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Flagging tiles in .NET Creation Code 128B in .NET Flagging tiles




How to generate, print barcode using .NET, Java sdk library control with example project source code free download:
Flagging tiles using barcode integration for .net vs 2010 control to generate, create ansi/aim code 128 image in .net vs 2010 applications. Windows Forms Now the player must ANSI/AIM Code 128 for .NET be given the option to flag tiles. You can take a breath as it"s quite easy.

The idea: The player can flag/unflag a tile by clicking on it while holding Shift key. A flagged tile cannot be uncovered until it"s unflagged..

[ 68 ]. 2 . The development: Mo dify onTileClicked function this way:. private function on VS .NET barcode standards 128 TileClicked(e:MouseEvent):void { var clicked_tile:tile_movieclip=e.currentTarget as tile_movieclip; var clickedRow:uint=clicked_tile.

nrow; var clickedCol:uint=clicked_tile.ncol; var clickedValue:uint=mineField[clickedRow][clickedCol]; if (e.shiftKey) { clicked_tile.

gotoAndStop(5-clicked_tile.currentFrame); } else { if (clicked_tile.currentFrame==1) { clicked_tile.

removeEventListener( MouseEvent.CLICK,onTileClicked); clicked_tile.buttonMode=false; // empty tile if (clickedValue==0) { floodFill(clickedRow,clickedCol); } // end of empty tile // numbered tile if (clickedValue>0&&clickedValue<9) { clicked_tile.

gotoAndStop(2); clicked_tile.tile_text.text=clickedValue.

toString(); } // end of numbered tile // mine if (clickedValue==9) { clicked_tile.gotoAndStop(3); } // end of mine } } }. Test the movie and you will be able to flag tiles. Let"s see what happened:. if (e.shiftKey) { ..

. }. The current block i s executed only if the player presses Shift key when he clicks a tile. shiftKey property of a MouseEvent event returns a Boolean value that is true if the Shift key has been pressed or false otherwise..

clicked_tile.gotoAn .net vs 2010 code128b dStop(5-clicked_tile.

currentFrame);. [ 69 ]. Minesweeper This is a dirty way to make the tile switch between frame 1 to frame 4 using currentFrame property. It"s a quick dirty way to toggle between frame 1 and frame 4..

if (clicked_tile.cu .net vs 2010 Code 128 rrentFrame==1) { .

.. }.

This is how we ensure clicked tile is not a flagged one: it must be showing the first frame. Timer and game over The last thing I am going to explain is the creation of a toolbar to show various information such as a timer and the game over message. The idea: We need to create a dynamic text in which we"ll display various messages according to game events. Also, a timer is needed.

The development: Create a new Movie Clip symbol called toolbar_mc and set it as exportable for ActionScript. Leave all other settings at their default values, just as you are used to. Draw anything you want, just remember to place a dynamic text called message_text and embed Uppercase, Lowercase, Numerals, and Punctuation.

You can also use "Basic Latin", but try to embed as few characters as possible while being able to write anything you want. This is the one I made, 550 pixels wide, as wide as the stage, starting at 0,0..

Now change class le barcode standards 128 for .NET vel variables this way:. // class level vari ables private const FIELD_W:uint=9; private const FIELD_H:uint=9; private const NUM_MINES:uint=10; private var mineField:Array=new Array(); private var game_container:Sprite=new Sprite(); private var tile:tile_movieclip; private var timer:Timer=new Timer(1000); private var toolbar:toolbar_mc; private var gameOver:Boolean=false; // end of class level variables. [ 70 ]. 2 . we need three more .net framework Code 128C variables: a timer, that will tick every 1,000 milliseconds as you can see from the constructor. Then we need the toolbar itself, and a Boolean variable called gameOver that will be checked to see if the game is over.

At the beginning, it"s set to false because the game has yet to start, so it cannot be over. Now in main function after // end of tile creation add:. // time management and game over toolbar = new toolbar_mc(); addChild(toolbar); toolbar.y=stage.stageHeight-toolbar.

height; timer.start(); timer.addEventListener(TimerEvent.

TIMER,onTick); // end of time management and game over. Here we add the too .net vs 2010 Code 128C lbar to the Display List. To place it at the bottom of the stage I used:.

toolbar.y=stage.sta geHeight-toolbar.

height;. stageHeight stage property returns the current height of the stage, in pixels. The last two lines are used to start the timer and add a listener, as seen during the making of the Concentration game. Here it is the onTick function that will be called each time the timer event listener is triggered (every second):. Private function on .net vs 2010 USS Code 128 Tick(e:TimerEvent):void { toolbar.message_text.

text="Elapsed time: "+e.target. currentCount+"s"; }.

As you can see, the function just updates the message text in the toolbar with the number of elapsed seconds. currentCount property returns the number of times the timer event has been triggered, that in our case is the number of elapsed seconds. The last thing to do is stopping the game when the player hits a mine and eventually write a message in the toolbar.

Modify the onTileClicked function this way:. function onTileClic Code128 for .NET ked(e:MouseEvent) { if (! gameOver) { ..

. } }. [ 71 ].
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