画线 加声音

This commit is contained in:
lichx
2024-03-29 14:18:38 +08:00
parent d610e431a8
commit b2c833c6cb
37 changed files with 1132 additions and 151 deletions
+94
View File
@@ -0,0 +1,94 @@
namespace CDSAE3_Lian_Lian_Kan.Forms
{
partial class Audio_player
{
/// <summary>
/// 必需的设计器变量。
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// 清理所有正在使用的资源。
/// </summary>
/// <param name="disposing">如果应释放托管资源,为 true;否则为 false。</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region
/// <summary>
/// 设计器支持所需的方法 - 不要修改
/// 使用代码编辑器修改此方法的内容。
/// </summary>
private void InitializeComponent()
{
sp_Button = new PictureBox();
last = new PictureBox();
next = new PictureBox();
((System.ComponentModel.ISupportInitialize)sp_Button).BeginInit();
((System.ComponentModel.ISupportInitialize)last).BeginInit();
((System.ComponentModel.ISupportInitialize)next).BeginInit();
SuspendLayout();
//
// sp_Button
//
sp_Button.Image = Properties.Resources.pause;
sp_Button.Location = new Point(368, 114);
sp_Button.Name = "sp_Button";
sp_Button.Size = new Size(70, 70);
sp_Button.SizeMode = PictureBoxSizeMode.Zoom;
sp_Button.TabIndex = 0;
sp_Button.TabStop = false;
sp_Button.Click += sp_Button_Click;
//
// last
//
last.Image = Properties.Resources.last;
last.Location = new Point(199, 114);
last.Name = "last";
last.Size = new Size(70, 70);
last.SizeMode = PictureBoxSizeMode.Zoom;
last.TabIndex = 1;
last.TabStop = false;
last.Click += last_Click;
//
// next
//
next.Image = Properties.Resources.next;
next.Location = new Point(536, 114);
next.Name = "next";
next.Size = new Size(70, 70);
next.SizeMode = PictureBoxSizeMode.Zoom;
next.TabIndex = 2;
next.TabStop = false;
next.Click += next_Click;
//
// Audio_player
//
AutoScaleDimensions = new SizeF(11F, 24F);
AutoScaleMode = AutoScaleMode.Font;
BackColor = Color.White;
Controls.Add(next);
Controls.Add(last);
Controls.Add(sp_Button);
Name = "Audio_player";
Size = new Size(873, 323);
((System.ComponentModel.ISupportInitialize)sp_Button).EndInit();
((System.ComponentModel.ISupportInitialize)last).EndInit();
((System.ComponentModel.ISupportInitialize)next).EndInit();
ResumeLayout(false);
}
#endregion
private PictureBox sp_Button;
private PictureBox last;
private PictureBox next;
}
}
@@ -0,0 +1,55 @@
using CDSAE3_Lian_Lian_Kan;
using CDSAE3_Lian_Lian_Kan.Properties;
using NAudio.Wave;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using static System.Windows.Forms.VisualStyles.VisualStyleElement.Window;
namespace CDSAE3_Lian_Lian_Kan.Forms
{
public partial class Audio_player : UserControl
{
public Audio_player()
{
InitializeComponent();
}
bool play_state = false;
private void sp_Button_Click(object sender, EventArgs e)
{
if (!play_state)
play();
else
pause();
play_state = !play_state;
}
private void play()
{
Settings.audio_Processer.resume_song();
sp_Button.Image = Resources.pause;
}
private void pause()
{
Settings.audio_Processer.pause_song();
sp_Button.Image = Resources.play_buttton;
}
private void last_Click(object sender, EventArgs e)
{
Settings.audio_Processer.last_song();
play();
}
private void next_Click(object sender, EventArgs e)
{
Settings.audio_Processer.next_song();
play();
}
}
}
@@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
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Example:
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<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
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There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
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value : The object must be serialized with
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mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
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</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
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<xsd:element name="data">
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</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute ref="xml:space" />
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
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<resheader name="version">
<value>2.0</value>
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<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</root>
+165 -90
View File
@@ -5,6 +5,7 @@ using System.ComponentModel;
using System.ComponentModel.Design;
using System.Data;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
@@ -13,10 +14,13 @@ using static System.Windows.Forms.VisualStyles.VisualStyleElement.Window;
namespace CDSAE3_Lian_Lian_Kan.Forms
{
public partial class GameControl : UserControl, IBeSelected
public partial class GameControl : UserControl, IGameControl
{
Board board = new Board();
IGameMode iGameMode;
IGameMode? iGameMode;
Queue<((int, int), Single_Block)> queue = new Queue<((int, int), Single_Block)>();//y,x
bool do_search = false;
List<Single_Block> hint_blocks = new List<Single_Block>();
public GameControl()
{
InitializeComponent();
@@ -27,16 +31,7 @@ namespace CDSAE3_Lian_Lian_Kan.Forms
}
void playPanel_set()
{
int[,] bd;
if (board.Bd == null)
{
board.make_board();
bd = board.Bd ?? new int[0, 0];
if (bd.Length == 0)
throw new Exception("bd is null");
}
else
bd = board.Bd;
int[,] bd = board.Bd;
playPanel_size_change();
for (int i = 0; i < playPanel.RowCount; i++)
for (int j = 0; j < playPanel.ColumnCount; j++)
@@ -55,18 +50,128 @@ namespace CDSAE3_Lian_Lian_Kan.Forms
}
}
}
Queue<((int, int), Single_Block)> queue = new Queue<((int, int), Single_Block)>();//y,x
/// <summary>
/// 由form和to两个点获取方向
/// </summary>
/// <param name="from">起始点</param>
/// <param name="to">终点</param>
/// <returns></returns>
Settings.Direction get_Direction((int, int) from, (int, int) to) //x,y
{
if (from.Item1 == to.Item1)
if (from.Item2 > to.Item2)
return Settings.Direction.up;
else
return Settings.Direction.down;
else
if (from.Item1 > to.Item1)
return Settings.Direction.left;
else
return Settings.Direction.right;
}
/// <summary>
/// 设置单个点方向
/// </summary>
/// <param name="point"></param>
/// <param name="direction"></param>
/// <param name="blocks"></param>
/// <param name="decrease"></param>
/// <returns></returns>
async Task set_PathAsync((int, int) point, Settings.Direction direction, List<Single_Block> blocks, int wait_time,bool is_hint)
{
if (wait_time != 0)
await Task.Delay(wait_time);
Control? control = playPanel.GetControlFromPosition(point.Item1, point.Item2);
if (control != null && control is Single_Block single_Block)
{
if (is_hint)
single_Block.hint_path(direction);
else
single_Block.to_path(direction);
blocks.Add(single_Block);
}
}
async Task to_path((int, int) from, (int, int) to, bool include_end, Settings.Direction extra_Direction, List<Single_Block> blocks, int wait_time, bool is_hint)
{
var direction = get_Direction(from, to);
switch (direction)
{
case Settings.Direction.up:
for (int i = from.Item2 - 1; i != to.Item2; i--)
await set_PathAsync((from.Item1, i), Settings.Direction.up_down, blocks, wait_time,is_hint);
break;
case Settings.Direction.down:
for (int i = from.Item2 + 1; i != to.Item2; i++)
await set_PathAsync((from.Item1, i), Settings.Direction.up_down, blocks, wait_time,is_hint);
break;
case Settings.Direction.right:
for (int i = from.Item1 + 1; i != to.Item1; i++)
await set_PathAsync((i, from.Item2), Settings.Direction.left_right, blocks, wait_time,is_hint);
break;
case Settings.Direction.left:
for (int i = from.Item1 - 1; i != to.Item1; i--)
await set_PathAsync((i, from.Item2), Settings.Direction.left_right, blocks, wait_time,is_hint);
break;
}
if (include_end)
{
direction = ((int)direction & 3) > 0 ? (Settings.Direction)((int)direction << 2) : (Settings.Direction)((int)direction >> 2);
direction = direction | extra_Direction;
await set_PathAsync(to, direction, blocks, wait_time,is_hint);
}
}
async Task path_drawerAsync(List<(int, int)> path, int wait_time, List<Single_Block> blocks, bool is_hint)
{
switch (path.Count)
{
case 2:
await to_path(path[0], path[1], false, Settings.Direction.none, blocks, wait_time,is_hint);
break;
case 3:
var extra_direction = get_Direction(path[1], path[2]);
await to_path(path[0], path[1], true, extra_direction, blocks, wait_time,is_hint);
await to_path(path[1], path[2], false, Settings.Direction.none, blocks, wait_time,is_hint);
break;
case 4:
Settings.Direction extra_directionA = get_Direction(path[1], path[2]), extra_directionB = get_Direction(path[2], path[3]);
await to_path(path[0], path[1], true, extra_directionA, blocks, wait_time,is_hint);
await to_path(path[1], path[2], true, extra_directionB, blocks, wait_time,is_hint);
await to_path(path[2], path[3], false, Settings.Direction.none, blocks, wait_time,is_hint);
break;
}
}
internal void set_tip()
{
if (queue.Count != 1)
return;
List<List<(int, int)>> paths = board.get_tip(queue.Peek().Item1);
foreach (var path in paths)
_ = path_drawerAsync(path, 0, hint_blocks,true);
}
internal void de_set_tip()
{
foreach (var control in hint_blocks)
control.de_path();
hint_blocks.Clear();
}
public void Selected_Handler(Single_Block sender, SelectedEventArgs e)
{
Task.Run(() =>
{
iGameMode.De_pause(this, e);
iGameMode?.De_pause(this, e);
if (e.be_selected)
{
switch (queue.Count)
{
case 0:
queue.Enqueue((e.position, sender));
if (do_search)
{
de_set_tip();
set_tip();
}
break;
case 1:
var (posa, sendera) = queue.Dequeue();
@@ -74,15 +179,18 @@ namespace CDSAE3_Lian_Lian_Kan.Forms
var (could, path) = board.test(posa, posb);
if (could)
{
board.decrease(posa, posb);
_ = Block_ClearAsync(path);
while (queue.Count() > 0)
queue.Dequeue();
if (board.Bd is null) throw new Exception("No usable board. How come?");
board.Bd[posa.Item2, posa.Item1] = -1;
board.Bd[posb.Item2, posb.Item1] = -1;
}
else
{
if (do_search)
{
de_set_tip();
set_tip();
}
queue.Enqueue((e.position, sender));
sendera.deselect();
}
@@ -97,86 +205,25 @@ namespace CDSAE3_Lian_Lian_Kan.Forms
break;
case 1:
if (queue.Peek().Item1 == e.position)
{
queue.Dequeue();
if (do_search)
de_set_tip();
}
break;
}
}
});
}
async Task Block_ClearAsync(List<(int, int)>? path)
{
List<Single_Block> paths = new List<Single_Block>();
if (do_search == true)
foreach (Single_Block single_Block in hint_blocks)
single_Block.de_path();
List<Single_Block> blocks = new List<Single_Block>();
if (path == null)
return;
Func<(int, int), (int, int), Settings.Direction> get_Direction = ((int, int) from, (int, int) to) =>//x,y
{
if (from.Item1 == to.Item1)
if (from.Item2 > to.Item2)
return Settings.Direction.up;
else
return Settings.Direction.down;
else
if (from.Item1 > to.Item1)
return Settings.Direction.left;
else
return Settings.Direction.right;
};
Func<(int, int), Settings.Direction, Task> set_Path = async ((int, int) point, Settings.Direction direction) =>
{
await Task.Delay(20);
Control? control = playPanel.GetControlFromPosition(point.Item1, point.Item2);
if (control != null && control is Single_Block single_Block)
{
single_Block.to_path(direction);
paths.Add(single_Block);
}
};
Func<(int, int), (int, int), bool, Settings.Direction, Task> to_path = async ((int, int) from, (int, int) to, bool include_end, Settings.Direction extra_Direction) =>
{
var direction = get_Direction(from, to);
switch (direction)
{
case Settings.Direction.up:
for (int i = from.Item2 - 1; i != to.Item2; i--)
await set_Path((from.Item1, i), Settings.Direction.up_down);
break;
case Settings.Direction.down:
for (int i = from.Item2 + 1; i != to.Item2; i++)
await set_Path((from.Item1, i), Settings.Direction.up_down);
break;
case Settings.Direction.right:
for (int i = from.Item1 + 1; i != to.Item1; i++)
await set_Path((i, from.Item2), Settings.Direction.left_right);
break;
case Settings.Direction.left:
for (int i = from.Item1 - 1; i != to.Item1; i--)
await set_Path((i, from.Item2), Settings.Direction.left_right);
break;
}
if (include_end)
{
direction = direction | extra_Direction;
await set_Path(to, direction);
}
};
switch (path.Count)
{
case 2:
await to_path(path[0], path[1], false, 0);
break;
case 3:
var extra_direction = get_Direction(path[1], path[2]);
await to_path(path[0], path[1], true, extra_direction);
await to_path(path[1], path[2], false, Settings.Direction.none);
break;
case 4:
Settings.Direction extra_directionA = get_Direction(path[1], path[2]), extra_directionB = get_Direction(path[2], path[3]);
await to_path(path[0], path[1], true, extra_directionA);
await to_path(path[1], path[2], true, extra_directionB);
await to_path(path[2], path[3], false, Settings.Direction.none);
break;
}
await path_drawerAsync(path, 20, blocks, false);
Control? controlA = playPanel.GetControlFromPosition(path[0].Item1, path[0].Item2), controlB = playPanel.GetControlFromPosition(path.Last().Item1, path.Last().Item2);
if (controlA != null && controlB != null && controlA is Single_Block single_BlockA && controlB is Single_Block single_BlockB)
{
@@ -184,12 +231,11 @@ namespace CDSAE3_Lian_Lian_Kan.Forms
single_BlockB.destroyAsync();
}
await Task.Delay(200);
foreach (var control in paths)
foreach (var control in blocks)
control.de_path();
iGameMode.Score_Add(this, new AddScoreArgs { score = (paths.Count + 2)*10 });
iGameMode?.Score_Add(this, new AddScoreArgs { score = (blocks.Count + 2) * 10 });
board.Total -= 2;
}
void playPanel_size_change()
{
var (width, height) = board.size;
@@ -202,5 +248,34 @@ namespace CDSAE3_Lian_Lian_Kan.Forms
for (int i = 0; i < height + 1; i++)
playPanel.RowStyles.Add(new RowStyle(SizeType.Percent, 100F));
}
public void Exchange_Handler(object? sender, EventArgs e)
{
board.remake_board();
int[,] bd = board.Bd;
for (int i = 0; i < bd.GetLength(0); i++)
for (int j = 0; j < bd.GetLength(1); j++)
if (bd[i, j] == -1)
continue;
else
{
Control? control = playPanel.GetControlFromPosition(j, i);
if (control != null && control is Single_Block single_Block)
single_Block.Re_create(bd[i, j], null, null, null);
}
}
public void Search_Handler(object? sender, SearchEventArgs e)
{
if (e.set_search)
{
do_search = true;
set_tip();
}
else
{
do_search = false;
de_set_tip();
}
}
}
}
+7 -1
View File
@@ -6,8 +6,14 @@ using System.Threading.Tasks;
namespace CDSAE3_Lian_Lian_Kan.Forms
{
public interface IBeSelected
public interface IGameControl
{
public void Selected_Handler(Single_Block sender, SelectedEventArgs e);
public void Exchange_Handler(object? sender, EventArgs e);
public void Search_Handler(object? sender, SearchEventArgs e);
}
public class SearchEventArgs:EventArgs
{
public bool set_search { get; set; } = false;//true : search
}
}
+2
View File
@@ -150,6 +150,7 @@
search.SizeMode = PictureBoxSizeMode.Zoom;
search.TabIndex = 9;
search.TabStop = false;
search.Click += search_Click;
//
// exchange
//
@@ -161,6 +162,7 @@
exchange.SizeMode = PictureBoxSizeMode.Zoom;
exchange.TabIndex = 10;
exchange.TabStop = false;
exchange.Click += exchange_Click;
//
// Leisure_Mode
//
+28 -5
View File
@@ -29,15 +29,26 @@ namespace CDSAE3_Lian_Lian_Kan.Forms
int cur_score = 0;
int factor_val = 1;
int current_base = 0;
int search_left_time = 0;
bool search_mode = false;
Dictionary<int, double> decrease_per_level = Settings.decrease_per_level;
private void Timer_Tick(object? sender, EventArgs e)
{
left_time--;
BeginInvoke(() => time.Text = (left_time / 60).ToString().PadLeft(2, '0') + ":" + (left_time % 60).ToString().PadLeft(2, '0'));
if(search_mode)
{
search_left_time--;
if (search_left_time < 0)
{
search_mode = false;
gameControl.Search_Handler(this, new SearchEventArgs { set_search = false });
}
}
if (current_base <= 0)
{
if(factor_val>1)
if (factor_val > 1)
{
current_base = 100;
factor_val--;
@@ -70,9 +81,9 @@ namespace CDSAE3_Lian_Lian_Kan.Forms
{
cur_score += e.score * factor_val;
current_base += e.score;
while(current_base>100)
while (current_base > 100)
{
if(factor_val>=10)
if (factor_val >= 10)
{
factor_val = 10;
current_base = 100;
@@ -83,7 +94,7 @@ namespace CDSAE3_Lian_Lian_Kan.Forms
factor_val++;
}
}
BeginInvoke(()=>factor.Text = "x" + factor_val.ToString());
BeginInvoke(() => factor.Text = "x" + factor_val.ToString());
BeginInvoke(() => energy_bar.Value = current_base);
BeginInvoke(() => score.Text = cur_score.ToString());
}
@@ -123,5 +134,17 @@ namespace CDSAE3_Lian_Lian_Kan.Forms
timer.Close();
Settings.form?.change_form(new Leisure_Mode_MenuForm());
}
private void exchange_Click(object sender, EventArgs e)
{
Task.Run(() => gameControl.Exchange_Handler(this, new EventArgs()));
}
private void search_Click(object sender, EventArgs e)
{
gameControl.Search_Handler(this, new SearchEventArgs { set_search = true});
search_mode = true;
search_left_time = Settings.search_left_time;
}
}
}
@@ -15,6 +15,8 @@ namespace CDSAE3_Lian_Lian_Kan.Forms
public Leisure_Mode_MenuForm()
{
InitializeComponent();
Settings.audio_Processer.next_song();
Settings.audio_Processer.resume_song();
}
private void start_Game_Click(object sender, EventArgs e)
+24 -4
View File
@@ -79,13 +79,21 @@ namespace CDSAE3_Lian_Lian_Kan
selected = false;
BackColor = nor_color;
}
Settings.Direction direction = Settings.Direction.none;
public void hint_path(Settings.Direction direction)
{
this.direction |= direction;
Image_change(Settings.get_tip_direction_Image(this.direction));
}
public void to_path(Settings.Direction direction)
{//TODO tube Image
Image_change(Settings.get_block_Image(0));
{
Image_change(Settings.get_direction_Image(direction));
direction = Settings.Direction.none;
}
public void de_path()
{
Image_change(Settings.trans_Image);
direction = Settings.Direction.none;
}
System.Timers.Timer? timer = null;
public void destroyAsync()
@@ -98,7 +106,7 @@ namespace CDSAE3_Lian_Lian_Kan
timer.Elapsed += Image_Clear;
timer.Enabled = true;
}
Object locker = new object();
object locker = new object();
public void Image_Clear(object? sender, ElapsedEventArgs e)
{
timer?.Stop();
@@ -116,9 +124,21 @@ namespace CDSAE3_Lian_Lian_Kan
catch(Exception)
{
Image_change(new_image);
//Console.WriteLine("test");
}
}
public void Re_create(int image, Color? default_backColor, Color? select_Color, (int, int)? pos)
{
if (block_id == image)
return;
block_id = image;
Image_change(Settings.get_block_Image(image));
if (default_backColor != null)
nor_color = (Color)default_backColor;
if(select_Color != null)
sel_color = (Color)select_Color;
if (pos != null)
position = ((int, int))pos;
}
public event SelectedEventHandler Selected;
}
public class SelectedEventArgs : EventArgs