炸弹XAML
01: <UserControl x:Class="CrazyBomb.Bomb" 02: xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" 03: xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" 04: xmlns:d="http://schemas.microsoft.com/expression/blend/2008" 05: xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" 06: mc:Ignorable="d" 07: d:DesignHeight="100" d:DesignWidth="100" > 08: <Image Name="imgBomb" Stretch="Fill" Width="100" Height="100" Source="/CrazyBomb;component/Images/SleepState.png" MouseLeftButtonDown="imgBomb_MouseLeftButtonDown" /> 09: </UserControl> 10: 11:
炸弹CS
001: using System.Windows.Media.Imaging; 002: using System.Windows.Threading; 003: 004: namespace CrazyBomb 005: { 006: public partial class Bomb : UserControl 007: { 008: protected BombState state; 009: public BombState State 010: { 011: get { return state;} 012: } 013: 014: public delegate void PunishHandler(Bomb bomb); 015: public PunishHandler Punish; //委托成员 016: public delegate void OverGameHandler(Bomb bomb); 017: public OverGameHandler OverGame; //委托成员 018: 019: protected TimeSpan fireTime; 020: protected TimeSpan delayTime=new TimeSpan(0,0,5);//五秒 021: protected DispatcherTimer fireTimer; //时间起 022: protected DispatcherTimer delayTimer; //时间器 023: protected static Random random = new Random(); //随机器 024: 025: public Bomb() 026: { 027: InitializeComponent(); 028: 029: fireTimer = new DispatcherTimer(); 030: fireTimer.Tick += new EventHandler(fireTimer_Tick); //每一次心跳的事件 031: 032: delayTimer = new DispatcherTimer(); 033: delayTimer.Tick += new EventHandler(delayTimer_Tick); 034: delayTimer.Interval = delayTime; //指定间隔为5秒 035: 036: GoSleepState(); 037: } 038: 039: //转到4种状态 040: public void GoSleepState() 041: { 042: state = BombState.SleepSate; 043: imgBomb.Source = new BitmapImage(new Uri("Images/SleepState.png",UriKind.RelativeOrAbsolute)); 044: } 045: public void GoActiveState() 046: { 047: state = BombState.ActiveState; 048: imgBomb.Source = new BitmapImage(new Uri("Images/ActiveState.png", UriKind.RelativeOrAbsolute)); 049: 050: delayTimer.Stop(); 051: int seconds =random.Next(2,10);//随机等待秒数 052: fireTimer.Interval = new TimeSpan(0, 0, seconds); 053: fireTimer.Start(); 054: } 055: 056: public void GoDelayState() 057: { 058: state = BombState.DelayState; 059: imgBomb.Source = new BitmapImage(new Uri("Images/DelayState.png", UriKind.RelativeOrAbsolute)); 060: 061: fireTimer.Stop(); //时间器停止 062: delayTimer.Start(); //点火时间器开始,5秒一次 063: } 064: 065: public void GoBombingState() 066: { 067: state = BombState.BombingState; 068: //换图片 069: imgBomb.Source = new BitmapImage(new Uri("Images/BombingState.png", UriKind.RelativeOrAbsolute)); 070: 071: delayTimer.Stop(); 072: } 073: 074: //计时器命中 075: protected void fireTimer_Tick(object sender, EventArgs e) 076: { 077: //如果游戏启动 078: if (App.CurrentState == GameState.Running ) 079: { 080: GoDelayState(); 081: } 082: } 083: //点燃计时器 084: protected void delayTimer_Tick(object sender, EventArgs e) 085: { 086: if (App.CurrentState == GameState.Running) 087: { 088: //如果点燃时间到了,就结束游戏了 089: GoBombingState(); 090: //调用结束游戏委托 091: OverGame(this); 092: } 093: } 094: 095: //单击事件 096: private void imgBomb_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) 097: { 098: switch (state) 099: { 100: case BombState.SleepSate://如果是等待,则变成激活 101: GoActiveState(); 102: break; 103: case BombState.ActiveState://如果是激活,调用委托方法 104: Punish(this); 105: break; 106: case BombState.DelayState://如果是点燃,则回归激活 107: GoActiveState(); 108: break; 109: } 110: } 111: 112: 113: } 114: }
冯瑞涛