上接游戏人生Silverlight(4) - 连连看[Silverlight 2.0(c#)]

/// <summary> 
InBlock.gif                 /// 获取指定的 CardPoint 的 Y 轴方向上的所有 ImageName 为 Global.EmptyImageName 的 CardPoint 集合 
InBlock.gif                 /// </summary> 
InBlock.gif                 private List<CardPoint> GetYPositions(CardPoint p) 
InBlock.gif                { 
InBlock.gif                        var result =  new List<CardPoint>() { p }; 
InBlock.gif                         for ( int i = 0; i < Global.ContainerRows; i++) 
InBlock.gif                        { 
InBlock.gif                                var point =  new CardPoint(i * Global.ContainerColumns + p.X); 
InBlock.gif                                 if (_cards[point.Position].ImageName == Global.EmptyImageName) 
InBlock.gif                                        result.Add(point); 
InBlock.gif                        } 
InBlock.gif 
InBlock.gif                         return result; 
InBlock.gif                } 
InBlock.gif 
InBlock.gif                 /// <summary> 
InBlock.gif                 /// 执行消去两个卡片的任务 
InBlock.gif                 /// 参数为:两个卡片对象和消去路径的四个点(此四个点需按路径方向依次传入) 
InBlock.gif                 /// </summary> 
InBlock.gif                 private  void RemoveCard(CardModel c1, CardModel c2, CardPoint p1, CardPoint p2, CardPoint p3, CardPoint p4) 
InBlock.gif                { 
InBlock.gif                        _cards[c1.Position] =  new CardModel(Global.EmptyImageName, c1.Position); 
InBlock.gif                        _cards[c2.Position] =  new CardModel(Global.EmptyImageName, c2.Position); 
InBlock.gif 
InBlock.gif                        Points.Clear(); 
InBlock.gif                        Points.Add(CardPoint2Point(p1)); 
InBlock.gif                        Points.Add(CardPoint2Point(p2)); 
InBlock.gif                        Points.Add(CardPoint2Point(p3)); 
InBlock.gif                        Points.Add(CardPoint2Point(p4)); 
InBlock.gif 
InBlock.gif                        Thread thread =  new Thread 
InBlock.gif                        ( 
InBlock.gif                                x => 
InBlock.gif                                { 
InBlock.gif                                        Thread.Sleep(100); 
InBlock.gif 
InBlock.gif                                        _syncContext.Post 
InBlock.gif                                        ( 
InBlock.gif                                                y => 
InBlock.gif                                                { 
InBlock.gif                                                        Points.Clear(); 
InBlock.gif                                                }, 
InBlock.gif                                                 null 
InBlock.gif                                        ); 
InBlock.gif                                } 
InBlock.gif                        ); 
InBlock.gif                        thread.Start(); 
InBlock.gif                } 
InBlock.gif 
InBlock.gif                 /// <summary> 
InBlock.gif                 /// CardPoint 转换成坐标位置 Point 
InBlock.gif                 /// </summary> 
InBlock.gif                 private Point CardPoint2Point(CardPoint cardPoint) 
InBlock.gif                { 
InBlock.gif                         // 38 - 每个正方形卡片的边长 
InBlock.gif                         // 19 - 边长 / 2 
InBlock.gif                         // cardPoint.X * 2 - 卡片的 Padding 为 1 ,所以卡片间的间距为 2 
InBlock.gif                        var x = cardPoint.X * 38 + 19 + cardPoint.X * 2; 
InBlock.gif                        var y = cardPoint.Y * 38 + 19 + cardPoint.Y * 2; 
InBlock.gif 
InBlock.gif                         return  new Point(x, y); 
InBlock.gif                } 
InBlock.gif 
InBlock.gif                 /// <summary> 
InBlock.gif                 /// 检查当前是否仍然有可消除的卡片 
InBlock.gif                 /// </summary> 
InBlock.gif                 public  bool IsActive() 
InBlock.gif                { 
InBlock.gif                        var currentCards = _cards.Where(p => p.ImageName != Global.EmptyImageName).ToList(); 
InBlock.gif 
InBlock.gif                         for ( int i = 0; i < currentCards.Count() - 1; i++) 
InBlock.gif                        { 
InBlock.gif                                 for ( int j = i + 1; j < currentCards.Count(); j++) 
InBlock.gif                                { 
InBlock.gif                                         if (Match(currentCards[i], currentCards[j],  false)) 
InBlock.gif                                                 return  true
InBlock.gif                                } 
InBlock.gif                        } 
InBlock.gif 
InBlock.gif                         return  false
InBlock.gif                } 
InBlock.gif 
InBlock.gif                 /// <summary> 
InBlock.gif                 /// 重新排列当前卡片集合 
InBlock.gif                 /// 并保证有可消卡片 
InBlock.gif                 /// </summary> 
InBlock.gif                 public  void Replace() 
InBlock.gif                { 
InBlock.gif                        Random r =  new Random(); 
InBlock.gif                        var currentCards = _cards.Where(p => p.ImageName != Global.EmptyImageName).ToList(); 
InBlock.gif                        var count = currentCards.Count; 
InBlock.gif                         if (count == 0) 
InBlock.gif                                 return
InBlock.gif 
InBlock.gif                        var targetImageNames = currentCards.Select(p => p.ImageName).ToList(); 
InBlock.gif                        var targetPositions = currentCards.Select(p => p.Position).ToList(); 
InBlock.gif 
InBlock.gif                         for ( int i = 0; i < count; i++) 
InBlock.gif                        { 
InBlock.gif                                var index = r.Next(0, count - i); 
InBlock.gif 
InBlock.gif                                var targetImageName = targetImageNames.Skip(index).First(); 
InBlock.gif                                var targetPosition = targetPositions.Skip(i).First(); 
InBlock.gif 
InBlock.gif                                _cards[targetPosition] =  new CardModel(targetImageName, targetPosition); 
InBlock.gif                                targetImageNames.RemoveAt(index); 
InBlock.gif                        } 
InBlock.gif 
InBlock.gif                         while (!IsActive()) 
InBlock.gif                        { 
InBlock.gif                                Replace(); 
InBlock.gif                        } 
InBlock.gif                } 
InBlock.gif 
InBlock.gif                 /// <summary> 
InBlock.gif                 /// 清除卡片集合 
InBlock.gif                 /// </summary> 
InBlock.gif                 public  void Clear() 
InBlock.gif                { 
InBlock.gif                        _cards.Clear(); 
InBlock.gif                        Points.Clear(); 
InBlock.gif                } 
InBlock.gif 
InBlock.gif                 /// <summary> 
InBlock.gif                 /// 当前卡片数量 
InBlock.gif                 /// </summary> 
InBlock.gif                 public  int CardCount 
InBlock.gif                { 
InBlock.gif                        get {  return _cards.Where(p => p.ImageName != Global.EmptyImageName).Count(); } 
InBlock.gif                } 
InBlock.gif 
InBlock.gif                 /// <summary> 
InBlock.gif                 /// 连连看的卡片集合 
InBlock.gif                 /// </summary> 
InBlock.gif                 public ObservableCollection<CardModel> Cards 
InBlock.gif                { 
InBlock.gif                        get {  return _cards; } 
InBlock.gif                } 
InBlock.gif 
InBlock.gif                 private PointCollection _points; 
InBlock.gif                 /// <summary> 
InBlock.gif                 /// 可消两卡片的连接路径上的 4 个点的集合 
InBlock.gif                 /// </summary> 
InBlock.gif                 public PointCollection Points 
InBlock.gif                { 
InBlock.gif                        get 
InBlock.gif                        { 
InBlock.gif                                 if (_points ==  null
InBlock.gif                                        _points =  new PointCollection(); 
InBlock.gif 
InBlock.gif                                 return _points; 
InBlock.gif                        } 
InBlock.gif                        set 
InBlock.gif                        { 
InBlock.gif                                _points = value; 
InBlock.gif                                 if (PropertyChanged !=  null
InBlock.gif                                        PropertyChanged( thisnew PropertyChangedEventArgs( "Points")); 
InBlock.gif                        } 
InBlock.gif                } 
InBlock.gif 
InBlock.gif                 public  event PropertyChangedEventHandler PropertyChanged; 
InBlock.gif        } 
InBlock.gif}
 



     本文转自webabcd 51CTO博客,原文链接: http://blog.51cto.com/webabcd/345623 ,如需转载请自行联系原作者

本项目是一个基于SSM(Spring+SpringMVC+MyBatis)框架和Vue.js前端技术的家教平台系统。该系统旨在为家教和学生提供一个便捷、高效的在线交流和预约平台,涵盖了从用户注册登录、个人信息管理、课程发布与搜索、预约与取消预约、评价反馈等一系列功能。 在后台管理方面,系统提供了管理员对用户信息、课程信息、预约记录等进行管理的功能,确保平台的正常运行和数据的准确性。通过Spring框架的依赖注入和AOP特性,实现了业务逻辑的清晰分离和高效处理;SpringMVC则负责处理前端请求和响应,提供友好的用户界面;MyBatis作为ORM框架,简化了数据库操作,提高了数据访问的效率和安全性。 前端部分采用Vue.js框架,结合Vue Router进行页面路由管理,Axios进行HTTP请求,实现了前后端分离的开发模式。Vue.js的组件化开发和响应式数据绑定特性,使得前端页面更加动态和交互性强,提升了用户体验。 数据库设计采用了MySQL,存储了用户信息、课程信息、预约记录等核心数据。通过合理的数据库表结构和索引设计,保证了系统的高效运行和数据的一致性。 该项目不仅适合计算机相关专业的毕设学生参考和学习,也适合Java学习者进行项目实战练习。通过对该项目的深入理解和二次开发,可以实现更多个性化功能,进一步提升技术水平和实践能力。
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值