spielfeld von lena

This commit is contained in:
BlubbFish 2015-11-15 23:31:59 +00:00
commit 542d37f768
17 changed files with 931 additions and 0 deletions

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Spielfeld.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Spielfeld", "Spielfeld\Spielfeld.csproj", "{DAA96BEF-BD3A-43AA-89CD-C1BAB4E6E9C9}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x86 = Debug|x86
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{DAA96BEF-BD3A-43AA-89CD-C1BAB4E6E9C9}.Debug|x86.ActiveCfg = Debug|x86
{DAA96BEF-BD3A-43AA-89CD-C1BAB4E6E9C9}.Debug|x86.Build.0 = Debug|x86
{DAA96BEF-BD3A-43AA-89CD-C1BAB4E6E9C9}.Release|x86.ActiveCfg = Release|x86
{DAA96BEF-BD3A-43AA-89CD-C1BAB4E6E9C9}.Release|x86.Build.0 = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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namespace Spielfeld
{
partial class Form1
{
/// <summary>
/// Erforderliche Designervariable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Verwendete Ressourcen bereinigen.
/// </summary>
/// <param name="disposing">True, wenn verwaltete Ressourcen gelöscht werden sollen; andernfalls False.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Vom Windows Form-Designer generierter Code
/// <summary>
/// Erforderliche Methode für die Designerunterstützung.
/// Der Inhalt der Methode darf nicht mit dem Code-Editor geändert werden.
/// </summary>
private void InitializeComponent()
{
this.label1 = new System.Windows.Forms.Label();
this.label2 = new System.Windows.Forms.Label();
this.textBox1 = new System.Windows.Forms.TextBox();
this.textBox2 = new System.Windows.Forms.TextBox();
this.btnstart = new System.Windows.Forms.Button();
this.SuspendLayout();
//
// label1
//
this.label1.AutoSize = true;
this.label1.Location = new System.Drawing.Point(81, 0);
this.label1.Name = "label1";
this.label1.Size = new System.Drawing.Size(35, 13);
this.label1.TabIndex = 0;
this.label1.Text = "label1";
//
// label2
//
this.label2.AutoSize = true;
this.label2.Location = new System.Drawing.Point(388, 0);
this.label2.Name = "label2";
this.label2.Size = new System.Drawing.Size(35, 13);
this.label2.TabIndex = 1;
this.label2.Text = "label2";
//
// textBox1
//
this.textBox1.Location = new System.Drawing.Point(4, 0);
this.textBox1.Name = "textBox1";
this.textBox1.Size = new System.Drawing.Size(71, 20);
this.textBox1.TabIndex = 2;
//
// textBox2
//
this.textBox2.Location = new System.Drawing.Point(429, 0);
this.textBox2.Name = "textBox2";
this.textBox2.Size = new System.Drawing.Size(80, 20);
this.textBox2.TabIndex = 3;
//
// btnstart
//
this.btnstart.Location = new System.Drawing.Point(216, 0);
this.btnstart.Name = "btnstart";
this.btnstart.Size = new System.Drawing.Size(75, 23);
this.btnstart.TabIndex = 4;
this.btnstart.Text = "Start\r\n";
this.btnstart.UseVisualStyleBackColor = true;
this.btnstart.Click += new System.EventHandler(this.btnstart_Click);
//
// Form1
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(518, 459);
this.Controls.Add(this.btnstart);
this.Controls.Add(this.textBox2);
this.Controls.Add(this.textBox1);
this.Controls.Add(this.label2);
this.Controls.Add(this.label1);
this.Name = "Form1";
this.Text = "Form1";
this.Load += new System.EventHandler(this.Form1_Load);
this.Paint += new System.Windows.Forms.PaintEventHandler(this.Form1_Paint);
this.ResumeLayout(false);
this.PerformLayout();
}
#endregion
private System.Windows.Forms.Label label1;
private System.Windows.Forms.Label label2;
private System.Windows.Forms.TextBox textBox1;
private System.Windows.Forms.TextBox textBox2;
private System.Windows.Forms.Button btnstart;
}
}

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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.Windows.Forms;
namespace Spielfeld
{
public partial class Form1 : Form
{
TBewegung bewegung;
TCrash crash;
TWand_Ziehen wand;
System.Threading.Thread t;
public Form1()
{
InitializeComponent();
this.bewegung = new TBewegung(this);
this.crash = new TCrash(this);
this.wand = new TWand_Ziehen(this);
this.t = new System.Threading.Thread(spielen);
}
private void spielen()
{
this.bewegung.aussuchen();
//this.netzwerk.senden();
//this.netzwerk.empfangen();
this.crash.crash();
this.wand.malen(this.CreateGraphics());
}
private int x=1;
private int y = 225;
public int X
{
get
{
return x;
}
set {
if (value <= 510 && value >= 6)
{ x = value; }
}
}
public int Y
{
get
{
return y;
}
set
{
if (value >= 55 && value <= 398)
{
y = value;
}
}
}
protected override bool ProcessCmdKey(ref Message msg, Keys keyData)
{
if (keyData == Keys.W)
bewegung.richtung = 'w';
if (keyData == Keys.A)
bewegung.richtung = 'a';
if (keyData == Keys.S)
bewegung.richtung = 's';
if (keyData == Keys.D)
bewegung.richtung = 'd';
return base.ProcessCmdKey(ref msg, keyData);
}
private void Form1_Load(object sender, EventArgs e)
{
}
private void Form1_Paint(object sender, PaintEventArgs e)
{
int x = 58;
int y = 90;
e.Graphics.DrawLine(new Pen(Brushes.Black, 6), 1, 50, 515, 50);
e.Graphics.DrawLine(new Pen(Brushes.Black, 6), 1, 50, 1, 403);
e.Graphics.DrawLine(new Pen(Brushes.Black, 6), 1, 403, 515, 403);
e.Graphics.DrawLine(new Pen(Brushes.Black, 6), 515, 403, 515, 50);
while(x<=500){
e.Graphics.DrawLine(new Pen(Brushes.Black, 3), x, 50, x, 403);
x += 57;
}
while (y <= 390)
{
e.Graphics.DrawLine(new Pen(Brushes.Black, 3), 1, y, 515, y);
y += 39;
}
//wand.malen(e.Graphics);
}
private void button1_Click(object sender, EventArgs e)
{
}
public bool control = false;
private void btnstart_Click(object sender, EventArgs e)
{
control = true;
this.t.Start();
}
}
}

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Spielfeld/Form1.resx Normal file
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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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Spielfeld/Program.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
namespace Spielfeld
{
static class Program
{
/// <summary>
/// Der Haupteinstiegspunkt für die Anwendung.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Form1());
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// Allgemeine Informationen über eine Assembly werden über die folgenden
// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
// die mit einer Assembly verknüpft sind.
[assembly: AssemblyTitle("Spielfeld")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Spielfeld")]
[assembly: AssemblyCopyright("Copyright © 2012")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Durch Festlegen von ComVisible auf "false" werden die Typen in dieser Assembly unsichtbar
// für COM-Komponenten. Wenn Sie auf einen Typ in dieser Assembly von
// COM zugreifen müssen, legen Sie das ComVisible-Attribut für diesen Typ auf "true" fest.
[assembly: ComVisible(false)]
// Die folgende GUID bestimmt die ID der Typbibliothek, wenn dieses Projekt für COM verfügbar gemacht wird
[assembly: Guid("b32d02da-5c51-4e1e-9599-cb1acad35bc9")]
// Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten:
//
// Hauptversion
// Nebenversion
// Buildnummer
// Revision
//
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
// übernehmen, indem Sie "*" eingeben:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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//------------------------------------------------------------------------------
// <auto-generated>
// Dieser Code wurde von einem Tool generiert.
// Laufzeitversion:4.0.30319.269
//
// Änderungen an dieser Datei können fehlerhaftes Verhalten verursachen und gehen verloren, wenn
// der Code neu generiert wird.
// </auto-generated>
//------------------------------------------------------------------------------
namespace Spielfeld.Properties
{
/// <summary>
/// Eine stark typisierte Ressourcenklasse zum Suchen von lokalisierten Zeichenfolgen usw.
/// </summary>
// Diese Klasse wurde von der StronglyTypedResourceBuilder-Klasse
// über ein Tool wie ResGen oder Visual Studio automatisch generiert.
// Um einen Member hinzuzufügen oder zu entfernen, bearbeiten Sie die .ResX-Datei und führen dann ResGen
// mit der Option /str erneut aus, oder erstellen Sie Ihr VS-Projekt neu.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[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>
/// Gibt die zwischengespeicherte ResourceManager-Instanz zurück, die von dieser Klasse verwendet wird.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager
{
get
{
if ((resourceMan == null))
{
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Spielfeld.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Überschreibt die CurrentUICulture-Eigenschaft des aktuellen Threads für alle
/// Ressourcenlookups, die diese stark typisierte Ressourcenklasse verwenden.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture
{
get
{
return resourceCulture;
}
set
{
resourceCulture = value;
}
}
}
}

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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.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: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" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
</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" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
</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=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.269
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace Spielfeld.Properties
{
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "10.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
{
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default
{
get
{
return defaultInstance;
}
}
}
}

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<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
</SettingsFile>

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{DAA96BEF-BD3A-43AA-89CD-C1BAB4E6E9C9}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Spielfeld</RootNamespace>
<AssemblyName>Spielfeld</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<TargetFrameworkProfile>Client</TargetFrameworkProfile>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<PlatformTarget>x86</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<PlatformTarget>x86</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Deployment" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Form1.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="Form1.Designer.cs">
<DependentUpon>Form1.cs</DependentUpon>
</Compile>
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="TBewegung.cs" />
<Compile Include="TCrash.cs" />
<Compile Include="TLocation.cs" />
<Compile Include="TVariablen.cs" />
<Compile Include="TWand_Ziehen.cs" />
<EmbeddedResource Include="Form1.resx">
<DependentUpon>Form1.cs</DependentUpon>
</EmbeddedResource>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
<SubType>Designer</SubType>
</EmbeddedResource>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
</None>
<Compile Include="Properties\Settings.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ProjectView>ShowAllFiles</ProjectView>
</PropertyGroup>
</Project>

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Spielfeld/TBewegung.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
namespace Spielfeld
{
class TBewegung
{
//Form1 form = new Form1();
//Richtung
public char richtung;
private Form1 form;
public TBewegung(Form1 form)
{
// TODO: Complete member initialization
this.form = form;
}
public Location aussuchen(Location pos)
{
switch (richtung)
{
case 'a': pos.X -= 10; break;
case 'd': pos.X += 10; break;
case 'w': pos.Y -= 10; break;
case 's': pos.Y += 10; break;
default: break;
}
return pos;
}
public void bewegen()
{
this.spieler1.addLocation(this.aussuchen(this.spieler1.getLocation()));
}
}
}

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Spielfeld/TCrash.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
namespace Spielfeld
{
class TCrash
{
public TLocation location;
private Form1 form;
public TCrash(Form1 form)
{
// TODO: Complete member initialization
this.form = form;
}
private Color GetPixelAtPoint(System.Windows.Forms.Control Ctrl, System.Drawing.Point Location)
{
Bitmap TmpImg = new Bitmap(Ctrl.ClientSize.Width, Ctrl.ClientSize.Height);
Ctrl.DrawToBitmap(TmpImg, Ctrl.ClientRectangle);
return TmpImg.GetPixel(Location.X, Location.Y);
}
public void crash()
{
if (GetPixelAtPoint(form, new System.Drawing.Point(1, 1)).ToArgb() == 0)
{
}
}
}
}

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Spielfeld/TLocation.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
using System.Collections;
namespace Spielfeld
{
public struct Location
{
public int X;
public int Y;
public bool Control;
public Location(int x, int y,bool control)
{
X = x;
Y = y;
Control=control;
}
public static bool equals(this Location l1, Location l2)
{
return (l1.X == l2.X && l1.Y == l2.Y);
}
};
public delegate void ProcessLocationDelegate(Location location);
public class TLocation
{
// List of all books in the database:
Queue list = new Queue();
// Add a book to the database:
Location altePos;
public void AddLocation(Location l)
{
list.Enqueue(l);
if (list.Count > 50)
list.Dequeue();
this.altePos = l;
}
public Location getLocation()
{
return this.altePos;
}
// Call a passed-in delegate on each paperback book to process it:
public void ProcessPaperbackLocation(ProcessLocationDelegate processLocation)
{
foreach (Location b in list)
{
if (b.Control)
// Calling the delegate:
processLocation(b);
}
}
}
}

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Spielfeld/TVariablen.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Spielfeld
{
class TVariablen
{
}
}

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Spielfeld/TWand_Ziehen.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
using System.Threading;
namespace Spielfeld
{
class TWand_Ziehen
{
Form1 form;
public void malen(Graphics g)
{
g.FillRectangle(Brushes.Red, form.X+1, form.Y+1, 10, 10);
}
Thread thread;
public TWand_Ziehen(Form1 aform)
{
form = aform;
thread = new Thread(move);
}
public void move()
{
while (form.control)
{
Thread.Sleep(100);
form.X++;
}
}
}
}