示例#1
0
        /// <summary>
        /// NormalButton的Click响应,本质是一个委托
        /// </summary>
        /// <param name="listid"></param>
        public void NormalClick(int listid)
        {
            //if (isGameOver_flag)
            //{
            //    GameOver();

            //    return;
            //}

            //rightClickCount是否已标记
            if (NBS[listid].rightClickCount != 0)
            {
                return;
            }

            //是否已挖开
            if (NBS[listid].isdigged_flag == true)
            {
                return;
            }

            //是否为地雷
            if (Landmines.Contains(listid))
            {
                //NBS[listid].Background = Brushes.DarkRed;
                //NBS[listid].isdigged_flag = true;
                foreach (var i in Landmines)
                {
                    ImageBrush imageBrush = new ImageBrush();
                    imageBrush.ImageSource = new BitmapImage(new Uri("pack://application:,,,/images/boom.bmp", UriKind.Absolute));
                    NBS[i].Background      = imageBrush;
                }

                //Thread.Sleep(100);
                //isGameOver_flag = true;

                MessageBox.Show("你输了");

                //VisualBrush vb = new VisualBrush(gameWindow.GD);
                //Rectangle rectangle = new Rectangle();
                //rectangle.Width = gameWindow.GD.ActualWidth;
                //rectangle.Height = gameWindow.GD.ActualHeight;
                //rectangle.Opacity = 0.75;
                //rectangle.Fill = vb;
                //gameWindow.Content = null;

                //Grid grid = new Grid();
                //grid.Background = Brushes.DarkGray;
                //grid.Children.Add(rectangle);
                //gameWindow.Content = grid;
                GameOver();//必须放在1messagebox后面,原因未知

                //中止游戏
                return;
            }


            //扩散挖开
            List <int> normalButtons = new List <int>();//扩散表

            normalButtons.Add(listid);

            while (normalButtons.Count > 0)
            {
                int lid = normalButtons[0];

                //周围是否有地雷
                if (NBS[lid].numberoflandminesaround != 0)
                {
                    NBS[lid].Content = NBS[lid].numberoflandminesaround.ToString();//
                    //return;
                }

                else
                {
                    if (lid - ((CBItem)CB_MapSize.SelectedItem).SelectItem >= 0 && //判断土块序号是否存在
                        !normalButtons.Contains(lid - ((CBItem)CB_MapSize.SelectedItem).SelectItem) && //判断是否在扩散表中
                        NBS[lid - ((CBItem)CB_MapSize.SelectedItem).SelectItem].isdigged_flag == false && //判断是否已挖开
                        NBS[lid - ((CBItem)CB_MapSize.SelectedItem).SelectItem].islandmine_flag == false)    //判断是否为地雷
                    {
                        normalButtons.Add(lid - ((CBItem)CB_MapSize.SelectedItem).SelectItem);
                    }
                    if (lid + ((CBItem)CB_MapSize.SelectedItem).SelectItem < NBS.Count &&
                        !normalButtons.Contains(lid + ((CBItem)CB_MapSize.SelectedItem).SelectItem) &&
                        NBS[lid + ((CBItem)CB_MapSize.SelectedItem).SelectItem].isdigged_flag == false &&
                        NBS[lid + ((CBItem)CB_MapSize.SelectedItem).SelectItem].islandmine_flag == false)
                    {
                        normalButtons.Add(lid + ((CBItem)CB_MapSize.SelectedItem).SelectItem);
                    }
                    if ((lid) % ((CBItem)CB_MapSize.SelectedItem).SelectItem != 0 && !normalButtons.Contains(lid - 1) &&
                        NBS[lid - 1].isdigged_flag == false && NBS[lid - 1].islandmine_flag == false)
                    {
                        normalButtons.Add(lid - 1);
                    }
                    if ((lid + 1) % ((CBItem)CB_MapSize.SelectedItem).SelectItem != 0 && !normalButtons.Contains(lid + 1) &&
                        NBS[lid + 1].isdigged_flag == false && NBS[lid + 1].islandmine_flag == false)
                    {
                        normalButtons.Add(lid + 1);
                    }//
                }

                //挖开此块
                NormalButton normalButton = NBS[lid] as NormalButton;
                normalButton.isdigged_flag = true;

                normalButton.Background = Brushes.White;

                switch (normalButton.numberoflandminesaround)
                {
                case 1:
                    normalButton.Foreground = Brushes.LightSteelBlue;
                    break;

                case 2:
                    normalButton.Foreground = Brushes.Black;
                    break;

                case 3:
                    normalButton.Foreground = Brushes.DarkGoldenrod;
                    break;

                case 4:
                    normalButton.Foreground = Brushes.YellowGreen;
                    break;

                case 5:
                    normalButton.Foreground = Brushes.Aqua;
                    break;

                case 6:
                    normalButton.Foreground = Brushes.Fuchsia;
                    break;

                case 7:
                    normalButton.Foreground = Brushes.Orange;
                    break;

                case 8:
                    normalButton.Foreground = Brushes.Red;
                    break;
                }

                //normalButton.Foreground = new SolidColorBrush((Color)ColorConverter.ConvertFromString("#FF0000"));

                normalButtons.Remove(normalButtons[0]);
            }
        }
示例#2
0
        void NewGame()
        {
            //判空
            if (CB_MapSize.SelectedItem == null)
            {
                MessageBox.Show("请选择地图大小!");
                return;
            }
            if (TBX_LandmineNumber.Text == null || Convert.ToInt32(TBX_LandmineNumber.Text) == 0)
            {
                Random random = new Random();
                NumberOfLandmine = random.Next() % (Convert.ToInt32(Math.Pow(((CBItem)CB_MapSize.SelectedItem).SelectItem, 2)) - 5) + 5;
            }
            else
            {
                NumberOfLandmine = Convert.ToInt32(TBX_LandmineNumber.Text);
            }

            //new GameWindow
            GameWindow.rowNumberOfLandmine = ((CBItem)CB_MapSize.SelectedItem).SelectItem;
            gameWindow = new GameWindow();

            //随机地雷表
            Random random1 = new Random();

            while (Landmines.Count < NumberOfLandmine)
            {
                int site = random1.Next() % (Convert.ToInt32(Math.Pow(((CBItem)CB_MapSize.SelectedItem).SelectItem, 2) - 1));
                if (!Landmines.Contains(site))
                {
                    Landmines.Add(site);
                }
            }

            //绘制窗体框架
            gameWindow.WP.Width             = ((CBItem)CB_MapSize.SelectedItem).SelectItem * 30 + 2;
            gameWindow.WP.Height            = ((CBItem)CB_MapSize.SelectedItem).SelectItem * 30 + 2;
            gameWindow.Width                = ((CBItem)CB_MapSize.SelectedItem).SelectItem * 30 + 25;
            gameWindow.Height               = ((CBItem)CB_MapSize.SelectedItem).SelectItem * 30 + 72;
            gameWindow.gameWindowDelegate  += ShowMainWindow;
            gameWindow.gameWindowDelegate1 += RemakeGame;
            gameWindow.gameWindowDelegate2 += QuitGame;
            //gameWindow.MN.Width=
            for (int i = 0; i < ((CBItem)CB_MapSize.SelectedItem).SelectItem * ((CBItem)CB_MapSize.SelectedItem).SelectItem; i++)
            {
                NormalButton normalButton = new NormalButton()
                {
                    Width = 30, Height = 30, listid = i, Background = Brushes.DarkGray, FontWeight = FontWeights.Black
                };
                if (Landmines.Contains(i))
                {
                    normalButton.islandmine_flag = true;
                }
                normalButton.clickhandle       = NormalClick;//将NormalButton的clickhandle委托与函数绑定
                normalButton.rightClickHandle += NormalRightClick;
                gameWindow.WP.Children.Add(normalButton);
                NBS.Add(normalButton);
            }
            gameWindow.Show();

            foreach (int i in Landmines)
            {
                //为周围8个土块添加雷区标记  numberoflandminesaround++
                if (i - ((CBItem)CB_MapSize.SelectedItem).SelectItem >= 0 && //判断土块序号是否存在
                    NBS[i - ((CBItem)CB_MapSize.SelectedItem).SelectItem].islandmine_flag == false) //判断是否为地雷
                {
                    NBS[i - ((CBItem)CB_MapSize.SelectedItem).SelectItem].numberoflandminesaround++;
                }
                if (i - ((CBItem)CB_MapSize.SelectedItem).SelectItem >= 0 &&
                    (i - ((CBItem)CB_MapSize.SelectedItem).SelectItem + 1) % ((CBItem)CB_MapSize.SelectedItem).SelectItem != 0 && //判断土块序号是否存在
                    NBS[i - ((CBItem)CB_MapSize.SelectedItem).SelectItem + 1].islandmine_flag == false)    //判断是否为地雷
                {
                    NBS[i - ((CBItem)CB_MapSize.SelectedItem).SelectItem + 1].numberoflandminesaround++;
                }

                if (i + ((CBItem)CB_MapSize.SelectedItem).SelectItem < NBS.Count &&
                    NBS[i + ((CBItem)CB_MapSize.SelectedItem).SelectItem].islandmine_flag == false)
                {
                    NBS[i + ((CBItem)CB_MapSize.SelectedItem).SelectItem].numberoflandminesaround++;
                }
                if (i + ((CBItem)CB_MapSize.SelectedItem).SelectItem < NBS.Count &&
                    (i + ((CBItem)CB_MapSize.SelectedItem).SelectItem) % ((CBItem)CB_MapSize.SelectedItem).SelectItem != 0 && //判断土块序号是否存在
                    NBS[i + ((CBItem)CB_MapSize.SelectedItem).SelectItem - 1].islandmine_flag == false)    //判断是否为地雷
                {
                    NBS[i + ((CBItem)CB_MapSize.SelectedItem).SelectItem - 1].numberoflandminesaround++;
                }

                if ((i) % ((CBItem)CB_MapSize.SelectedItem).SelectItem != 0 &&
                    NBS[i - 1].islandmine_flag == false)
                {
                    NBS[i - 1].numberoflandminesaround++;
                }
                if ((i) % ((CBItem)CB_MapSize.SelectedItem).SelectItem != 0 &&
                    i - ((CBItem)CB_MapSize.SelectedItem).SelectItem - 1 >= 0 &&
                    NBS[i - ((CBItem)CB_MapSize.SelectedItem).SelectItem - 1].islandmine_flag == false)
                {
                    NBS[i - ((CBItem)CB_MapSize.SelectedItem).SelectItem - 1].numberoflandminesaround++;
                }

                if ((i + 1) % ((CBItem)CB_MapSize.SelectedItem).SelectItem != 0 &&
                    NBS[i + 1].islandmine_flag == false)
                {
                    NBS[i + 1].numberoflandminesaround++;
                }
                if ((i + 1) % ((CBItem)CB_MapSize.SelectedItem).SelectItem != 0 &&
                    (i + 1) + ((CBItem)CB_MapSize.SelectedItem).SelectItem < NBS.Count &&
                    NBS[(i + 1) + ((CBItem)CB_MapSize.SelectedItem).SelectItem].islandmine_flag == false)
                {
                    NBS[(i + 1) + ((CBItem)CB_MapSize.SelectedItem).SelectItem].numberoflandminesaround++;
                }//
            }

            this.Hide();
        }