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小時(shí)候經(jīng)典游戲用vb編的編寫(xiě)實(shí)例教程大全全!-預(yù)覽頁(yè)

 

【正文】 x了,要用圖片時(shí)從里面把它抓出來(lái)就好了,不過(guò)要怎么抓呢?我建議使用函數(shù)BitBlt()來(lái)做圖形的搬移。HEE0086 ORamp。步驟三:當(dāng)Client連線的時(shí)候Server端會(huì)引發(fā)ConnectionRequest事件,Server的程式要這樣子寫(xiě):Private Sub Winsock1_ConnectionRequest(ByVal requestID As long) requestIDEnd Sub步驟四:這樣一來(lái)就可以傳送資料了,傳送和接受資料的方法如下:傳送資料:mydata = 你好嗎? mydata這樣就會(huì)把mydata給傳到對(duì)方那里。各位如有任何見(jiàn)解,請(qǐng)不吝賜教。 初始化地圖:布置食物,炸彈,蛇身位置以及蛇頭的移動(dòng)方向——在PictureBox上繪畫(huà)圖像 并修改對(duì)應(yīng)的地圖格屬性值(MapProperty()數(shù)組)。其余“左上,左下,右下”的方向鍵編碼與上述雷同。(3)如果當(dāng)前蛇頭位置的地圖屬性是“炸彈“(陷阱)——統(tǒng)計(jì)玩家吃進(jìn)的炸彈數(shù)量,扣分(如果分?jǐn)?shù)小于0,就GameOver),補(bǔ)充地圖上的炸彈,記錄(累加)當(dāng)前吃進(jìn)的物品,如果吃進(jìn)的物品達(dá)到一定數(shù)量就顯示獎(jiǎng)品??瞻椎豈AP_FOOD 39。蛇身End EnumPublic Const MAP_SCALE As Integer = 15 39。第一級(jí)(最慢)的速度(,最快第9級(jí)=40)Public Const SPEED_CHANGE As Integer = 20 39。H80FF 39??瞻椎仡伾玃ublic Const FOOD_COLOR As Long = vbBlue 39。起始 獎(jiǎng)勵(lì)分?jǐn)?shù)的 上限Public Const MIN_PRIZE As Integer = 20 39。記錄得分HeadColor As Long 39。記錄吃進(jìn)的 炸彈數(shù)量blnGameOver As Boolean 39。蛇身長(zhǎng)度39。用于表示二維坐標(biāo)值Public Type thePositionX As IntegerY As IntegerEnd TypePublic FoodCount_AtOneTime As Integer 39。記錄 蛇每吃進(jìn)多少物品(包括食物和炸彈,獎(jiǎng)品不計(jì))才顯示一次獎(jiǎng)品Public AddScorePerFood As Integer 39。標(biāo)記是否已經(jīng)開(kāi)始 新游戲(T=游戲已經(jīng)開(kāi)始)Private blnPause As Boolean 39。地圖寬度(象素)Private Map_Height As Integer 39。地圖-食物顏色Private MapProperty() As Integer 39。記錄Player1 的信息Private Snake_P1() As thePosition 39。如果游戲正在進(jìn)行,則發(fā)送“暫停”按鍵事件,暫停游戲 End Sub39。如果上一次的獎(jiǎng)品還沒(méi)有消失(以 PrizeRemain 0 為標(biāo)志),就先清除舊的獎(jiǎng)品,然后才顯示新的獎(jiǎng)品 If PrizeRemain 0 Then Call ShowPrize(False) = 0 39。地圖初始化 ReDim MapProperty(MAX_COL_INDEX, MAX_ROW_INDEX) Map_Width = (MAX_COL_INDEX + 1) * MAP_SCALE Map_Height = (MAX_ROW_INDEX + 1) * MAP_SCALE = Map_Width + 2 = Map_Height + 2 (0, 0)Step(Map_Width, Map_Height), Map_Empty_Color, BF FoodCount_AtOneTime = 2 39。每吃進(jìn)一個(gè) 食物,所增加的分?jǐn)?shù)=當(dāng)前的級(jí)別值 AddScorePerBomb = curLevel * 2 39。初始化P1蛇身 ReDim Snake_P1(START_SNAKE_LENGTH) For i = 0 To UBound(Snake_P1) 39。放置食物 For i = 1 To FoodCount_AtOneTime Call AddFood Next 39。如果游戲正在進(jìn)行,則發(fā)送“暫停”按鍵事件,暫停游戲 End SubPrivate Sub Form_KeyDown(KeyCode As Integer, Shift As Integer) If Or blnStartGame = False Or blnOnKeyEvents = False Then Exit Sub 39。在暫停狀態(tài)下不接受“ESC”外的其它按鍵 Select Case KeyCode Case KEY_LFUP blnOnKeyEvents = False If 0 Then = 0 = 1 ElseIf 0 Then = 1 = 0 End If Case KEY_LFDN blnOnKeyEvents = False If 0 Then = 0 = 1 ElseIf 0 Then = 1 = 0 End If Case KEY_RTUP blnOnKeyEvents = False If 0 Then = 0 = 1 ElseIf 0 Then = 1 = 0 End If Case KEY_RTDN blnOnKeyEvents = False If 0 Then = 0 = 1 ElseIf 0 Then = 1 = 0 End If 39。放開(kāi)一個(gè)鍵之后,才能接收按鍵事件End SubPrivate Sub Form_Load() = True = EMPTY_COLOR curLevel = 6 39。 vbCrLf amp。蛇移動(dòng) 的處理過(guò)程Private Sub PlayerMove() Dim tempHead As thePosition 39。如果當(dāng)前是 穿墻模式(默認(rèn)) If 0 Then = MAX_COL_INDEX ElseIf MAX_COL_INDEX Then = 0 ElseIf 0 Then = MAX_ROW_INDEX ElseIf MAX_ROW_INDEX Then = 0 End If Else 39。暫時(shí)沒(méi)有空白地的移動(dòng)操作 Case MAP_SNAKE 39。食物 blnAddLengh = True 39。加分 Call AddFood 39。顯示總共吃進(jìn)的 炸彈數(shù)量 Call ChangeScore(AddScorePerBomb, True) 39。清除地圖上的獎(jiǎng)品 End Select Call RefreshSnake(, , blnAddLengh) 39。如果游戲已經(jīng)開(kāi)始,則詢問(wèn)是否要退出 If blnPause = False Then Call Form_KeyDown(KEY_PAUSE, 0) 39。改變玩家的分?jǐn)?shù)39。如果吃進(jìn)的物品(curEatCount) 達(dá)到一定數(shù)量(EatCountPerShowPrize)就顯示獎(jiǎng)品 If curEatCount = EatCountPerShowPrize Then curEatCount = 0 39。尋找一個(gè)空白地,用于放置食物 Do = Int(Rnd() * (MAX_COL_INDEX + 1)) = Int(Rnd() * (MAX_ROW_INDEX + 1)) Loop Until MapProperty(, ) = MAP_EMPTY MapProperty(, ) = MAP_FOOD 39。尋找一個(gè)空白地,用于放置炸彈 Do = Int(Rnd() * (MAX_COL_INDEX + 1)) = Int(Rnd() * (MAX_ROW_INDEX + 1)) Loop Until MapProperty(, ) = MAP_EMPTY MapProperty(, ) = MAP_BOMB 39。參數(shù):blnShow(T=顯示獎(jiǎng)品,F=清除獎(jiǎng)品)Private Sub ShowPrize(blnShow As Boolean) Dim tempPrize As thePosition Dim tempColor As Long If blnShow Then 39。標(biāo)記地圖格的屬性為 獎(jiǎng)品 tempColor = Int(Rnd() * (FULL_COLOR + 1)) 39。剩余的分?jǐn)?shù),用反色顯示 = PrizeRemain 39。啟動(dòng)tmrPrize,不斷地減少獎(jiǎng)勵(lì)分?jǐn)?shù) Else 39。參數(shù):蛇頭的新坐標(biāo)_X,蛇頭的新坐標(biāo)_Y,是否增加蛇身長(zhǎng)度(T=增加)Private Sub RefreshSnake(NewHead_X As Integer, NewHead_Y As Integer, blnAddLength As Boolean) Dim i As Integer Dim OldTail As thePosition 39。在地圖上 繪畫(huà)出新的蛇頭 MapProperty(NewHead_X, NewHead_Y) = MAP_SNAKE 39。然后更新 蛇頭的坐標(biāo) Snake_P1(0).X = NewHead_X Snake_P1(0).Y = NewHead_Y 39。舊蛇尾的坐標(biāo)不變 = UBound(Snake_P1) + 1 39。在地圖上把 舊蛇尾坐標(biāo) 下的地圖格的屬性設(shè)置為 空白地 ( * MAP_SCALE, * MAP_SCALE)Step(MAP_SCALE, MAP_SCALE), Map_Empty_Color, BF 39。記錄玩家名稱 Dim TopTen As Boolean 39。 pos + 1 amp。 vbCrLf amp。 將自動(dòng)改為 “ amp。直到玩家名稱的長(zhǎng)度符合規(guī)定,才退出循環(huán) End If pos = pos + 1 Loop Until pos = 10 Or TopTen = True If TopTen = True Then Score, pos 1 Name, pos 1 If 10 Then 1 If 10 Then 1 Call PutRecord 39。不斷減少獎(jiǎng)勵(lì)的分?jǐn)?shù)Private Sub tmrPrize_Timer() Dim tempColor As Long PrizeRemain = PrizeRemain 1 If PrizeRemain = 0 Then Call ShowPrize(False) 39。剩余的分?jǐn)?shù),用反色顯示 = PrizeRemain 39。 RECORD_FILE_NAME For Random As FileNum Len = Len(Record(0))39。 閃爍的方格--獎(jiǎng)品; (獎(jiǎng)品上面的數(shù)字表示吃進(jìn)獎(jiǎng)品后 增加的分?jǐn)?shù)。 ☆☆☆ 錯(cuò)蟲(chóng)帝國(guó)(Bu
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