添加项目文件。

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lichx 2024-03-22 17:03:01 +08:00
parent 4be5fbf32c
commit d610e431a8
72 changed files with 3106 additions and 0 deletions

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CDSAE3_Lian_Lian_Kan.sln Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml;
using CDSAE3_Lian_Lian_Kan;
namespace CDSAE3_Lian_Lian_Kan.Board_funcs
{
public partial class Board
{
public Board() {
}
public int[,]? Bd { get; set; } = null;//y,x
public int[]? vals_per_Image = null;
public int total;
public int Total { get
{
return total;
}
set
{
total = value;
if(total == 0)
Settings.game_mode_form?.Finished_Handler(this, new Forms.FinishArgs { finish_Type = Forms.FinishArgs.Finish_Type.All_done });
} }
public void make_board()
{
var rand = new Random();
size = Settings.get_length_width();
var (width, height) = size;
Bd = new int[height + 2, width + 2];
for (int i = 0; i < height + 2; i++)
for (int j = 0; j < width + 2; j++)
Bd[i, j] = -1;
int sum = width * height;
if (sum % 2 != 0)
sum--;
total = sum;
int types = Settings.Images_size();
vals_per_Image = new int[types];
int single = sum/types;
for(int k = sum; k>0; k-=2)
{
int t = rand.Next(0, types);
if (vals_per_Image[t] >= 1.5*single)
{
k += 2;
continue;
}
vals_per_Image[t]+=2;
}
int cur_width = 1, cur_height = 1;
var temp_val_per_Image = (int[])vals_per_Image.Clone();
Func<int> getval = () =>
{
int t = rand.Next(0, types);
if (temp_val_per_Image[t] == 0)
{
int i = (t + 1)%types;
for (; temp_val_per_Image[i] == 0; i %= types)
i++;
temp_val_per_Image[i]--;
return i;
}
temp_val_per_Image[t]--;
return t;
};
for (int i=0;i<sum;i++)
{
Bd[cur_height,cur_width] = getval();
cur_width++;
if (cur_width > width)
{
cur_height++;
cur_width = 1;
}
}
return;
}
public (bool,List<(int,int)>?) test((int,int) a,(int,int) b)//x,y
{
bool reverse = false;
if (a == b)
return (false,null);
if (Bd?[a.Item2, a.Item1] != Bd?[b.Item2, b.Item1])
return (false,null);
var (xa, ya) = a;
var (xb, yb) = b;
Func<bool, int, int, int,bool> line_test = (bool x,int ct,int from,int to) =>
{//ct is x (x==true)left to right ///up to down
if (from > to)
(from, to) = (to, from);
if (x)
{
for (int i = from + 1; i < to; i++)
if (Bd?[ct, i] != -1)
return false;
}
else
for (int i = from + 1; i < to; i++)
if (Bd?[i, ct] != -1)
return false;
return true;
};
if (xa == xb)
if (line_test(false, xa, ya, yb))
return (true, new List<(int, int)> { a, b });
if (ya == yb)
if (line_test(true, ya, xa, xb))
return (true, new List<(int, int)> { a, b });
(int, int)[] squareA = new (int, int)[4];
(int, int)[] squareB = new (int, int)[4];//urdl
{//two line test
HashSet<(int, int)> reachableA = new HashSet<(int, int)>(), reachableB = new HashSet<(int, int)>();
Func<(int, int), HashSet<(int, int)>, bool> check_insert = ((int, int) pos, HashSet<(int, int)> insert) =>//x,y
{
if (pos.Item1 < 0 || pos.Item2 < 0 || pos.Item1 >= Bd?.GetLength(1) || pos.Item2 >= Bd?.GetLength(0))
return false;
if (Bd?[pos.Item2, pos.Item1] == -1)
{
insert.Add(pos);
return true;
}
return false;
};
Func<(int, int), HashSet<(int, int)>, HashSet<(int, int)>, (int, int)[], (bool, int, int)> cross_test = ((int, int) pos, HashSet<(int, int)> insert, HashSet<(int, int)> test, (int, int)[] square) =>//x,y
{
var (x, y) = pos;
for (x--; ; x--)
if (check_insert((x, y), insert))
{
if (test.Contains((x, y)))
return (true, x, y);
}
else
{
square[3] = (x + 1, y);
break;
}
(x, y) = pos;
for (x++; ; x++)
if (check_insert((x, y), insert))
{
if (test.Contains((x, y)))
return (true, x, y);
}
else
{
square[1] = (x - 1, y);
break;
}
(x, y) = pos;
for (y--; ; y--)
if (check_insert((x, y), insert))
{
if (test.Contains((x, y)))
return (true, x, y);
}
else
{
square[0] = (x, y + 1);
break;
}
(x, y) = pos;
for (y++; ; y++)
if (check_insert((x, y), insert))
{
if (test.Contains((x, y)))
return (true, x, y);
}
else
{
square[2] = (x, y - 1);
break;
}
return (false, -1, -1);
};
cross_test(a, reachableA, reachableB, squareA);
var (find_ans, pax, pay) = cross_test(b, reachableB, reachableA, squareB);
if (find_ans)
return (true, new List<(int, int)> { a, (pax, pay), b });
if (reachableA.Count > reachableB.Count)
{
(a, b) = (b, a);
reverse = true;
}
}
{//three line test
Func<(int, int), (int, int), (bool, (int, int))> intersection = ((int, int) a, (int, int) b) =>
{
if (a.Item1 > b.Item1)
(a, b) = (b, a);
if (a.Item2 < b.Item1)
return (false, (-1, -1));
if (a.Item2 > b.Item2)
return (true,( b.Item1, b.Item2));
return (true, (b.Item1, a.Item2));
};
var (throughx, xrange) = intersection((squareA[3].Item1, squareA[1].Item1), (squareB[3].Item1, squareB[1].Item1));
var (throughy, yrange) = intersection((squareA[0].Item2, squareA[2].Item2), (squareB[0].Item2, squareB[2].Item2));
if (throughx)
for (int i = xrange.Item1; i <= xrange.Item2; i++)
if (line_test(false, i, a.Item2, b.Item2))
if (reverse)
return (true, new List<(int, int)> { b, (i, b.Item2), (i, a.Item2), a });
else
return (true, new List<(int, int)> { a, (i, a.Item2), (i, b.Item2), b });
if (throughy)
for (int i = yrange.Item1; i <= yrange.Item2; i++)
if (line_test(true, i, a.Item1, b.Item1))
if (reverse)
return (true, new List<(int, int)> { b, (b.Item1, i), (a.Item1, i), a });
else
return (true, new List<(int, int)> { a, (a.Item1, i), (b.Item1, i), b });
}
return (false, null);
}
public (int, int) size { get; set; }//width,height
public Settings.Mode mode { get; set; }
}
}

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namespace CDSAE3_Lian_Lian_Kan
{
partial class Challenge_Mode_MenuForm
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "Challenge_Mode_MenuForm";
}
#endregion
}
}

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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace CDSAE3_Lian_Lian_Kan
{
public partial class Challenge_Mode_MenuForm : Form
{
public Challenge_Mode_MenuForm()
{
InitializeComponent();
}
}
}

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namespace CDSAE3_Lian_Lian_Kan.Forms
{
partial class GameControl
{
/// <summary>
/// 必需的设计器变量。
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// 清理所有正在使用的资源。
/// </summary>
/// <param name="disposing">如果应释放托管资源,为 true否则为 false。</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region
/// <summary>
/// 设计器支持所需的方法 - 不要修改
/// 使用代码编辑器修改此方法的内容。
/// </summary>
private void InitializeComponent()
{
playPanel = new TableLayoutPanel();
SuspendLayout();
//
// playPanel
//
playPanel.BackColor = Color.FromArgb(0, 0, 0, 0);
playPanel.ColumnCount = 1;
playPanel.ColumnStyles.Add(new ColumnStyle(SizeType.Percent, 50F));
playPanel.Dock = DockStyle.Fill;
playPanel.Location = new Point(0, 0);
playPanel.Name = "playPanel";
playPanel.RowCount = 1;
playPanel.RowStyles.Add(new RowStyle(SizeType.Percent, 50F));
playPanel.Size = new Size(1400, 800);
playPanel.TabIndex = 1;
//
// GameControl
//
AutoScaleDimensions = new SizeF(11F, 24F);
AutoScaleMode = AutoScaleMode.Font;
BackColor = Color.FromArgb(0, 0, 0, 0);
Controls.Add(playPanel);
Name = "GameControl";
Size = new Size(1400, 800);
ResumeLayout(false);
}
#endregion
private TableLayoutPanel playPanel;
}
}

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using CDSAE3_Lian_Lian_Kan.Board_funcs;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.ComponentModel.Design;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using static System.Windows.Forms.VisualStyles.VisualStyleElement.Window;
namespace CDSAE3_Lian_Lian_Kan.Forms
{
public partial class GameControl : UserControl, IBeSelected
{
Board board = new Board();
IGameMode iGameMode;
public GameControl()
{
InitializeComponent();
board.make_board();
Settings.game_form = this;
playPanel_set();
iGameMode = Settings.game_mode_form;
}
void playPanel_set()
{
int[,] bd;
if (board.Bd == null)
{
board.make_board();
bd = board.Bd ?? new int[0, 0];
if (bd.Length == 0)
throw new Exception("bd is null");
}
else
bd = board.Bd;
playPanel_size_change();
for (int i = 0; i < playPanel.RowCount; i++)
for (int j = 0; j < playPanel.ColumnCount; j++)
{
if (bd[i, j] == -1)
{
var x = new Single_Block(Settings.trans_Image, (j, i));
x.Dock = DockStyle.Fill;
playPanel.Controls.Add(x, j, i);
}
else
{
var x = new Single_Block(bd[i, j], Settings.def_Color, Settings.sel_Color, (j, i));
x.Dock = DockStyle.Fill;
playPanel.Controls.Add(x, j, i);
}
}
}
Queue<((int, int), Single_Block)> queue = new Queue<((int, int), Single_Block)>();//y,x
public void Selected_Handler(Single_Block sender, SelectedEventArgs e)
{
Task.Run(() =>
{
iGameMode.De_pause(this, e);
if (e.be_selected)
{
switch (queue.Count)
{
case 0:
queue.Enqueue((e.position, sender));
break;
case 1:
var (posa, sendera) = queue.Dequeue();
var posb = e.position;
var (could, path) = board.test(posa, posb);
if (could)
{
_ = Block_ClearAsync(path);
while (queue.Count() > 0)
queue.Dequeue();
if (board.Bd is null) throw new Exception("No usable board. How come?");
board.Bd[posa.Item2, posa.Item1] = -1;
board.Bd[posb.Item2, posb.Item1] = -1;
}
else
{
queue.Enqueue((e.position, sender));
sendera.deselect();
}
break;
}
}
else
{
switch (queue.Count)
{
case 0:
break;
case 1:
if (queue.Peek().Item1 == e.position)
queue.Dequeue();
break;
}
}
});
}
async Task Block_ClearAsync(List<(int, int)>? path)
{
List<Single_Block> paths = new List<Single_Block>();
if (path == null)
return;
Func<(int, int), (int, int), Settings.Direction> get_Direction = ((int, int) from, (int, int) to) =>//x,y
{
if (from.Item1 == to.Item1)
if (from.Item2 > to.Item2)
return Settings.Direction.up;
else
return Settings.Direction.down;
else
if (from.Item1 > to.Item1)
return Settings.Direction.left;
else
return Settings.Direction.right;
};
Func<(int, int), Settings.Direction, Task> set_Path = async ((int, int) point, Settings.Direction direction) =>
{
await Task.Delay(20);
Control? control = playPanel.GetControlFromPosition(point.Item1, point.Item2);
if (control != null && control is Single_Block single_Block)
{
single_Block.to_path(direction);
paths.Add(single_Block);
}
};
Func<(int, int), (int, int), bool, Settings.Direction, Task> to_path = async ((int, int) from, (int, int) to, bool include_end, Settings.Direction extra_Direction) =>
{
var direction = get_Direction(from, to);
switch (direction)
{
case Settings.Direction.up:
for (int i = from.Item2 - 1; i != to.Item2; i--)
await set_Path((from.Item1, i), Settings.Direction.up_down);
break;
case Settings.Direction.down:
for (int i = from.Item2 + 1; i != to.Item2; i++)
await set_Path((from.Item1, i), Settings.Direction.up_down);
break;
case Settings.Direction.right:
for (int i = from.Item1 + 1; i != to.Item1; i++)
await set_Path((i, from.Item2), Settings.Direction.left_right);
break;
case Settings.Direction.left:
for (int i = from.Item1 - 1; i != to.Item1; i--)
await set_Path((i, from.Item2), Settings.Direction.left_right);
break;
}
if (include_end)
{
direction = direction | extra_Direction;
await set_Path(to, direction);
}
};
switch (path.Count)
{
case 2:
await to_path(path[0], path[1], false, 0);
break;
case 3:
var extra_direction = get_Direction(path[1], path[2]);
await to_path(path[0], path[1], true, extra_direction);
await to_path(path[1], path[2], false, Settings.Direction.none);
break;
case 4:
Settings.Direction extra_directionA = get_Direction(path[1], path[2]), extra_directionB = get_Direction(path[2], path[3]);
await to_path(path[0], path[1], true, extra_directionA);
await to_path(path[1], path[2], true, extra_directionB);
await to_path(path[2], path[3], false, Settings.Direction.none);
break;
}
Control? controlA = playPanel.GetControlFromPosition(path[0].Item1, path[0].Item2), controlB = playPanel.GetControlFromPosition(path.Last().Item1, path.Last().Item2);
if (controlA != null && controlB != null && controlA is Single_Block single_BlockA && controlB is Single_Block single_BlockB)
{
single_BlockA.destroyAsync();
single_BlockB.destroyAsync();
}
await Task.Delay(200);
foreach (var control in paths)
control.de_path();
iGameMode.Score_Add(this, new AddScoreArgs { score = (paths.Count + 2)*10 });
board.Total -= 2;
}
void playPanel_size_change()
{
var (width, height) = board.size;
playPanel.RowCount = height + 2;
playPanel.ColumnCount = width + 2;
playPanel.ColumnStyles[0] = new ColumnStyle(SizeType.Percent, 100F);
playPanel.RowStyles[0] = new RowStyle(SizeType.Percent, 100F);
for (int i = 0; i < width + 1; i++)
playPanel.ColumnStyles.Add(new ColumnStyle(SizeType.Percent, 100F));
for (int i = 0; i < height + 1; i++)
playPanel.RowStyles.Add(new RowStyle(SizeType.Percent, 100F));
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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namespace CDSAE3_Lian_Lian_Kan.Forms
{
partial class GameForm
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "GameForm";
}
#endregion
}
}

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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace CDSAE3_Lian_Lian_Kan.Forms
{
public partial class GameForm : Form
{
public GameForm()
{
InitializeComponent();
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CDSAE3_Lian_Lian_Kan.Forms
{
public interface IBeSelected
{
public void Selected_Handler(Single_Block sender, SelectedEventArgs e);
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CDSAE3_Lian_Lian_Kan.Forms
{
public class AddScoreArgs : EventArgs
{
public int score { get; set; }
}
public class FinishArgs: EventArgs
{
public enum Finish_Type
{
All_done = 0,
Time_out = 1
}
public Finish_Type finish_Type { get; set; }
}
public interface IGameMode
{
public void De_pause(object sender, EventArgs e);
public void Score_Add(object sender, AddScoreArgs e);
public void Finished_Handler(object sender, FinishArgs e);
}
}

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namespace CDSAE3_Lian_Lian_Kan.Forms
{
partial class Leisure_Mode
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
game_Panel = new Panel();
gameControl = new GameControl();
back = new PictureBox();
energy_bar = new ProgressBar();
Score_Label = new Label();
factor = new Label();
time = new Label();
score = new Label();
sp_button = new PictureBox();
search = new PictureBox();
exchange = new PictureBox();
game_Panel.SuspendLayout();
((System.ComponentModel.ISupportInitialize)back).BeginInit();
((System.ComponentModel.ISupportInitialize)sp_button).BeginInit();
((System.ComponentModel.ISupportInitialize)search).BeginInit();
((System.ComponentModel.ISupportInitialize)exchange).BeginInit();
SuspendLayout();
//
// game_Panel
//
game_Panel.BackColor = Color.FromArgb(50, 0, 0, 0);
game_Panel.Controls.Add(gameControl);
game_Panel.Location = new Point(20, 143);
game_Panel.Name = "game_Panel";
game_Panel.Size = new Size(1400, 800);
game_Panel.TabIndex = 0;
//
// gameControl
//
gameControl.BackColor = Color.FromArgb(0, 0, 0, 0);
gameControl.Dock = DockStyle.Fill;
gameControl.Location = new Point(0, 0);
gameControl.Name = "gameControl";
gameControl.Size = new Size(1400, 800);
gameControl.TabIndex = 0;
//
// back
//
back.BackColor = Color.FromArgb(249, 211, 171);
back.Image = Properties.Resources.left_arrow;
back.Location = new Point(30, 31);
back.Name = "back";
back.Size = new Size(70, 70);
back.SizeMode = PictureBoxSizeMode.Zoom;
back.TabIndex = 1;
back.TabStop = false;
back.Click += back_Click;
//
// energy_bar
//
energy_bar.Location = new Point(644, 48);
energy_bar.Name = "energy_bar";
energy_bar.Size = new Size(386, 34);
energy_bar.Step = 1;
energy_bar.TabIndex = 2;
//
// Score_Label
//
Score_Label.AutoSize = true;
Score_Label.BackColor = Color.FromArgb(249, 211, 171);
Score_Label.Font = new Font("Microsoft YaHei UI", 18F);
Score_Label.Location = new Point(1093, 43);
Score_Label.Name = "Score_Label";
Score_Label.Size = new Size(128, 46);
Score_Label.TabIndex = 3;
Score_Label.Text = "分数:";
//
// factor
//
factor.AutoSize = true;
factor.BackColor = Color.FromArgb(249, 211, 171);
factor.Font = new Font("Microsoft YaHei UI", 18F);
factor.Location = new Point(578, 42);
factor.Name = "factor";
factor.Size = new Size(59, 46);
factor.TabIndex = 4;
factor.Text = "x1";
//
// time
//
time.AutoSize = true;
time.BackColor = Color.FromArgb(249, 211, 171);
time.Font = new Font("Microsoft YaHei UI", 18F);
time.Location = new Point(195, 43);
time.Name = "time";
time.Size = new Size(113, 46);
time.TabIndex = 6;
time.Text = "00:00";
//
// score
//
score.AutoSize = true;
score.BackColor = Color.FromArgb(249, 211, 171);
score.Font = new Font("Microsoft YaHei UI", 18F);
score.Location = new Point(1214, 43);
score.Name = "score";
score.Size = new Size(104, 46);
score.TabIndex = 7;
score.Text = "0000";
//
// sp_button
//
sp_button.BackColor = Color.FromArgb(249, 211, 171);
sp_button.Image = Properties.Resources.play_buttton;
sp_button.Location = new Point(1350, 31);
sp_button.Name = "sp_button";
sp_button.Size = new Size(70, 70);
sp_button.SizeMode = PictureBoxSizeMode.Zoom;
sp_button.TabIndex = 8;
sp_button.TabStop = false;
sp_button.Click += Sp_button_Click;
//
// search
//
search.BackColor = Color.FromArgb(249, 211, 171);
search.Image = Properties.Resources.search;
search.Location = new Point(360, 31);
search.Name = "search";
search.Size = new Size(70, 70);
search.SizeMode = PictureBoxSizeMode.Zoom;
search.TabIndex = 9;
search.TabStop = false;
//
// exchange
//
exchange.BackColor = Color.FromArgb(249, 211, 171);
exchange.Image = Properties.Resources.exchange;
exchange.Location = new Point(455, 31);
exchange.Name = "exchange";
exchange.Size = new Size(70, 70);
exchange.SizeMode = PictureBoxSizeMode.Zoom;
exchange.TabIndex = 10;
exchange.TabStop = false;
//
// Leisure_Mode
//
AutoScaleDimensions = new SizeF(11F, 24F);
AutoScaleMode = AutoScaleMode.Font;
BackColor = Color.FromArgb(249, 211, 171);
ClientSize = new Size(1439, 960);
Controls.Add(exchange);
Controls.Add(search);
Controls.Add(sp_button);
Controls.Add(score);
Controls.Add(time);
Controls.Add(factor);
Controls.Add(Score_Label);
Controls.Add(energy_bar);
Controls.Add(back);
Controls.Add(game_Panel);
FormBorderStyle = FormBorderStyle.None;
Name = "Leisure_Mode";
Text = "Leisure_Mode";
game_Panel.ResumeLayout(false);
((System.ComponentModel.ISupportInitialize)back).EndInit();
((System.ComponentModel.ISupportInitialize)sp_button).EndInit();
((System.ComponentModel.ISupportInitialize)search).EndInit();
((System.ComponentModel.ISupportInitialize)exchange).EndInit();
ResumeLayout(false);
PerformLayout();
}
#endregion
private Panel game_Panel;
private PictureBox back;
private ProgressBar energy_bar;
private Label Score_Label;
private Label factor;
private Label time;
private Label score;
private PictureBox sp_button;
private PictureBox search;
private PictureBox exchange;
private GameControl gameControl;
}
}

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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using CDSAE3_Lian_Lian_Kan.Board_funcs;
namespace CDSAE3_Lian_Lian_Kan.Forms
{
public partial class Leisure_Mode : Form, IGameMode
{
public Leisure_Mode()
{
Settings.game_mode_form = this;
InitializeComponent();
timer = new System.Timers.Timer();
timer.Enabled = false;
timer.Interval = 1000;
timer.Elapsed += Timer_Tick;
time.Text = (left_time / 60).ToString().PadLeft(2, '0') + ":" + (left_time % 60).ToString().PadLeft(2, '0');
}
System.Timers.Timer timer;
int left_time = Settings.left_time;
bool is_pause = true;
int cur_score = 0;
int factor_val = 1;
int current_base = 0;
Dictionary<int, double> decrease_per_level = Settings.decrease_per_level;
private void Timer_Tick(object? sender, EventArgs e)
{
left_time--;
BeginInvoke(() => time.Text = (left_time / 60).ToString().PadLeft(2, '0') + ":" + (left_time % 60).ToString().PadLeft(2, '0'));
if (current_base <= 0)
{
if(factor_val>1)
{
current_base = 100;
factor_val--;
BeginInvoke(() => factor.Text = "x" + factor_val.ToString());
BeginInvoke(() => energy_bar.Value = current_base);
}
}
else
{
current_base -= (int)decrease_per_level[factor_val];
if (current_base < 0)
current_base = 0;
BeginInvoke(() => energy_bar.Value = current_base);
}
if (left_time < 0)
{
timer.Enabled = false;
Finished_Handler(this, new FinishArgs { finish_Type = FinishArgs.Finish_Type.Time_out });
}
if (is_pause) { timer.Enabled = false; }
}
public void De_pause(object sender, EventArgs e)
{
if (is_pause)
Sp_button_Click(sender, e);
}
public void Score_Add(object sender, AddScoreArgs e)
{
cur_score += e.score * factor_val;
current_base += e.score;
while(current_base>100)
{
if(factor_val>=10)
{
factor_val = 10;
current_base = 100;
}
else
{
current_base -= 100;
factor_val++;
}
}
BeginInvoke(()=>factor.Text = "x" + factor_val.ToString());
BeginInvoke(() => energy_bar.Value = current_base);
BeginInvoke(() => score.Text = cur_score.ToString());
}
public void Sp_button_Click(object sender, EventArgs e)
{
if (is_pause)
{
sp_button.Image = Properties.Resources.pause;
is_pause = false;
timer.Enabled = true;
}
else
{
sp_button.Image = Properties.Resources.play_buttton;
is_pause = true;
timer.Enabled = false;
}
}
public void Finished_Handler(object sender, FinishArgs e)
{
//TODO finish form
switch (e.finish_Type)
{
case FinishArgs.Finish_Type.All_done:
MessageBox.Show("Congratulation!");
break;
case FinishArgs.Finish_Type.Time_out:
MessageBox.Show("Time Out!");
break;
}
}
private void back_Click(object sender, EventArgs e)
{
Close();
Dispose();
timer.Close();
Settings.form?.change_form(new Leisure_Mode_MenuForm());
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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@ -0,0 +1,105 @@
namespace CDSAE3_Lian_Lian_Kan.Forms
{
partial class Leisure_Mode_MenuForm
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
to_table_of_scores = new Button();
to_settings = new Button();
start_Game = new Button();
to_Challenge_mode = new Button();
SuspendLayout();
//
// to_table_of_scores
//
to_table_of_scores.BackColor = Color.FromArgb(249, 211, 171);
to_table_of_scores.Font = new Font("Microsoft YaHei UI", 18F);
to_table_of_scores.Location = new Point(939, 363);
to_table_of_scores.Name = "to_table_of_scores";
to_table_of_scores.Size = new Size(172, 65);
to_table_of_scores.TabIndex = 0;
to_table_of_scores.Text = "积分榜";
to_table_of_scores.UseVisualStyleBackColor = false;
//
// to_settings
//
to_settings.BackColor = Color.FromArgb(249, 211, 171);
to_settings.Font = new Font("Microsoft YaHei UI", 18F);
to_settings.Location = new Point(939, 505);
to_settings.Name = "to_settings";
to_settings.Size = new Size(172, 65);
to_settings.TabIndex = 1;
to_settings.Text = "设置";
to_settings.UseVisualStyleBackColor = false;
//
// start_Game
//
start_Game.BackColor = Color.FromArgb(249, 211, 171);
start_Game.Font = new Font("Microsoft YaHei UI", 18F);
start_Game.Location = new Point(354, 363);
start_Game.Name = "start_Game";
start_Game.Size = new Size(172, 65);
start_Game.TabIndex = 2;
start_Game.Text = "开始游戏";
start_Game.UseVisualStyleBackColor = false;
start_Game.Click += start_Game_Click;
//
// to_Challenge_mode
//
to_Challenge_mode.BackColor = Color.FromArgb(249, 211, 171);
to_Challenge_mode.Font = new Font("Microsoft YaHei UI", 18F);
to_Challenge_mode.Location = new Point(354, 505);
to_Challenge_mode.Name = "to_Challenge_mode";
to_Challenge_mode.Size = new Size(172, 65);
to_Challenge_mode.TabIndex = 3;
to_Challenge_mode.Text = "挑战模式";
to_Challenge_mode.UseVisualStyleBackColor = false;
//
// Leisure_Mode_MenuForm
//
AutoScaleDimensions = new SizeF(11F, 24F);
AutoScaleMode = AutoScaleMode.Font;
BackgroundImage = Properties.Resources.MainPicture;
ClientSize = new Size(1440, 960);
Controls.Add(to_Challenge_mode);
Controls.Add(start_Game);
Controls.Add(to_settings);
Controls.Add(to_table_of_scores);
FormBorderStyle = FormBorderStyle.None;
Name = "Leisure_Mode_MenuForm";
Text = "MenuForm";
ResumeLayout(false);
}
#endregion
private Button to_table_of_scores;
private Button to_settings;
private Button start_Game;
private Button to_Challenge_mode;
}
}

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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace CDSAE3_Lian_Lian_Kan.Forms
{
public partial class Leisure_Mode_MenuForm : Form
{
public Leisure_Mode_MenuForm()
{
InitializeComponent();
}
private void start_Game_Click(object sender, EventArgs e)
{
Settings.form?.change_form(new Leisure_Mode());
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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@ -0,0 +1,60 @@
namespace CDSAE3_Lian_Lian_Kan
{
partial class LianLianKan
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
MainPanel = new Panel();
SuspendLayout();
//
// MainPanel
//
MainPanel.BackColor = SystemColors.Control;
MainPanel.Dock = DockStyle.Fill;
MainPanel.Location = new Point(0, 0);
MainPanel.Name = "MainPanel";
MainPanel.Size = new Size(1440, 960);
MainPanel.TabIndex = 0;
//
// LianLianKan
//
AutoScaleDimensions = new SizeF(11F, 24F);
AutoScaleMode = AutoScaleMode.Font;
ClientSize = new Size(1440, 960);
Controls.Add(MainPanel);
MaximumSize = new Size(1462, 1016);
MinimumSize = new Size(1462, 1016);
Name = "LianLianKan";
Text = "连连看";
ResumeLayout(false);
}
#endregion
private Panel MainPanel;
}
}

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@ -0,0 +1,28 @@
using CDSAE3_Lian_Lian_Kan.Forms;
namespace CDSAE3_Lian_Lian_Kan
{
public partial class LianLianKan : Form
{
public LianLianKan()
{
InitializeComponent();
current_form = this;
change_form(new Leisure_Mode_MenuForm());
Settings.form = this;
}
Form current_form;
public void change_form(Form form)
{
if (current_form == form)
return;
current_form = form;
MainPanel.Controls.Clear();
form.TopLevel = false;
form.Dock = DockStyle.Fill;
MainPanel.Controls.Add(form);
GC.Collect();
form.Show();
}
}
}

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@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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@ -0,0 +1,63 @@
namespace CDSAE3_Lian_Lian_Kan
{
partial class Single_Block
{
/// <summary>
/// 必需的设计器变量。
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// 清理所有正在使用的资源。
/// </summary>
/// <param name="disposing">如果应释放托管资源,为 true否则为 false。</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region
/// <summary>
/// 设计器支持所需的方法 - 不要修改
/// 使用代码编辑器修改此方法的内容。
/// </summary>
private void InitializeComponent()
{
picture = new PictureBox();
((System.ComponentModel.ISupportInitialize)picture).BeginInit();
SuspendLayout();
//
// picture
//
picture.BackColor = Color.Transparent;
picture.Dock = DockStyle.Fill;
picture.Location = new Point(3, 3);
picture.Name = "picture";
picture.Size = new Size(34, 34);
picture.TabIndex = 0;
picture.TabStop = false;
picture.Click += picture_Click;
//
// Single_Block
//
AutoScaleDimensions = new SizeF(11F, 24F);
AutoScaleMode = AutoScaleMode.Font;
BackColor = Color.Transparent;
Controls.Add(picture);
Name = "Single_Block";
Padding = new Padding(3);
Size = new Size(40, 40);
((System.ComponentModel.ISupportInitialize)picture).EndInit();
ResumeLayout(false);
}
#endregion
private PictureBox picture;
}
}

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@ -0,0 +1,135 @@
using CDSAE3_Lian_Lian_Kan.Forms;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Timers;
using System.Windows.Forms;
namespace CDSAE3_Lian_Lian_Kan
{
public partial class Single_Block : UserControl
{
public Single_Block()
{
InitializeComponent();
if (Settings.game_form == null)
throw new Exception("game_form is null but try to make a new Single_Block");
Selected += Settings.game_form.Selected_Handler;
}
public Single_Block(int image, Color default_backColor, Color select_Color, (int, int) pos)
{
block_id = image;
position = pos;
InitializeComponent();
Image_change(Settings.get_block_Image(image));
picture.SizeMode = PictureBoxSizeMode.Zoom;
nor_color = default_backColor;
sel_color = select_Color;
BackColor = default_backColor;
picture.BackColor = default_backColor;
if (Settings.game_form == null)
throw new Exception("game_form is null but try to make a new Single_Block");
Selected += Settings.game_form.Selected_Handler;
}
public Single_Block(Image image, (int, int) pos)
{
position = pos;
InitializeComponent();
picture.SizeMode = PictureBoxSizeMode.Zoom;
BackColor = Color.FromArgb(0, 0, 0, 0);
can_be_selected = false;
if (Settings.game_form == null)
throw new Exception("game_form is null but try to make a new Single_Block");
Selected += Settings.game_form.Selected_Handler;
}
int block_id;
Color nor_color;
Color sel_color;
public bool selected { get; set; } = false;
bool can_be_selected = true;
public (int, int) position { get; set; }//height,width
private void picture_Click(object sender, EventArgs e)
{
if (!can_be_selected)
return;
if (selected)
{
deselect();
Selected.Invoke(this, new SelectedEventArgs(position, false));
}
else
{
select();
Selected.Invoke(this, new SelectedEventArgs(position, true));
}
}
public void select()
{
selected = true;
BackColor = sel_color;
}
public void deselect()
{
selected = false;
BackColor = nor_color;
}
public void to_path(Settings.Direction direction)
{//TODO tube Image
Image_change(Settings.get_block_Image(0));
}
public void de_path()
{
Image_change(Settings.trans_Image);
}
System.Timers.Timer? timer = null;
public void destroyAsync()
{
Image_change(Settings.get_disappear_Images(block_id));
BackColor = Color.FromArgb(0, 0, 0, 0);
can_be_selected = false;
timer = new System.Timers.Timer();
timer.Interval = 500;
timer.Elapsed += Image_Clear;
timer.Enabled = true;
}
Object locker = new object();
public void Image_Clear(object? sender, ElapsedEventArgs e)
{
timer?.Stop();
Image_change(Settings.trans_Image);
}
public void Image_change(Image new_image)
{
try
{
lock (locker)
{
picture.Image = new_image;
}
}
catch(Exception)
{
Image_change(new_image);
//Console.WriteLine("test");
}
}
public event SelectedEventHandler Selected;
}
public class SelectedEventArgs : EventArgs
{
public SelectedEventArgs((int, int) pos, bool sel)//width,height sel for be_selected
{
position = pos;
be_selected = sel;
}
public (int, int) position { get; set; }//height,width
public bool be_selected { get; set; }
}
public delegate void SelectedEventHandler(Single_Block sender, SelectedEventArgs e);
}

View File

@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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@ -0,0 +1,17 @@
namespace CDSAE3_Lian_Lian_Kan
{
internal static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
// To customize application configuration such as set high DPI settings or default font,
// see https://aka.ms/applicationconfiguration.
ApplicationConfiguration.Initialize();
Application.Run(new LianLianKan());
}
}
}

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@ -0,0 +1,483 @@
//------------------------------------------------------------------------------
// <auto-generated>
// 此代码由工具生成。
// 运行时版本:4.0.30319.42000
//
// 对此文件的更改可能会导致不正确的行为,并且如果
// 重新生成代码,这些更改将会丢失。
// </auto-generated>
//------------------------------------------------------------------------------
namespace CDSAE3_Lian_Lian_Kan.Properties {
using System;
/// <summary>
/// 一个强类型的资源类,用于查找本地化的字符串等。
/// </summary>
// 此类是由 StronglyTypedResourceBuilder
// 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
// 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen
// (以 /str 作为命令选项),或重新生成 VS 项目。
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// 返回此类使用的缓存的 ResourceManager 实例。
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("CDSAE3_Lian_Lian_Kan.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// 重写当前线程的 CurrentUICulture 属性,对
/// 使用此强类型资源类的所有资源查找执行重写。
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Apple {
get {
object obj = ResourceManager.GetObject("Apple", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Banana {
get {
object obj = ResourceManager.GetObject("Banana", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Beetroot {
get {
object obj = ResourceManager.GetObject("Beetroot", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Cherry {
get {
object obj = ResourceManager.GetObject("Cherry", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Corn {
get {
object obj = ResourceManager.GetObject("Corn", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap d {
get {
object obj = ResourceManager.GetObject("d", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap dl {
get {
object obj = ResourceManager.GetObject("dl", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap dlr {
get {
object obj = ResourceManager.GetObject("dlr", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap dr {
get {
object obj = ResourceManager.GetObject("dr", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Eggplant {
get {
object obj = ResourceManager.GetObject("Eggplant", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap exchange {
get {
object obj = ResourceManager.GetObject("exchange", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Gapple {
get {
object obj = ResourceManager.GetObject("Gapple", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Gbanana {
get {
object obj = ResourceManager.GetObject("Gbanana", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Gbeetroot {
get {
object obj = ResourceManager.GetObject("Gbeetroot", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Gcherry {
get {
object obj = ResourceManager.GetObject("Gcherry", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Gcorn {
get {
object obj = ResourceManager.GetObject("Gcorn", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Geggplant {
get {
object obj = ResourceManager.GetObject("Geggplant", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Ggrape {
get {
object obj = ResourceManager.GetObject("Ggrape", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Gpear {
get {
object obj = ResourceManager.GetObject("Gpear", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Grape {
get {
object obj = ResourceManager.GetObject("Grape", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Gstrawberry {
get {
object obj = ResourceManager.GetObject("Gstrawberry", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Gwatermelon {
get {
object obj = ResourceManager.GetObject("Gwatermelon", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap l {
get {
object obj = ResourceManager.GetObject("l", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap left_arrow {
get {
object obj = ResourceManager.GetObject("left-arrow", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap lr {
get {
object obj = ResourceManager.GetObject("lr", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap pause {
get {
object obj = ResourceManager.GetObject("pause", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Pear {
get {
object obj = ResourceManager.GetObject("Pear", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap play_buttton {
get {
object obj = ResourceManager.GetObject("play-buttton", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap r {
get {
object obj = ResourceManager.GetObject("r", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap search {
get {
object obj = ResourceManager.GetObject("search", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Strawberry {
get {
object obj = ResourceManager.GetObject("Strawberry", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap trans {
get {
object obj = ResourceManager.GetObject("trans", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap u {
get {
object obj = ResourceManager.GetObject("u", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap ud {
get {
object obj = ResourceManager.GetObject("ud", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap udl {
get {
object obj = ResourceManager.GetObject("udl", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap udr {
get {
object obj = ResourceManager.GetObject("udr", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap ul {
get {
object obj = ResourceManager.GetObject("ul", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap ulr {
get {
object obj = ResourceManager.GetObject("ulr", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap ur {
get {
object obj = ResourceManager.GetObject("ur", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap urdl {
get {
object obj = ResourceManager.GetObject("urdl", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap Watermelon {
get {
object obj = ResourceManager.GetObject("Watermelon", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// 查找 System.Drawing.Bitmap 类型的本地化资源。
/// </summary>
internal static System.Drawing.Bitmap MainPicture {
get {
object obj = ResourceManager.GetObject("连连看MainPicture", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
}
}

View File

@ -0,0 +1,247 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
<data name="Eggplant" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\Eggplant.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="连连看MainPicture" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\连连看MainPicture.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="Pear" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\Pear.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="Watermelon" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\Watermelon.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="Grape" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\Grape.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="exchange" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\exchange.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="play-buttton" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\play-buttton.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="Corn" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\Corn.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="Apple" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\Apple.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="trans" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\trans.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="Banana" type="System.Resources.ResXFileRef, System.Windows.Forms">
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</data>
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</data>
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</data>
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View File

@ -0,0 +1,68 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using CDSAE3_Lian_Lian_Kan.Board_funcs;
using CDSAE3_Lian_Lian_Kan.Forms;
using CDSAE3_Lian_Lian_Kan.Properties;
namespace CDSAE3_Lian_Lian_Kan
{
public class Settings
{
public static int left_time { get; set; } = 180;
public enum Difficulty
{
easy = 0,
normal = 1,
hard = 2,
custom = 3
}
public enum Mode
{
fruit = 0
}
public enum Direction
{
none = 0,
up = 1,
right = 2,
down = 4,
left = 8,
up_down = 5,
left_right = 10,
up_right = 3,
up_left = 9,
down_right = 6,
down_left = 12
}
public static Dictionary<int, double> decrease_per_level = new Dictionary<int, double> {
{1,100.0/60 },
{2,100.0/45 },
{3,100.0/35 },
{4,100.0/30 },
{5,100.0/25 },
{6,100.0/20 },
{7,100.0/15 },
{8,100.0/10 },
{9,100.0/5 },
{10,100.0/3 }};
static int cus_height = 1, cus_width = 1;
public static Difficulty current_difficulty { get; set; } = Difficulty.easy;
public static Mode current_mode { get; set; }
public static Image trans_Image { get; set; } = Resources.trans;
public static (int, int) get_length_width() => current_difficulty != Difficulty.custom ? (7 * (1 + (int)current_difficulty), 4 * (1 + (int)current_difficulty)) : (cus_width,cus_height);
public static List<Image> block_Images { get; set; } = new List<Image> { Resources.Apple, Resources.Banana, Resources.Beetroot, Resources.Cherry, Resources.Corn, Resources.Eggplant, Resources.Grape, Resources.Pear, Resources.Strawberry, Resources.Watermelon };
public static List<Image> disappear_Images { get; set; } = new List<Image> { Resources.Gapple, Resources.Gbanana, Resources.Gbeetroot, Resources.Gcherry, Resources.Gcorn, Resources.Geggplant, Resources.Ggrape, Resources.Gpear, Resources.Gstrawberry, Resources.Gwatermelon };
public static Image get_block_Image(int t) => block_Images[t];
public static Image get_disappear_Images(int t) => disappear_Images[t];
public static int Images_size() => current_mode switch { Mode.fruit => 10, _ => 0, };
public static LianLianKan? form { get; set; }
public static IBeSelected? game_form{ get; set; }//gameBoard
public static IGameMode? game_mode_form { get; set; }//entireGame
public static Board board { get; set; } = new Board();
public static Color def_Color { get; set; } = Color.FromArgb(0, 0, 0, 0);
public static Color sel_Color { get; set; } = Color.FromArgb(0, 122, 204);
}
}