2010年12月24日 星期五

遊戲

  
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsGame2
{
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        GameObject topWall;
        GameObject bottomWall;
        GameObject playerOne;
        GameObject playerTwo;
        KeyboardState keyboardState;
        GameObject ball;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }
        protected override void Initialize()
        {
            base.Initialize();
        }
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            Texture2D wallTexture = Content.Load<Texture2D>("wall");
            topWall = new GameObject(
                wallTexture,
                Vector2.Zero);
            bottomWall = new GameObject(
                wallTexture,
                new Vector2(0, Window.ClientBounds.Height - wallTexture.Height));
            topWall = new GameObject(
                wallTexture,
                Vector2.Zero);
            bottomWall = new GameObject(
                wallTexture,
                new Vector2(0, Window.ClientBounds.Height - wallTexture.Height));

            Texture2D paddleTexture = Content.Load<Texture2D>("paddle");
            Vector2 position;

            position = new Vector2(
                0,
                (Window.ClientBounds.Height - paddleTexture.Height) / 2);
            playerOne = new GameObject(paddleTexture, position);

            position = new Vector2(
                (Window.ClientBounds.Width - paddleTexture.Width),
                (Window.ClientBounds.Height - paddleTexture.Height) / 2);
            playerTwo = new GameObject(paddleTexture, position);

            topWall = new GameObject(
                wallTexture,
                Vector2.Zero);
            bottomWall = new GameObject(
                wallTexture,
                new Vector2(0, Window.ClientBounds.Height - wallTexture.Height));


            position = new Vector2(0,(Window.ClientBounds.Height - paddleTexture.Height) / 2);
            playerOne = new GameObject(paddleTexture, position);

            position = new Vector2(
                (Window.ClientBounds.Width - paddleTexture.Width),
                (Window.ClientBounds.Height - paddleTexture.Height) / 2);
            playerTwo = new GameObject(paddleTexture, position);

            Texture2D ballTexture = Content.Load<Texture2D>("ball");

            position = new Vector2(
                playerOne.BoundingBox.Right + 1,
                (Window.ClientBounds.Height - ballTexture.Height) / 2);

            ball = new GameObject(
                ballTexture,
                position,
                new Vector2(8f, -8f));
        }
        protected override void UnloadContent()
        {
        }

        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            keyboardState = Keyboard.GetState();

            if (keyboardState.IsKeyDown(Keys.W))
                playerOne.Position.Y -= 10f;

            if (keyboardState.IsKeyDown(Keys.S))
                playerOne.Position.Y += 10f;

            if (keyboardState.IsKeyDown(Keys.Up))
                playerTwo.Position.Y -= 10f;

            if (keyboardState.IsKeyDown(Keys.Down))
                playerTwo.Position.Y += 10f;

            CheckPaddleWallCollision();

           
            ball.Position += ball.Velocity;

            keyboardState = Keyboard.GetState();

            if (keyboardState.IsKeyDown(Keys.W))
                playerOne.Position.Y -= 10f;

            if (keyboardState.IsKeyDown(Keys.S))
                playerOne.Position.Y += 10f;

            if (keyboardState.IsKeyDown(Keys.Up))
                playerTwo.Position.Y -= 10f;

            if (keyboardState.IsKeyDown(Keys.Down))
                playerTwo.Position.Y += 10f;

            CheckPaddleWallCollision();
            CheckBallCollision();
            base.Update(gameTime);
        }

        private void CheckBallCollision()
        {
            if (ball.BoundingBox.Intersects(topWall.BoundingBox))
            {
                ball.Velocity.Y *= -1;
                ball.Position += ball.Velocity;
            }

            if (ball.BoundingBox.Intersects(bottomWall.BoundingBox))
            {
                ball.Velocity.Y *= -1;
                ball.Position += ball.Velocity;
            }

            if (ball.BoundingBox.Intersects(playerOne.BoundingBox))
            {
                ball.Velocity.X *= -1;
                ball.Position += ball.Velocity;
            }

            if (ball.BoundingBox.Intersects(playerTwo.BoundingBox))
            {
                ball.Velocity.X *= -1;
                ball.Position += ball.Velocity;
            }
        }

        private void CheckPaddleWallCollision()
        {
            if (playerOne.BoundingBox.Intersects(topWall.BoundingBox))
                playerOne.Position.Y = topWall.BoundingBox.Bottom;

            if (playerOne.BoundingBox.Intersects(bottomWall.BoundingBox))
                playerOne.Position.Y = bottomWall.BoundingBox.Y
                    - playerOne.BoundingBox.Height;

            if (playerTwo.BoundingBox.Intersects(topWall.BoundingBox))
                playerTwo.Position.Y = topWall.BoundingBox.Bottom;

            if (playerTwo.BoundingBox.Intersects(bottomWall.BoundingBox))
                playerTwo.Position.Y = bottomWall.BoundingBox.Y
                    - playerTwo.BoundingBox.Height;
        }
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            topWall.Draw(spriteBatch);
            bottomWall.Draw(spriteBatch);

            topWall.Draw(spriteBatch);
            bottomWall.Draw(spriteBatch);

            playerOne.Draw(spriteBatch);
            playerTwo.Draw(spriteBatch);
           
            topWall.Draw(spriteBatch);
            bottomWall.Draw(spriteBatch);

            playerOne.Draw(spriteBatch);
            playerTwo.Draw(spriteBatch);

            ball.Draw(spriteBatch);

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}


using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsGame2
{
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        GameObject topWall;
        GameObject player;
        KeyboardState keyboardState;
        GameObject ball;
        GameObject wl;
        GameObject wlr;
        GameObject three;
        GameObject three1;
        GameObject four;
        GameObject four1;
        SpriteFont font;
        int score;
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }
        protected override void Initialize()
        {
            base.Initialize();
        }
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            Texture2D threeTexture = Content.Load<Texture2D>("three");
            Texture2D three1Texture = Content.Load<Texture2D>("three");
            Texture2D fourTexture = Content.Load<Texture2D>("four");
            Texture2D four1Texture = Content.Load<Texture2D>("four");
            Texture2D wallTexture = Content.Load<Texture2D>("wall");
            Texture2D wlrTexture = Content.Load<Texture2D>("wlr");
            topWall = new GameObject(
                wallTexture,
                Vector2.Zero);
            three = new GameObject(
                threeTexture,
                new Vector2((Window.ClientBounds.Width/3*2),
                (Window.ClientBounds.Height/2-70)));
            three1 = new GameObject(
                threeTexture,
                new Vector2((Window.ClientBounds.Width / 3-125 ),
                (Window.ClientBounds.Height / 2+50)));
            four = new GameObject(
                fourTexture,
                new Vector2((Window.ClientBounds.Width / 3+115),
                (Window.ClientBounds.Height / 2-50)));
            four1 = new GameObject(
                fourTexture,
                new Vector2((Window.ClientBounds.Width / 3-125),
                (Window.ClientBounds.Height / 2-140)));
            topWall = new GameObject(
                wallTexture,
                Vector2.Zero);
            wlr = new GameObject(
                wlrTexture,
                new Vector2((Window.ClientBounds.Width - wlrTexture.Width),
                (Window.ClientBounds.Height - wlrTexture.Height)));
            wl = new GameObject(
                wlrTexture,
                Vector2.Zero);

            Texture2D pTexture = Content.Load<Texture2D>("p");
            Vector2 position;
            position = new Vector2(
                            (Window.ClientBounds.Width / 2 - 2*wallTexture.Height),
                            Window.ClientBounds.Height - wallTexture.Height);
            player= new GameObject(pTexture, position);

            topWall = new GameObject(
                wallTexture,
                Vector2.Zero);

            Texture2D ballTexture = Content.Load<Texture2D>("ball");
            ball = new GameObject(
                ballTexture,
                position,
                new Vector2(6f, -6f));

            font = Content.Load<SpriteFont>("GameFont");
        }

        protected override void UnloadContent()
        {
        }
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            keyboardState = Keyboard.GetState();
            if (keyboardState.IsKeyDown(Keys.Left))
                player.Position.X -= 15f;

            if (keyboardState.IsKeyDown(Keys.Right))
                player.Position.X += 15f;

            /*   if (keyboardState.IsKeyDown(Keys.W))
                playerOne.Position.Y -= 10f;

            if (keyboardState.IsKeyDown(Keys.S))
                playerOne.Position.Y += 10f;*/


            ball.Position += ball.Velocity;

            CheckBallCollision();
            base.Update(gameTime);
        }

        private void CheckBallCollision()
        {
            if (ball.BoundingBox.Intersects(topWall.BoundingBox))
            {
                ball.Velocity.Y *= -1;
            }
            if (ball.BoundingBox.Intersects(three.BoundingBox))
            {
                ball.Velocity.Y *= -1;
                score += 1;
            }
            if (ball.BoundingBox.Intersects(three1.BoundingBox))
            {
                ball.Velocity.Y *= -1;
                score += 1;
            }
            if (ball.BoundingBox.Intersects(four.BoundingBox))
            {
                ball.Velocity.Y *= -1;
                score += 1;
            }
            if (ball.BoundingBox.Intersects(four1.BoundingBox))
            {
                ball.Velocity.Y *= -1;
                score += 1;
            }
            if (ball.BoundingBox.Intersects(wlr.BoundingBox))
            {
                ball.Velocity.X *= -1;
            }
            if (ball.BoundingBox.Intersects(wl.BoundingBox))
            {
                ball.Velocity.X *= -1;
            }
            if (ball.BoundingBox.Intersects(player.BoundingBox))
            {
                ball.Velocity.Y *= -1;
                ball.Position += ball.Velocity;
            }
        }


        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();

            wlr.Draw(spriteBatch);
            wl.Draw(spriteBatch);
            three.Draw(spriteBatch);
            three1.Draw(spriteBatch);
            four.Draw(spriteBatch);
            four1.Draw(spriteBatch);
            topWall.Draw(spriteBatch);
            player.Draw(spriteBatch);
            ball.Draw(spriteBatch);

            spriteBatch.DrawString(font,"Score: " + score.ToString(),
                new Vector2(50,50 ),Color.Red);

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}



2010年12月10日 星期五

1210

#region File Description
//-----------------------------------------------------------------------------
// Game1.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
#endregion
namespace BeginnersGuide_2DGame_Windows
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        Texture2D backgroundTexture;
        Rectangle viewportRect;
        SpriteBatch spriteBatch;
        GameObject cannon;
        const int maxCannonBalls = 100;
        GameObject[] cannonBalls;
        GamePadState previousGamePadState = GamePad.GetState(PlayerIndex.One);
        KeyboardState previousKeyboardState = Keyboard.GetState();
        const int maxEnemies = 10;
        const float maxEnemyHeight = 0.01f;
        const float minEnemyHeight = 0.9f;
        const float maxEnemyVelocity = 5.0f;
        const float minEnemyVelocity = 1.0f;
        Random random = new Random();
        GameObject[] enemies;
        int score;
        SpriteFont font;
        Vector2 scoreDrawPoint = new Vector2( 0.1f, 0.1f);
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();
        }
        /// <summary>
        /// Load your graphics content
        /// </summary>
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
            backgroundTexture =
                   Content.Load<Texture2D>("Sprites\\background");
            cannon = new GameObject(Content.Load<Texture2D>("Sprites\\cannon"));
            cannon.position = new Vector2(100, graphics.GraphicsDevice.Viewport.Height - 350);
            cannonBalls = new GameObject[maxCannonBalls];
            for (int i = 0; i < maxCannonBalls; i++)
            {
                cannonBalls[i] = new GameObject(Content.Load<Texture2D>(
                    "Sprites\\cannonball"));
            }
            enemies = new GameObject[maxEnemies];
            for (int i = 0; i < maxEnemies; i++)
            {
                enemies[i] = new GameObject(
                    Content.Load<Texture2D>("Sprites\\enemy"));
            }
            font = Content.Load<SpriteFont>("Fonts\\GameFont");
            //drawable area of the game screen.
            viewportRect = new Rectangle(0, 0,
                graphics.GraphicsDevice.Viewport.Width,
                graphics.GraphicsDevice.Viewport.Height);
            base.LoadContent();
        }
        public void UpdateCannonBalls()
        {
            foreach (GameObject ball in cannonBalls)
            {
                if (ball.alive)
                {
                    ball.position += ball.velocity;
                    if (!viewportRect.Contains(new Point(
                        (int)ball.position.X,
                        (int)ball.position.Y)))
                    {
                        ball.alive = false;
                        continue;
                    }
                    Rectangle cannonBallRect = new Rectangle(
                        (int)ball.position.X,
                        (int)ball.position.Y,
                        ball.sprite.Width,
                        ball.sprite.Height);
                    foreach (GameObject enemy in enemies)
                    {
                        Rectangle enemyRect = new Rectangle(
                            (int)enemy.position.X,
                            (int)enemy.position.Y,
                            enemy.sprite.Width,
                            enemy.sprite.Height);
                        if (cannonBallRect.Intersects(enemyRect))
                        {
                            ball.alive = true;
                            enemy.alive = false;
                            score += 1;
                            break;
                        }
                    }
                }
            }
        }
        protected override void UnloadContent()
        {
            base.UnloadContent();
        }
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
            cannon.rotation += gamePadState.ThumbSticks.Left.X * 0.1f;
            if (gamePadState.Buttons.A == ButtonState.Pressed &&
                previousGamePadState.Buttons.A == ButtonState.Released)
            {
                FireCannonBall();
            }
#if !XBOX
            KeyboardState keyboardState = Keyboard.GetState();
            if(keyboardState.IsKeyDown(Keys.Up))
            {
                cannon.rotation -= 0.1f;
            }
            if(keyboardState.IsKeyDown(Keys.Down))
            {
                cannon.rotation += 0.1f;
            }
            if (keyboardState.IsKeyDown(Keys.Space) &&
                previousKeyboardState.IsKeyUp(Keys.Space))
            {
                FireCannonBall();
            }
#endif
            cannon.rotation = MathHelper.Clamp(cannon.rotation, -MathHelper.PiOver2, 100);
            UpdateCannonBalls();
            UpdateEnemies();
            previousGamePadState = gamePadState;
#if !XBOX
            previousKeyboardState = keyboardState;
#endif
            base.Update(gameTime);
        }
        public void UpdateEnemies()
        {
            foreach (GameObject enemy in enemies)
            {
                if (enemy.alive)
                {
                    enemy.position += enemy.velocity;
                    if (!viewportRect.Contains(new Point(
                        (int)enemy.position.X,
                        (int)enemy.position.Y)))
                    {
                        enemy.alive = false;
                    }
                }
                else
                {
                    enemy.alive = true;
                    enemy.position = new Vector2(
                        viewportRect.Right,
                        MathHelper.Lerp(
                        (float)viewportRect.Height * minEnemyHeight,
                        (float)viewportRect.Height * maxEnemyHeight,
                        (float)random.NextDouble()));
                    enemy.velocity = new Vector2(
                        MathHelper.Lerp(
                        -minEnemyVelocity,
                        -maxEnemyVelocity,
                        (float)random.NextDouble()), 0);
                }
            }
        }
        public void FireCannonBall()
        {
            foreach (GameObject ball in cannonBalls)
            {
                if (!ball.alive)
                {
                    ball.alive = true;
                    ball.position = cannon.position - ball.center;
                    ball.velocity = new Vector2(
                        (float)Math.Cos(cannon.rotation),
                        (float)Math.Sin(cannon.rotation)) * 4.0f;
                    return;
                }
            }
        }
        protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
            //Draw the backgroundTexture sized to the width
            //and height of the screen.
            spriteBatch.Draw(backgroundTexture, viewportRect,
                Color.White);
            foreach (GameObject ball in cannonBalls)
            {
                if (ball.alive)
                {
                    spriteBatch.Draw(ball.sprite,
                        ball.position, Color.Blue);
                }
            }
            foreach (GameObject ball in cannonBalls)
            {
                if (ball.alive)
                {
                    spriteBatch.Draw(ball.sprite,
                        ball.position, Color.Yellow);
                }
            }
            spriteBatch.Draw(cannon.sprite,
                cannon.position,
                null,
                Color.White,
                cannon.rotation,
                cannon.center, 1.0f,
                SpriteEffects.None, 0);
            foreach (GameObject enemy in enemies)
            {
                if (enemy.alive)
                {
                    spriteBatch.Draw(enemy.sprite,
                        enemy.position, Color.White);
                }
            }
            spriteBatch.DrawString(font,
                "Score: " + score.ToString(),
                new Vector2(scoreDrawPoint.X * viewportRect.Width,
                scoreDrawPoint.Y * viewportRect.Height),
                Color.Yellow);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}

2010年12月2日 星期四

12/03

3ds:http://download.quick3d.com/geo/hDH8fgg3hp1D132432S3/quick3D_Geo_4_setup.exe
3ds/fbx互轉 FBX 2011.3.1 Converter

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace WindowsGame2
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Model myModel;
        float aspectRatio;
        Vector3 modelPosition = Vector3.Zero;
        float modelRotation = 0.0f;
        Vector3 cameraPosition = new Vector3(20.0f, 5.0f, 50.0f);
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }
        protected override void Initialize()
        {
            base.Initialize();
        }
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            myModel = Content.Load<Model>("Models\\teeth");
            aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio;
        }
        protected override void UnloadContent()
        {
        }

        protected override void Update(GameTime gameTime)
        {
  
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            modelRotation += (float)gameTime.ElapsedGameTime.TotalMilliseconds *
            MathHelper.ToRadians(0.1f);
            base.Update(gameTime);
        }
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            Matrix[] transforms = new Matrix[myModel.Bones.Count];
            myModel.CopyAbsoluteBoneTransformsTo(transforms);
            foreach (ModelMesh mesh in myModel.Meshes)
            {
    
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.EnableDefaultLighting();
                    effect.World = transforms[mesh.ParentBone.Index] *
                        Matrix.CreateRotationY(modelRotation)
                        * Matrix.CreateTranslation(modelPosition);
                    effect.View = Matrix.CreateLookAt(cameraPosition,
                        Vector3.Zero, Vector3.Up);
                    effect.Projection = Matrix.CreatePerspectiveFieldOfView(
                        MathHelper.ToRadians(45.0f), aspectRatio,
                        1.0f, 10000.0f);
                }
   
                mesh.Draw();
            }

            base.Draw(gameTime);
        }
    }
}

2010年11月18日 星期四

11/19

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 WindowsFormsApplication2
{
    public partial class Form1 : Form
    {
        int i=0,j=0;
        public Form1()
        {
            InitializeComponent();
        }
        private void timer1_Tick(object sender, EventArgs e)
        {
            i++;
            i = i % 4;
            label1.Text = Convert.ToString(i);
            j++;
            j = j % 4;
            switch (j)
            {
                case 0:
                    button1.Enabled = true;
                    button2.Enabled = false;
                    button3.Enabled = false;
                    break;
                case 1:
                    button1.Enabled = false;
                    button2.Enabled = true;
                    button3.Enabled = false;
                    break;
                case 2:
                    button1.Enabled = false;
                    button2.Enabled = false;
                    button3.Enabled = true;
                    break;
                case 3:
                    button1.Enabled = false;
                    button2.Enabled = false;
                    button3.Enabled = true;
                    break;
            }
        }
        private void Form1_Load(object sender, EventArgs e)
        {
        }
    }
}

2010年10月29日 星期五

八方塊遊戲

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 WindowsFormsApplication1
{
    public partial class Form1 : Form
    {
        System.Windows.Forms.Button[] Buttons;
        System.Windows.Forms.TextBox[] TextBoxs;
        int[,] a = new int[4, 4];
        int bno;
        public Form1()
        {
            InitializeComponent();
        }
        private void Form1_Load(object sender, EventArgs e)
        {
            Buttons = new System.Windows.Forms.Button[9];
            TextBoxs = new System.Windows.Forms.TextBox[9];
            for (int j = 0; j < 9; ++j)
            {
                TextBoxs[j] = new TextBox();
                this.Controls.Add(TextBoxs[j]);
                if (j <= 2)
                    TextBoxs[j].Location = new System.Drawing.Point(10 + j * 100, 10);
                else if (j > 2 && j <= 5)
                    TextBoxs[j].Location = new System.Drawing.Point(10 + (j - 3) * 100, 40);
                else if (j > 5 && j <= 9)
                    TextBoxs[j].Location = new System.Drawing.Point(10 + (j - 6) * 100, 70);
            }
            for (int i = 0; i < 9; ++i)
            {
                Buttons[i] = new Button();
                Buttons[i].Click += new System.EventHandler(Buttons_Click);
                this.Controls.Add(Buttons[i]);
                if (i <= 2)
                    Buttons[i].Location = new System.Drawing.Point(10 + i * 100, 10 + 100);
                else if (i > 2 && i <= 5)
                    Buttons[i].Location = new System.Drawing.Point(10 + (i - 3) * 100, 40 + 100);
                else if (i > 5 && i <= 9)
                    Buttons[i].Location = new System.Drawing.Point(10 + (i - 6) * 100, 70 + 100);
            }
            TextBoxs[0].Text = "7";
            TextBoxs[1].Text = "2";
            TextBoxs[2].Text = "4";
            TextBoxs[3].Text = "5";
            TextBoxs[4].Text = "0";
            TextBoxs[5].Text = "6";
            TextBoxs[6].Text = "8";
            TextBoxs[7].Text = "3";
            TextBoxs[8].Text = "1";
        }
        public void Buttons_Click(object sender, EventArgs e)
        {
            //System.Windows.Forms.MessageBox.Show("You have clicked button " +
            //((System.Windows.Forms.Button)sender).Tag.ToString());
            int a = sender.ToString().Length;
            String no = sender.ToString().Substring(a - 1);
            for (int i = 0; i < 9;i++ )
            {
                if (Buttons[i].Text == no)
                    bno = i;
            }
            switch (bno)
            {
                case 0:
                    if (Buttons[1].Text == "0")
                    {
                        String temp;
                        temp = Buttons[1].Text;
                        Buttons[1].Text = Buttons[0].Text;
                        Buttons[0].Text = temp;
                    }
                    if (Buttons[3].Text == "0")
                    {
                        String temp;
                        temp = Buttons[3].Text;
                        Buttons[3].Text = Buttons[0].Text;
                        Buttons[0].Text = temp;
                    }
                    break;
                case 1:
                    if (Buttons[4].Text == "0")
                    {
                        String temp;
                        temp = Buttons[4].Text;
                        Buttons[4].Text = Buttons[1].Text;
                        Buttons[1].Text = temp;
                    }
                    if (Buttons[0].Text == "0")
                    {
                        String temp;
                        temp = Buttons[0].Text;
                        Buttons[0].Text = Buttons[1].Text;
                        Buttons[1].Text = temp;
                    }
                    if (Buttons[2].Text == "0")
                    {
                        String temp;
                        temp = Buttons[2].Text;
                        Buttons[2].Text = Buttons[1].Text;
                        Buttons[1].Text = temp;
                    }
                    break;
                case 2:
                    if (Buttons[1].Text == "0")
                    {
                        String temp;
                        temp = Buttons[1].Text;
                        Buttons[1].Text = Buttons[2].Text;
                        Buttons[2].Text = temp;
                    }
                    if (Buttons[5].Text == "0")
                    {
                        String temp;
                        temp = Buttons[5].Text;
                        Buttons[5].Text = Buttons[2].Text;
                        Buttons[2].Text = temp;
                    }
                    break;
                case 3:
                    if (Buttons[0].Text == "0")
                    {
                        String temp;
                        temp = Buttons[0].Text;
                        Buttons[0].Text = Buttons[3].Text;
                        Buttons[3].Text = temp;
                    }
                    if (Buttons[4].Text == "0")
                    {
                        String temp;
                        temp = Buttons[4].Text;
                        Buttons[4].Text = Buttons[3].Text;
                        Buttons[3].Text = temp;
                    }
                    if (Buttons[6].Text == "0")
                    {
                        String temp;
                        temp = Buttons[6].Text;
                        Buttons[6].Text = Buttons[3].Text;
                        Buttons[3].Text = temp;
                    }
                    break;
                case 4:
                    if (Buttons[1].Text == "0")
                    {
                        String temp;
                        temp = Buttons[1].Text;
                        Buttons[1].Text = Buttons[4].Text;
                        Buttons[4].Text = temp;
                    }
                    if (Buttons[3].Text == "0")
                    {
                        String temp;
                        temp = Buttons[3].Text;
                        Buttons[3].Text = Buttons[4].Text;
                        Buttons[4].Text = temp;
                    }
                    if (Buttons[5].Text == "0")
                    {
                        String temp;
                        temp = Buttons[5].Text;
                        Buttons[5].Text = Buttons[4].Text;
                        Buttons[4].Text = temp;
                    }
                    if (Buttons[7].Text == "0")
                    {
                        String temp;
                        temp = Buttons[7].Text;
                        Buttons[7].Text = Buttons[4].Text;
                        Buttons[4].Text = temp;
                    }
                    break;
                case 5:
                    if (Buttons[2].Text == "0")
                    {
                        String temp;
                        temp = Buttons[2].Text;
                        Buttons[2].Text = Buttons[5].Text;
                        Buttons[5].Text = temp;
                    }
                    if (Buttons[4].Text == "0")
                    {
                        String temp;
                        temp = Buttons[4].Text;
                        Buttons[4].Text = Buttons[5].Text;
                        Buttons[5].Text = temp;
                    }
                    if (Buttons[8].Text == "0")
                    {
                        String temp;
                        temp = Buttons[8].Text;
                        Buttons[8].Text = Buttons[5].Text;
                        Buttons[5].Text = temp;
                    }
                    break;
                case 6:
                    if (Buttons[3].Text == "0")
                    {
                        String temp;
                        temp = Buttons[3].Text;
                        Buttons[3].Text = Buttons[6].Text;
                        Buttons[6].Text = temp;
                    }
                    if (Buttons[7].Text == "0")
                    {
                        String temp;
                        temp = Buttons[7].Text;
                        Buttons[7].Text = Buttons[6].Text;
                        Buttons[6].Text = temp;
                    }
                    break;
                case 7:
                    if (Buttons[4].Text == "0")
                    {
                        String temp;
                        temp = Buttons[4].Text;
                        Buttons[4].Text = Buttons[7].Text;
                        Buttons[7].Text = temp;
                    }
                    if (Buttons[6].Text == "0")
                    {
                        String temp;
                        temp = Buttons[6].Text;
                        Buttons[6].Text = Buttons[7].Text;
                        Buttons[7].Text = temp;
                    }
                    if (Buttons[8].Text == "0")
                    {
                        String temp;
                        temp = Buttons[8].Text;
                        Buttons[8].Text = Buttons[7].Text;
                        Buttons[7].Text = temp;
                    }
                    break;
                case 8:
                    if (Buttons[5].Text == "0")
                    {
                        String temp;
                        temp = Buttons[5].Text;
                        Buttons[5].Text = Buttons[8].Text;
                        Buttons[8].Text = temp;
                    }
                    if (Buttons[7].Text == "0")
                    {
                        String temp;
                        temp = Buttons[7].Text;
                        Buttons[7].Text = Buttons[8].Text;
                        Buttons[8].Text = temp;
                    }
                    break;
            }
        }
           

        private void button1_Click(object sender, EventArgs e)
        {
            for (int i = 0; i < 9; i++)
            {
                if (i <= 2)
                    a[1, i + 1] = Convert.ToInt16(TextBoxs[i].Text);
                else if (i >= 3 && i <= 5)
                    a[2, i - 2] = Convert.ToInt16(TextBoxs[i].Text);
                else if (i >= 6 && i <= 9)
                    a[3, i - 5] = Convert.ToInt16(TextBoxs[i].Text);
            }
            for (int i = 0; i < 9; i++)
            {
                if (i <= 2)
                    Buttons[i].Text = Convert.ToString(a[1, i + 1]);
                else if (i >= 3 && i <= 5)
                    Buttons[i].Text = Convert.ToString(a[2, i - 2]);
                else if (i >= 6 && i <= 9)
                    Buttons[i].Text = Convert.ToString(a[3, i - 5]);
            }
        }
    }
}


完成順序57256138761387613452134521