSoundPlayer.IsPlaying()) && PlayMusicToolStripMenuItem.Checked) { MciSoundPlayer.Stop(); MciSoundPlayer.Close(); MciSoundPlayer.Play(musicFile, "song"); } else if (musicFile.Length > 0 && (!MciSoundPlayer.IsPlaying()) && RandomPlayToolStripMenuItem.Checked) { PlayRandomSongs(); } //1.分牌 if (currentState.CurrentCardCommands == CardCommands.ReadyCards) //分牌 { if (currentCount == 0) { //画工具栏 if (!gameConfig.IsDebug) { drawingFormHelper.DrawToolbar(); } } if (currentCount < 25) { drawingFormHelper.ReadyCards(currentCount); currentCount++; } else { currentState.CurrentCardCommands = CardCommands.DrawCenter8Cards; } } else if (currentState.CurrentCardCommands == CardCommands.WaitingShowBottom) //翻底牌完毕后的清理工作 { drawingFormHelper.DrawCenterImage(); //画8张牌的背面 Graphics g = Graphics.FromImage(bmp); for (int i = 0; i < 8; i++) { g.DrawImage(gameConfig.BackImage, 200 + i * 2, 186, 71, 96); } SetPauseSet(gameConfig.Get8CardsTime, CardCommands.DrawCenter8Cards); } else if (currentState.CurrentCardCommands == CardCommands.DrawCenter8Cards) //2.抓底牌 { //如果无人亮主,流局 if (drawingFormHelper.DoRankNot()) { if (gameConfig.IsPass) //如果设置为流局 { //暂停3秒 init(); isNew = false; //画图片 drawingFormHelper.DrawPassImage(); SetPauseSet(gameConfig.NoRankPauseTime, CardCommands.WaitingShowPass); return; } else //如果设置为翻底牌 { //将底牌的第三张的花色设置为主 ArrayList bottom = new ArrayList(); bottom.Add(pokerList[0][0]); bottom.Add(pokerList[0][1]); bottom.Add(pokerList[1][0]); bottom.Add(pokerList[1][1]); bottom.Add(pokerList[2][0]); bottom.Add(pokerList[2][1]); bottom.Add(pokerList[3][0]); bottom.Add(pokerList[3][1]); int suit = CommonMethods.GetSuit((int)bottom[2]); currentState.Suit = suit; Graphics g = Graphics.FromImage(bmp); if (currentState.Master == 1 || currentState.Master == 2) { drawingFormHelper.DrawSuit(g, suit, true, true); } else if (currentState.Master == 3 || currentState.Master == 4) { drawingFormHelper.DrawSuit(g, suit, false, true); } g.Dispose(); //在中央画8张底牌,第三张稍微向上 drawingFormHelper.DrawCenterImage(); drawingFormHelper.DrawBottomCards(bottom); //暂停一段时间,让大家能看到翻的底牌 SetPauseSet(gameConfig.NoRankPauseTime, CardCommands.WaitingShowBottom); return; } } whoseOrder = currentState.Master;//第一次由主家发牌 firstSend = whoseOrder; SetPauseSet(gameConfig.Get8CardsTime, CardCommands.DrawMySortedCards); drawingFormHelper.DrawCenter8Cards(); initSendedCards(); drawingFormHelper.DrawMySortedCards(currentPokers[0], currentPokers[0].Count); currentState.CurrentCardCommands = CardCommands.WaitingForSending8Cards; //摸牌完毕,排序我的牌 //初始化得分牌 drawingFormHelper.DrawScoreImage(0); } else if (currentState.CurrentCardCommands == CardCommands.WaitingShowPass) //显示流局信息 { //将流局图片清理掉 drawingFormHelper.DrawCenterImage(); //drawingFormHelper.DrawScoreImage(0); Refresh(); currentState.CurrentCardCommands = CardCommands.ReadyCards; } else if (currentState.CurrentCardCommands == CardCommands.WaitingForSending8Cards) //3.扣底牌 { //如果需要 switch (currentState.Master) { case 1: if (gameConfig.IsDebug) { Algorithm.Send8Cards(this, 1); } else { drawingFormHelper.DrawMyPlayingCards(currentPokers[0]); Refresh(); return; } break; case 2: Algorithm.Send8Cards(this, 2); break; case 3: Algorithm.Send8Cards(this, 3); break; case 4: Algorithm.Send8Cards(this, 4); break; } } else if (currentState.CurrentCardCommands == CardCommands.DrawMySortedCards) //4.画我的牌 { //将最后自己的牌进行排序显示 SetPauseSet(gameConfig.SortCardsTime, CardCommands.DrawMySortedCards); drawingFormHelper.DrawMySortedCards(currentPokers[0], currentPokers[0].Count); Refresh(); currentState.CurrentCardCommands = CardCommands.WaitingForSend; } else if (currentState.CurrentCardCommands == CardCommands.WaitingForSend) //等待出牌 { //如果是对家 if (whoseOrder == 2) { drawingFormHelper.DrawFrieldUserSendedCards(); } if (whoseOrder == 3) { drawingFormHelper.DrawPreviousUserSendedCards(); } if (whoseOrder == 4) { drawingFormHelper.DrawNextUserSendedCards(); } if (whoseOrder == 1) { if (gameConfig.IsDebug) { if (firstSend == 1) { Algorithm.ShouldSendedCards(this, 1, currentPokers, currentSendCards, currentState.Suit, currentRank); } else { Algorithm.MustSendedCards(this, 1, currentPokers, currentSendCards, currentState.Suit, currentRank, currentSendCards[firstSend - 1].Count); } drawingFormHelper.DrawMyFinishSendedCards(); if (currentSendCards[3].Count > 0) //是否完成 { currentState.CurrentCardCommands = CardCommands.Pause; SetPauseSet(gameConfig.FinishedOncePauseTime, CardCommands.DrawOnceFinished); } else { whoseOrder = 4; currentState.CurrentCardCommands = CardCommands.WaitingForSend; } } else { currentState.CurrentCardCommands = CardCommands.WaitingForMySending;//等待鼠标事件 } } } else if (currentState.CurrentCardCommands == CardCommands.Pause) //如果需要暂停 { //如果是Pause,则只是让程序休息一会() long interval = (DateTime.Now.Ticks - sleepTime) / 10000; if (interval > sleepMaxTime) { currentState.CurrentCardCommands = wakeupCardCommands; } } else if (currentState.CurrentCardCommands == CardCommands.DrawOnceFinished) //如果是大家都出完牌 { drawingFormHelper.DrawFinishedOnceSendedCards(); //完成清理工作 if (currentPokers[0].Count > 0) { currentState.CurrentCardCommands = CardCommands.WaitingForSend; } } else if (currentState.CurrentCardCommands == CardCommands.DrawOnceRank) //如果本轮大家都出完牌 { currentState.CurrentCardCommands = CardCommands.Undefined; init(); } }