c#下开发的小游戏,欢迎交流
源码包(含五子棋,贪吃蛇,华容道,俄罗斯方块这几个游戏):
下面是其中一个项目的源程序如下:
- using System;
- using System.Collections.Generic;
- using System.ComponentModel;
- using System.Data;
- using System.Drawing;
- using System.Linq;
- using System.Text;
- using System.Windows.Forms;
- using System.Net;
- using System.Collections;
- using System.IO;
- namespace 五子棋
- {
- public partial class Form1 : Form
- {
- public Form1()
- {
- InitializeComponent();
- }
- public static int[,] note = new int[15, 15];//记录棋子的摆放位置,0为白棋,1为黑棋
- FrmClass frmclass = new FrmClass();
- private static MessClass temMsg = new MessClass();
- public static float Mouse_X = 0;//记录鼠标的X坐标
- public static float Mouse_Y = 0;//记录鼠标的Y坐标
- //下面是初始化必需设置的变量
- public static bool ChessStyle = true;//黑方还是白方,true为黑方
- public static bool CGrow = true;//当前棋子的类型
- public static bool DownChess = true;//对方是否下完棋
- public static int CKind = -1;//设录取胜的棋种,0为白棋
- private void udpSocket1_DataArrival(byte[] Data, System.Net.IPAddress Ip, int Port)
- {
- DataArrivaldelegate outdelegate = new DataArrivaldelegate(DataArrival);
- this.BeginInvoke(outdelegate, new object[] { Data, Ip, Port }); //设置托管
- }
- private delegate void DataArrivaldelegate(byte[] Data, System.Net.IPAddress Ip, int Port);
- private void DataArrival(byte[] Data, System.Net.IPAddress Ip, int Port) //当有数据到达后的处理进程
- {
- //将接收的消息转换成自定义集合MessClass
- MessClass msg = new ClassSerializers().DeSerializeBinary((new System.IO.MemoryStream(Data))) as MessClass;
- switch (msg.sendKind)//获取发送的类型
- {
- case SendKind.SendConn://连接
- {
- if (msg.ChessStyle)//判断当前棋子的类型
- ChessStyle = true;//黑棋
- else
- ChessStyle = false;//白棋
- CGrow = ChessStyle;//记录当前棋子的类型
- CKind = -1;//记录取胜的棋子种类
- temMsg.sendKind = SendKind.SendConnHit;//设置消息发送类型为连接成功
- temMsg.ChessStyle = ChessStyle;//在发送消息中设置当前棋子的类型
- //向远程计算机发送消息
- udpSocket1.Send(IPAddress.Parse(FrmClass.ServerIP), Convert.ToInt32(FrmClass.ClientPort), new ClassSerializers().SerializeBinary(temMsg).ToArray());
- break;
- }
- case SendKind.SendConnHit://连接成功
- {
- MessageBox.Show("连接成功");//显示连接成功
- button1.Tag = 1;//设置标识
- button1.Text = "重新开始";
- if (msg.ChessStyle)//如果是黑棋
- {
- ChessStyle = true;//设置本地的棋子类型为黑棋
- DownChess = true;//本地先下
- label2.Text = "黑棋";//显示本地为黑棋
- }
- else
- {
- ChessStyle = false;//设置本地的棋子类型为白棋
- DownChess = false;//本地后下
- label2.Text = "白棋";//显示本地为白棋
- }
- CGrow = ChessStyle;//记录本地的棋子类型
- panel2.Visible = false;//隐藏最后落子的标记
- break;
- }
- case SendKind.SendAfresh://重新下棋
- {
- //清空棋盘中各棋子的位置
- for (int i = 0; i < 15; i++)
- for (int j = 0; j < 15; j++)
- note[i, j] = -1;
- Graphics g = panel1.CreateGraphics();//创健panel1控件的Graphics类
- g.DrawImage(Properties.Resources.棋盘, 0, 0, panel1.Width, panel1.Height);//清空棋盘
- if (msg.ChessStyle)//如果是黑棋
- {
- ChessStyle = true;//设置本地的棋子类型为黑棋
- DownChess = true;//设置本地的棋子类型为黑棋
- label2.Text = "黑棋";//显示本地为黑棋
- }
- else
- {
- ChessStyle = false;//设置本地的棋子类型为白棋
- DownChess = false;//本地后下
- label2.Text = "白棋";//显示本地为白棋
- }
- CGrow = ChessStyle;//记录本地的棋子类型
- CKind = -1;//记录取胜的棋子种类
- panel2.Visible = false;//隐藏最后落子的标记
- break;
- }
- case SendKind.SendChessman://接收发送的棋子
- {
- int tem_CS = -1;
- Image tem_Image;//实例化Image类
- if (msg.Grow)//如果为黑棋
- {
- tem_CS = 1;//记录棋子类型为黑棋
- CGrow = true;//记录当前为黑棋
- tem_Image = Properties.Resources.黑棋子;//存储黑棋的图片
- }
- else
- {
- tem_CS = 0;//记录棋子类型为白棋
- CGrow = false;//记录当前为黑棋
- tem_Image = Properties.Resources.白棋子;//存储白棋的图片
- }
- note[msg.ChessX, msg.ChessY] = tem_CS;//在数组中记录当前棋子的位置
- Graphics g = panel1.CreateGraphics();
- g.DrawImage(tem_Image, msg.ChessX * 35 + 7, msg.ChessY * 35 + 7, 35, 35);//在棋盘中显示对方下的棋子
- panel2.Visible = true;//显示最后落子的标记
- panel2.Location = new System.Drawing.Point(msg.ChessX * 35 + 20, msg.ChessY * 35 + 20);//将标记显示在棋子上
- DownChess = msg.Walk;//记录对方是否下完棋
- CGrow = !msg.Grow;//记录本地的棋子类型
- Arithmetic(tem_CS, msg.ChessX, msg.ChessY);//计算对方是否获胜
- DownChess = true;//对方已下完棋
- break;
- }
- case SendKind.SendCut://断开连接
- {
- temMsg.sendKind = SendKind.SendCutHit;//设置发送的类型为断开连接
- //向远程计算机发送断开消息
- udpSocket1.Send(IPAddress.Parse(FrmClass.ServerIP), Convert.ToInt32(FrmClass.ClientPort), new ClassSerializers().SerializeBinary(temMsg).ToArray());
- button1.Text = "连接";//显当前可重新连接
- button1.Tag = 0;//设置连接标识
- break;
- }
- case SendKind.SendCutHit://断开成功
- {
- udpSocket1.Active = false;//关闭UDP的连接
- Application.Exit();//关闭当前工程
- break;
- }
- }
- }
- private void button1_Click(object sender, EventArgs e)
- {
- //清空记录各棋子位置的数组
- for (int i = 0; i < 15; i++)
- for (int j = 0; j < 15; j++)
- note[i, j] = -1;
- CKind = -1;//记录棋子种类
- if (Convert.ToInt32(((Button)sender).Tag.ToString()) == 0)//如当前为开始连接
- {
- if (textBox1.Text.Trim() == "")//如果IP地址为空
- {
- MessageBox.Show("请输入IP地址。");
- return;
- }
- FrmClass.ServerIP = textBox1.Text;//记录远程计算机的IP地址
- udpSocket1.Active = false;//关闭UDP的连接
- udpSocket1.LocalPort = 11001;//设置端口号
- udpSocket1.Active = true;//打开UDP的连接
- temMsg.sendKind = SendKind.SendConn;//设置发送类型为连接
- temMsg.ChessStyle = !ChessStyle;//设置对方的棋子类型
- }
- if (Convert.ToInt32(((Button)sender).Tag.ToString()) == 1)//如当前为重新开始
- {
- ChessStyle = !ChessStyle;//改变本地的棋子类型
- temMsg.sendKind = SendKind.SendAfresh;//设置消息类型为重新开始
- temMsg.ChessStyle = !ChessStyle;//设置远程计算机的棋子类型
- Graphics g = panel1.CreateGraphics();
- g.DrawImage(Properties.Resources.棋盘, 0, 0, panel1.Width, panel1.Height);//清空棋盘
- }
- if (ChessStyle)//如果本地的棋子类型为黑棋
- {
- label2.Text = "黑棋";//显示本地为黑棋
- DownChess = true;
- }
- else
- {
- label2.Text = "白棋";//显示本地为白棋
- DownChess = false;
- }
- CGrow = ChessStyle;//记录当前的棋子类型
- panel2.Visible = false;//隐藏最后落子的标记
- //将消息发送给远程计算机
- udpSocket1.Send(IPAddress.Parse(FrmClass.ServerIP), Convert.ToInt32(FrmClass.ClientPort), new ClassSerializers().SerializeBinary(temMsg).ToArray());
- }
- private void Form1_Load(object sender, EventArgs e)
- {
- //初始化记录棋子的数组
- for (int i = 0; i < 15; i++)
- for (int j = 0; j < 15; j++)
- note[i, j] = -1;
- FrmClass.ClientIP = frmclass.MyHostIP();//获取本地的IP地址
- FrmClass.ClientPort = "11001";//获取端口号
- }
- private void Form1_FontChanged(object sender, EventArgs e)
- {
- }
- private void button2_Click(object sender, EventArgs e)
- {
- temMsg.sendKind = SendKind.SendCut;//设置发送的消息为断开
- if (FrmClass.ServerIP != "")//如果与远程计算机连接
- //将消息发送给远程计算机
- udpSocket1.Send(IPAddress.Parse(FrmClass.ServerIP), Convert.ToInt32(FrmClass.ClientPort), new ClassSerializers().SerializeBinary(temMsg).ToArray());
- if (Convert.ToInt32(button1.Tag.ToString()) == 0)//如果没有与远程计算机连接
- Application.Exit();//退出当前工程
- }
- private void panel1_Paint(object sender, PaintEventArgs e)
- {
- Image tem_Image = Properties.Resources.白棋子;//实例化Image类
- e.Graphics.DrawImage(Properties.Resources.棋盘, 0, 0, panel1.Width, panel1.Height);//清空棋盘
- //遍历已下完的棋子
- for (int i = 0; i < 15; i++)
- for (int j = 0; j < 15; j++)
- {
- if (note[i, j] > -1)
- {
- if (note[i, j] == 0)//如果当前是白棋
- tem_Image = Properties.Resources.白棋子;//在指定的位置绘制白棋
- if (note[i, j] == 1)//如果当前是黑棋
- tem_Image = Properties.Resources.黑棋子;//在指定的位置绘制黑棋
- e.Graphics.DrawImage(tem_Image, i * 35 + 7, j * 35 + 7, 35, 35);//绘制已下完的棋子
- }
- }
- }
- private void panel1_Click(object sender, EventArgs e)
- {
- if (udpSocket1.Active == false)
- {
- MessageBox.Show("没有与远程计算机建立连接!");
- return;
- }
- if (DownChess == false)//如果对方没有下完棋
- {
- MessageBox.Show("对方没有下完棋!");
- return;
- }
- if (CKind > -1)//如果当前有棋子获胜
- {
- if (CKind == 0)//如果白棋获胜
- Bwin();//显示白棋获胜的提示框
- if (CKind == 1)//如果黑棋获胜
- Wwin();//显示黑棋获胜的提示框
- return;
- }
- int Column = Convert.ToInt32(Math.Round((Mouse_X - 30) / 35));//获取当前落子的所在列
- int Row = Convert.ToInt32(Math.Round((Mouse_Y - 30) / 35));//获取当前落子的所在行
- if (note[Column, Row] == -1)//如果当前位置无棋子
- {
- int tem_CS = -1;
- Image tem_Image;//实例化Image类
- if (CGrow)//如果当前落子为黑棋
- {
- tem_CS = 1;
- CGrow = true;//记录落子类型
- tem_Image = Properties.Resources.黑棋子;//存储黑棋图片
- }
- else
- {
- tem_CS = 0;
- CGrow = false;//记录落子类型
- tem_Image = Properties.Resources.白棋子;//存储白棋图片
- }
- note[Column, Row] = tem_CS;//记录当前位置已有棋子
- Graphics g = panel1.CreateGraphics();
- g.DrawImage(tem_Image, Column * 35 + 7, Row * 35 + 7, 35, 35);//在棋盘中显示当前下的棋子
- panel2.Visible = true;//显示最后落子的标记
- panel2.Location = new System.Drawing.Point(Column * 35 + 20, Row * 35 + 20);//在棋子上显示标记
- DownChess = false;//对方没有下棋
- temMsg.sendKind = SendKind.SendChessman;//设置发送的类型为发送棋子
- temMsg.ChessX = Column;//记录棋子所在行
- temMsg.ChessY = Row;//记录棋子所在列
- temMsg.Grow = CGrow;//记录前棋子的类型
- temMsg.Walk = true;//记录本地已下完棋
- //向远程计算机发送消息
- udpSocket1.Send(IPAddress.Parse(FrmClass.ServerIP), Convert.ToInt32(FrmClass.ClientPort), new ClassSerializers().SerializeBinary(temMsg).ToArray());
- Arithmetic(tem_CS, Column, Row);//计算本地是否获胜
- }
- }
- private void panel1_MouseDown(object sender, MouseEventArgs e)
- {
- //记录鼠标的单击位置
- Mouse_X = e.X;
- Mouse_Y = e.Y;
- }
- /// <summary>
- /// 算法
- /// </summary>
- public void Arithmetic(int n, int Arow, int Acolumn)//算法
- {
- int BCount = 1;
- CKind = -1;//记录棋子种类
- //横向查找
- bool Lbol = true;
- bool Rbol = true;
- int jlsf = 0;
- BCount = 1;
- for (int i = 1; i <= 5; i++)
- {
- if ((Acolumn + i) > 14)
- Rbol = false;
- if ((Acolumn - i) < 0)
- Lbol = false;
- if (Rbol == true)
- {
- if (note[Arow, Acolumn + i] == n)
- ++BCount;
- else
- Rbol = false;
- }
- if (Lbol == true)
- {
- if (note[Arow, Acolumn - i] == n)
- ++BCount;
- else
- Lbol = false;
- }
- if (BCount >= 5)
- {
- if (n == 0)
- Bwin();
- if (n == 1)
- Wwin();
- jlsf = n;
- break;
- }
- }
- //纵向查找
- bool Ubol = true;
- bool Dbol = true;
- BCount = 1;
- for (int i = 1; i <= 5; i++)
- {
- if ((Arow + i) > 14)
- Dbol = false;
- if ((Arow - i) < 0)
- Ubol = false;
- if (Dbol == true)
- {
- if (note[Arow + i, Acolumn] == n)
- ++BCount;
- else
- Dbol = false;
- }
- if (Ubol == true)
- {
- if (note[Arow - i, Acolumn] == n)
- ++BCount;
- else
- Ubol = false;
- }
- if (BCount >= 5)
- {
- if (n == 0)
- Bwin();
- if (n == 1)
- Wwin();
- jlsf = n;
- break;
- }
- }
- //正斜查找
- bool LUbol = true;
- bool RDbol = true;
- BCount = 1;
- for (int i = 1; i <= 5; i++)
- {
- if ((Arow - i) < 0 || (Acolumn - i < 0))
- LUbol = false;
- if ((Arow + i) > 14 || (Acolumn + i > 14))
- RDbol = false;
- if (LUbol == true)
- {
- if (note[Arow - i, Acolumn - i] == n)
- ++BCount;
- else
- LUbol = false;
- }
- if (RDbol == true)
- {
- if (note[Arow + i, Acolumn + i] == n)
- ++BCount;
- else
- RDbol = false;
- }
- if (BCount >= 5)
- {
- if (n == 0)
- Bwin();
- if (n == 1)
- Wwin();
- jlsf = n;
- break;
- }
- }
- //反斜查找
- bool RUbol = true;
- bool LDbol = true;
- BCount = 1;
- for (int i = 1; i <= 5; i++)
- {
- if ((Arow - i) < 0 || (Acolumn + i > 14))
- RUbol = false;
- if ((Arow + i) > 14 || (Acolumn - i < 0))
- LDbol = false;
- if (RUbol == true)
- {
- if (note[Arow - i, Acolumn + i] == n)
- ++BCount;
- else
- RUbol = false;
- }
- if (LDbol == true)
- {
- if (note[Arow + i, Acolumn - i] == n)
- ++BCount;
- else
- LDbol = false;
- }
- if (BCount >= 5)
- {
- if (n == 0)
- Bwin();
- if (n == 1)
- Wwin();
- jlsf = n;
- break;
- }
- }
- }
- /// <summary>
- /// 显示白棋获胜
- /// </summary>
- public void Bwin()
- {
- CKind = 0;
- MessageBox.Show("白棋获胜!");
- if (ChessStyle == false)//如果当前为白棋
- label6.Text = Convert.ToString(Convert.ToInt32(label6.Text) + 1);//白棋得分
- else
- label7.Text = Convert.ToString(Convert.ToInt32(label7.Text) + 1);//黑棋得分
- }
- /// <summary>
- /// 显示黑棋获胜
- /// </summary>
- public void Wwin()
- {
- CKind = 1;
- MessageBox.Show("黑棋获胜!");
- if (ChessStyle == true)
- label6.Text = Convert.ToString(Convert.ToInt32(label6.Text) + 1);//黑棋得分
- else
- label7.Text = Convert.ToString(Convert.ToInt32(label7.Text) + 1);//白棋得分
- }
- }
- }
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