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骰子传奇

發(fā)布時(shí)間:2023/12/20 编程问答 38 豆豆
生活随笔 收集整理的這篇文章主要介紹了 骰子传奇 小編覺得挺不錯(cuò)的,現(xiàn)在分享給大家,幫大家做個(gè)參考.

我覺得題目難度還行,計(jì)劃用40分鐘做出來

想通過可視化界面去展現(xiàn)骰子隨機(jī)的結(jié)果和更良好的交互體驗(yàn)

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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 DiceGanme {public partial class Form1 : Form{int dice = 0, dice2 = 0;PictureBox[] picturebox = new PictureBox[4];Dice ran = new Dice();public Form1(){InitializeComponent();picturebox[0] = pictureBox2;picturebox[1] = pictureBox3;picturebox[2] = pictureBox4;picturebox[3] = pictureBox5;}private void 一個(gè)ToolStripMenuItem_Click(object sender, EventArgs e){pictureBox2.Visible = true;pictureBox3.Visible = false;pictureBox4.Visible = false;pictureBox5.Visible = false;dice = 1;}private void 兩個(gè)ToolStripMenuItem_Click(object sender, EventArgs e){pictureBox2.Visible = true;pictureBox3.Visible = true;pictureBox4.Visible = false;pictureBox5.Visible = false;dice = 2;}private void 三個(gè)ToolStripMenuItem_Click(object sender, EventArgs e){pictureBox2.Visible = true;pictureBox3.Visible = true;pictureBox4.Visible = true;pictureBox5.Visible = false;dice = 3;}private void 四個(gè)ToolStripMenuItem_Click(object sender, EventArgs e){pictureBox2.Visible = true;pictureBox3.Visible = true;pictureBox4.Visible = true;pictureBox5.Visible = true;dice = 4;}private void 退出ToolStripMenuItem_Click(object sender, EventArgs e){Application.Exit();}private void button2_Click(object sender, EventArgs e){for (dice2 = dice; dice2 > 0; dice2--){picturebox[dice2 - 1].Image = Image.FromFile("C:\\Users\\Benjamin\\documents\\visual studio 2017\\Projects\\DiceGanme\\DiceGanme\\Resources\\timg1.gif");}}private void button1_Click(object sender, EventArgs e){for (dice2 = dice; dice2 > 0; dice2--){picturebox[dice2-1].Image = Image.FromFile(Arithmetic.DiceJudge(ran.DiceCreat()));}}}} Form1 using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks;namespace DiceGanme {class Arithmetic{public static string DiceJudge(int dice){string filename=null;switch (dice){case 1: filename = "C:\\Users\\Benjamin\\documents\\visual studio 2017\\Projects\\DiceGanme\\DiceGanme\\Resources\\1.png";break;case 2: filename = "C:\\Users\\Benjamin\\documents\\visual studio 2017\\Projects\\DiceGanme\\DiceGanme\\Resources\\2.png"; break;case 3: filename = "C:\\Users\\Benjamin\\documents\\visual studio 2017\\Projects\\DiceGanme\\DiceGanme\\Resources\\3.png"; break;case 4: filename = "C:\\Users\\Benjamin\\documents\\visual studio 2017\\Projects\\DiceGanme\\DiceGanme\\Resources\\4.png"; break;case 5: filename = "C:\\Users\\Benjamin\\documents\\visual studio 2017\\Projects\\DiceGanme\\DiceGanme\\Resources\\5.png"; break;case 6: filename = "C:\\Users\\Benjamin\\documents\\visual studio 2017\\Projects\\DiceGanme\\DiceGanme\\Resources\\6.png"; break;}return filename;}} } Arithmetic using System; using System.Collections.Generic; using Sysusing System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks;namespace DiceGanme {class Dice{private Random dice = new Random();public int DiceCreat(){int x = dice.Next(1, 6);return x;}} }tem.Linq; using System.Text; using System.Threading.Tasks;namespace DiceGanme {class Dice{private Random dice = new Random();public int DiceCreat(){int x = dice.Next(1, 6);return x;}} } Dice

From1主要是界面的代碼段,包括在按鈕點(diǎn)擊事件中調(diào)用Arithmetic中判斷返回貼圖的方法,以及Dice返回隨機(jī)數(shù)的方法。

Arithmetic中有一個(gè)靜態(tài)方法來判斷當(dāng)前是什么數(shù)值,并返回相應(yīng)的貼圖

Dice則返回一個(gè)隨機(jī)數(shù)

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和自己預(yù)估的時(shí)間差不多,主要耗費(fèi)在貼圖的返回算法,和界面各個(gè)按鈕之間的關(guān)系協(xié)調(diào)上。

點(diǎn)擊一個(gè)按鈕

點(diǎn)擊兩個(gè)按鈕

點(diǎn)擊三個(gè)按鈕

點(diǎn)擊四個(gè)按鈕

點(diǎn)擊停止

點(diǎn)擊重新開始

?

轉(zhuǎn)載于:https://www.cnblogs.com/BenjaminBardon/p/7656209.html

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