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Me.Controls.Add(aCard) aCard.Left = column * (Card.FixedWidth + m_spacing) + m_spacing aCard.Top = row * (Card.FixedHeight + m_spacing) _ + m_spacing cardCounter += 1 Next
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96. End Sub 98. // Visual C# 99. public void Play() { 100. 101. 102. 103. 104. 105. 106. 107. 108. 109. 110. 111. 112. at( 113. ns)); 114. 115. 116. 117. 118. 119. 120. 121. 122. 123. 124. ); 125. 126. // Add the cards from the deck to the game. m_clicks = 0; m_deck.Shuffle(); int cardCounter = 0; for (int row = 0; row < m_rows; row++) { for (int column = 0; column < m_columns; column++) { Card card = m_deck[cardCounter]; card.FaceUp = false; card.Click += new System.EventHandler(this.CardOver this.Controls.Add(card); card.Left = column * (Card.FixedWidth + m_spacing) } // If m_deck is null, the grid is empty, and there is // no game play. if (m_deck != null) { // The deck should have the right number of cards // before the game can begin. if (m_deck.Count != (m_rows * m_columns)) { throw new DeckGridIncompatibilityException(String.Form "Cards: {0} Cells: {1}", m_deck.Count, m_rows * m_colum } this.Controls.Clear(); // Reset controls and clicks before starting the next game. foreach (Control control in this.Controls) { control.Click -= new System.EventHandler(this.CardOver);
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127. 128. 129. 130. 131. 132. 133. } } }
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+ m_spacing; card.Top = row * (Card.FixedHeight + m_spacing) + m_spacing; cardCounter++;
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} 134. Add the following code for the CheckForPair method. This method first counts the number of cards that are face up. If two cards are face up and the face values don t match, the cards are turned face down. If the cards match, they re removed from the Controls collection of the Memory control, and thus aren t displayed. Remember that Card instances are still contained in the Deck instance. For that reason, the Dispose method isn t called. The CardOver event handler is removed. It will be added again if another game is played. If this event handler wasn t removed and the game was restarted, the Card control would have the CardOver method attached twice and the CardOver method would be called twice for each click. The call to Sleep allows the player to have a look at the cards before they re turned over or removed. 135. Visual Basic 136. Private Sub CheckForPair() 137. 138. 139. 140. 141. 142. 143. 144. 145. 146. 147. 148. 149. 150. 151. 152. 153. 154. 155. 156. 157. 158. 159. 160. If nFaceUp = 2 Then If (cards(0).FaceValue = cards(1).FaceValue) Then Me.Controls.Remove(cards(0)) Me.Controls.Remove(cards(1)) RemoveHandler cards(0).Click, AddressOf Me.CardOver RemoveHandler cards(1).Click, AddressOf Me.CardOver Me.Refresh() Else cards(0).FaceUp = False cards(1).FaceUp = False End If End If Next System.Threading.Thread.Sleep(500) Dim nFaceUp As Integer = 0 Dim cards(1) As Card Dim count As Integer For count = 0 To Me.Controls.Count - 1 Dim aCard As Card = CType(Me.Controls(count), Card) If aCard.FaceUp Then cards(nFaceUp) = aCard nFaceUp += 1 End If
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161. End Sub 162. 163. // Visual C# 164. private void CheckForPair() { 165. 166. 167. 168. 169. 170. 171. 172. 173. 174. 175. 176. 177. 178. 179. if (nfaceup == 2) { if (cards[0].FaceValue == cards[1].FaceValue) { this.Controls.Remove(cards[0]); this.Controls.Remove(cards[1]); } } System.Threading.Thread.Sleep(500); int nfaceup = 0; Card[] cards = new Card[2]; for (int i = 0; i < this.Controls.Count; i++) { Card card = (Card)this.Controls[i]; if (card.FaceUp) { cards[nfaceup] = card; nfaceup++;
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180. cards[0].Click = new System.EventHandler(this.CardOver); 181. cards[1].Click = new System.EventHandler(this.CardOver); 182. 183. 184. 185. 186. 187. 188. 189. } Build the solution 1. On the Build menu, click Rebuild Solution. 2. Refresh the GamesLibrary reference in the Memory project. Expand References under Memory in the Solution Explorer, right-click GamesLibrary and click Remove on the shortcut menu. 3. Right -click References and click Add Reference on the shortcut menu. Click Browse on the .NET tab, select the GamesLibrary.dll in the GamesLibrary\obj\ debug folder and click Open. Click OK to close the Add Reference dialog box. The LotsOfFun.Games library is now complete. You can now finish the programming for the Memory game. } } } else { cards[0].FaceUp = false; cards[1].FaceUp = false; this.Refresh();
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