2010年12月17日 星期五

2010/12/17 3D 視角 飛彈

using System;
using System.Collections.Generic;
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.Net;
using Microsoft.Xna.Framework.Storage;

namespace GoingBeyond1_Tutorial
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        GameObject terrain = new GameObject();
        GameObject missileLauncherBase = new GameObject();
        GameObject missileLauncherHead = new GameObject();
        const int numMissiles = 20;
        GameObject[] missiles;
        KeyboardState previousKeyboardState;
       
        const float launcherHeadMuzzleOffset = 20.0f;
        const float missilePower = 20.0f;
        //SoundBank soundBank;
        Vector3 cameraPosition = new Vector3(0.0f, 60.0f, 160.0f);
        Vector3 cameraLookAt = new Vector3(0.0f, 50.0f, 0.0f);
        Matrix cameraProjectionMatrix;
        Matrix cameraViewMatrix;
        // Set the position of the model in world space, and set the rotation.
        Vector3 modelPosition = Vector3.Zero;
        float modelRotation = 0.0f;
        // Set the position of the camera in world space, for our view matrix.
        //Vector3 cameraPosition = new Vector3(0.0f, 50.0f, 5000.0f);
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }
        protected override void Initialize()
        {
            base.Initialize();
        }
        // Set the 3D model to draw.
        Model myModel;
        // The aspect ratio determines how to scale 3d to 2d projection.
        float aspectRatio;
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            myModel = Content.Load<Model>("Models\\p1_wedge");
            aspectRatio = (float)graphics.GraphicsDevice.Viewport.Width /
            (float)graphics.GraphicsDevice.Viewport.Height;
            cameraViewMatrix = Matrix.CreateLookAt(
                cameraPosition,
                cameraLookAt,
                Vector3.Up);
            cameraProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.ToRadians(45.0f),
                graphics.GraphicsDevice.Viewport.AspectRatio,
                1.0f,
                10000.0f);
            missileLauncherBase.model = Content.Load<Model>(
                "Models\\p1_wedge");
            missileLauncherBase.scale = 0.2f;
            missiles = new GameObject[numMissiles];
            for (int i = 0; i < numMissiles; i++)
            {
                missiles[i] = new GameObject();
                missiles[i].model =
                    Content.Load<Model>("Models\\missile");
                missiles[i].scale = 3.0f;
            }
        }
        protected override void UnloadContent()
        {
        }
      
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            //modelRotation += (float)gameTime.ElapsedGameTime.TotalMilliseconds * MathHelper.ToRadians(0.1f);
            KeyboardState keyboardState = Keyboard.GetState();
            if (keyboardState.IsKeyDown(Keys.Left))
            {
                missileLauncherHead.rotation.Y += 0.05f;
            }
            if (keyboardState.IsKeyDown(Keys.Right))
            {
                missileLauncherHead.rotation.Y -= 0.05f;
            }
            if (keyboardState.IsKeyDown(Keys.Up))
            {
                missileLauncherHead.rotation.X += 0.05f;
            }
            if (keyboardState.IsKeyDown(Keys.Down))
            {
                missileLauncherHead.rotation.X -= 0.05f;
            }
            if (keyboardState.IsKeyDown(Keys.Space) &&
              previousKeyboardState.IsKeyUp(Keys.Space))
            {
                FireMissile();
                //modelRotation += (float)gameTime.ElapsedGameTime.TotalMilliseconds * MathHelper.ToRadians(0.1f);
            }
            if (keyboardState.IsKeyDown(Keys.D) &&
               previousKeyboardState.IsKeyUp(Keys.D))
            {
               
                modelRotation += (float)gameTime.ElapsedGameTime.TotalMilliseconds * MathHelper.ToRadians(0.1f);
            }
            UpdateMissiles();
            previousKeyboardState = keyboardState;

            base.Update(gameTime);
        }
        void FireMissile()
        {
            foreach (GameObject missile in missiles)
            {
                if (!missile.alive)
                {
                    //soundBank.PlayCue("missilelaunch");
                    missile.velocity = GetMissileMuzzleVelocity();
                    missile.position = GetMissileMuzzlePosition();
                    missile.rotation = missileLauncherHead.rotation;
                    missile.alive = true;
                    break;
                }
            }
        }
        Vector3 GetMissileMuzzleVelocity()
        {
            Matrix rotationMatrix =
                Matrix.CreateFromYawPitchRoll(
                missileLauncherHead.rotation.Y,
                missileLauncherHead.rotation.X,
                0);
            return Vector3.Normalize(
                Vector3.Transform(Vector3.Forward,
                rotationMatrix)) * missilePower;
        }
        Vector3 GetMissileMuzzlePosition()
        {
            return missileLauncherHead.position +
                (Vector3.Normalize(
                GetMissileMuzzleVelocity()) *
                launcherHeadMuzzleOffset);
        }
        void UpdateMissiles()
        {
            foreach (GameObject missile in missiles)
            {
                if (missile.alive)
                {
                    missile.position += missile.velocity;
                    if (missile.position.Z < -6000.0f)
                    {
                        missile.alive = false;
                    }
                    else
                    {
                        TestCollision(missile);
                    }
                }
            }
        }
        void TestCollision(GameObject missile)
        {
            BoundingSphere missilesphere =
                missile.model.Meshes[0].BoundingSphere;
            missilesphere.Center = missile.position;
            missilesphere.Radius *= missile.scale;
           /* foreach (GameObject ship in enemyShips)
            {
                if (ship.alive)
                {
                    BoundingSphere shipsphere =
                        ship.model.Meshes[0].BoundingSphere;
                    shipsphere.Center = ship.position;
                    shipsphere.Radius *= ship.scale;
                    if (shipsphere.Intersects(missilesphere))
                    {
                        soundBank.PlayCue("explosion");
                        missile.alive = false;
                        ship.alive = false;
                        break;
                    }
                }
            }*/
        }
        protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
            // Copy any parent transforms.
            Matrix[] transforms = new Matrix[myModel.Bones.Count];
            myModel.CopyAbsoluteBoneTransformsTo(transforms);
            // Draw the model. A model can have multiple meshes, so loop.
            foreach (ModelMesh mesh in myModel.Meshes)
            {
                // This is where the mesh orientation is set, as well as our camera and projection.
                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);
                }
                // Draw the mesh, using the effects set above.
                mesh.Draw();
            }
            foreach (GameObject missile in missiles)
            {
                if (missile.alive)
                {
                    DrawGameObject(missile);
                }
            }
                base.Draw(gameTime);
        }
        void DrawGameObject(GameObject gameobject)
        {
            foreach (ModelMesh mesh in gameobject.model.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.EnableDefaultLighting();
                    effect.PreferPerPixelLighting = true;
                    effect.World =
                        Matrix.CreateFromYawPitchRoll(
                        gameobject.rotation.Y,
                        gameobject.rotation.X,
                        gameobject.rotation.Z) *
                        Matrix.CreateScale(gameobject.scale) *
                        Matrix.CreateTranslation(gameobject.position);
                    effect.Projection = cameraProjectionMatrix;
                    effect.View = cameraViewMatrix;
                }
                mesh.Draw();
            }
        }
    }
}








2010年12月10日 星期五

2010/12/10 2D飛碟改

#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 = 3;
        GameObject[] cannonBalls;
        GamePadState previousGamePadState = GamePad.GetState(PlayerIndex.One);
        KeyboardState previousKeyboardState = Keyboard.GetState();
        const int maxEnemies = 3;
        const float maxEnemyHeight = 0.1f;
        const float minEnemyHeight = 0.5f;
        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(360, graphics.GraphicsDevice.Viewport.Height - 80);
            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 = false;
                            enemy.alive = false;
                            score += 1;
                            break;
                        }
                    }
                }
            }
        }
        /// <summary>
        /// Unload any content not managed by the Content Manager
        /// </summary>
        protected override void UnloadContent()
        {
            base.UnloadContent();
        }
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            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.Left))
            {
                cannon.rotation -= 0.1f;
            }
            if(keyboardState.IsKeyDown(Keys.Right))
            {
                cannon.rotation += 0.1f;
            }
            if (keyboardState.IsKeyDown(Keys.Space) &&
                previousKeyboardState.IsKeyUp(Keys.Space))
            {
                FireCannonBall();
            }
#endif
            cannon.rotation = MathHelper.Clamp(cannon.rotation, -MathHelper.PiOver2, 0);
            UpdateCannonBalls();
            UpdateEnemies();
            // TODO: Add your update logic here
            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()), 1);
                }
            }
        }
        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)) * 20.0f;
                    return;
                }
            }
        }
       
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        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.White);
                }
            }
            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.Blue);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}

2010年11月26日 星期五

2010/11/26 XNA --spritefont--背景--doing_magic

----------------------------------------------------------------( public class Game1)
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 WindowsGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        SpriteFont font;
        Texture2D ball;
        Texture2D background;
        Vector2 ballPosition;
        AnimatedTexture aniTex;


        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()
        {
            // TODO: Add your initialization logic here
            ballPosition = new Vector2(20, 20);
            base.Initialize();
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
           
            // TODO: use this.Content to load your game content here
            font = Content.Load<SpriteFont>("spritefont1");
            ball = Content.Load<Texture2D>("ball");
            background = Content.Load<Texture2D>("B1_nebula01");
            aniTex = new AnimatedTexture(Content.Load<Texture2D>("doing_magic"), 3, 80);
        }
        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            KeyboardState keyboardState = Keyboard.GetState();
            if (keyboardState.IsKeyDown(Keys.Up))
            {
                ballPosition.Y -= 5;           
            }
            if (keyboardState.IsKeyDown(Keys.Down))
            {
                ballPosition.Y += 10;
            }
            if (keyboardState.IsKeyDown(Keys.Left))
            {
                ballPosition.X -= 5;
            }
            if (keyboardState.IsKeyDown(Keys.Right))
            {
                ballPosition.X += 10;
            }
            // TODO: Add your update logic here
            aniTex.Update(gameTime);
            base.Update(gameTime);
        }
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            // TODO: Add your drawing code here
            spriteBatch.Begin();
            spriteBatch.Draw(background, Vector2.Zero, Color.White);
            spriteBatch.DrawString(font, "SHAIO MING HONG  <sean80123413@hotmail.com>", new Vector2(230, 430), Color.Black);
            spriteBatch.Draw(ball, ballPosition, Color.White);
            aniTex.Render(spriteBatch, Vector2.Zero, Color.White);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
-----------------------------------------------------------------------------------(class AnimatedTexture)
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
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 WindowsGame1
{
    class AnimatedTexture
    {
        private Texture2D aniTex;
        private int CurrentFrame = 0;
        private int numberOfFrames = 0;
        private int msBetweenFrames = 0;
        private Rectangle rect;
        private int width = 0;
        private int height = 0;
        float timer = 0;
        public AnimatedTexture(Texture2D texture, int numFrames, int msBetweenFrames)
        {
            this.aniTex = texture;
            this.numberOfFrames = numFrames;
            this.msBetweenFrames = msBetweenFrames;
            this.width = texture.Width / numberOfFrames;
            this.height = texture.Height;
            // Init rectangle
            rect.X = 0;
            rect.Y = 0;
            rect.Width = width;
            rect.Height = height;
        }
        public void Update(GameTime gametime)
        {
            timer += gametime.ElapsedGameTime.Milliseconds;
            if (timer >= msBetweenFrames)
            {
                timer = 0;
                 if (CurrentFrame++ == numberOfFrames - 1)
                     CurrentFrame = 0;
                rect.X = CurrentFrame * width;
                rect.Y = 0;
            }
        }
        public void Render(SpriteBatch sb, Vector2 position, Color color)
        {
        sb.Draw(aniTex, position, rect, color, 0, Vector2.Zero, 2.0f, SpriteEffects.None, 0);
        }
    }
}







2010年10月29日 星期五

10/29 按鈕3*3

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 bno;
        int[,] a = new int[4, 4];
        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 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 * 80, 10 + 100);
                else if (i > 2 && i <= 5)
                    Buttons[i].Location = new System.Drawing.Point(10 + (i - 3) * 80, 40 + 100);
                else if (i > 5 && i <= 9)
                    Buttons[i].Location = new System.Drawing.Point(10 + (i - 6) * 80, 70 + 100);
            }
            for (int i = 0; i < 9; ++i)
            {
                TextBoxs[i] = new TextBox();
                this.Controls.Add(TextBoxs[i]);
                if (i <= 2)
                    TextBoxs[i].Location = new System.Drawing.Point(10 + i * 100, 10);
                else if (i > 2 && i <= 5)
                    TextBoxs[i].Location = new System.Drawing.Point(10 + (i - 3) * 100, 40);
                else if (i > 5 && i <= 9)
                    TextBoxs[i].Location = new System.Drawing.Point(10 + (i - 6) * 100, 70);
            }
            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());
            String tnum= sender.ToString();
            int tlen = tnum.Length;
           
            String no = tnum.Substring(tlen - 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[0].Text;
                         Buttons[0].Text = Buttons[1].Text;
                         Buttons[1].Text = temp;
                     }
                     if (Buttons[3].Text == "0")
                     {
                         String temp;
                         temp = Buttons[0].Text;
                         Buttons[0].Text = Buttons[3].Text;
                         Buttons[3].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[2].Text;
                         Buttons[2].Text = Buttons[1].Text;
                         Buttons[1].Text = temp;
                     }
                     if (Buttons[5].Text == "0")
                     {
                         String temp;
                         temp = Buttons[2].Text;
                         Buttons[2].Text = Buttons[5].Text;
                         Buttons[5].Text = temp;
                     }
                    
                     break;                   
                 case 3:
                      if (Buttons[4].Text == "0")
                     {
                         String temp;
                         temp = Buttons[4].Text;
                         Buttons[4].Text = Buttons[3].Text;
                         Buttons[3].Text = temp;
                     }
                     if (Buttons[0].Text == "0")
                     {
                         String temp;
                         temp = Buttons[0].Text;
                         Buttons[0].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_1(object sender, EventArgs e)
        {
            //讀入  input
            a[1, 1] = Convert.ToInt16(TextBoxs[0].Text);
            a[1, 2] = Convert.ToInt16(TextBoxs[1].Text);
            a[1, 3] = Convert.ToInt16(TextBoxs[2].Text);
            a[2, 1] = Convert.ToInt16(TextBoxs[3].Text);
            a[2, 2] = Convert.ToInt16(TextBoxs[4].Text);
            a[2, 3] = Convert.ToInt16(TextBoxs[5].Text);
            a[3, 1] = Convert.ToInt16(TextBoxs[6].Text);
            a[3, 2] = Convert.ToInt16(TextBoxs[7].Text);
            a[3, 3] = Convert.ToInt16(TextBoxs[8].Text);
            //輸出  output
            for (int i = 0; i < 9; i++)
            {
                if (i < 3)
                {
                    Buttons[i].Text = Convert.ToString(a[1, i + 1]);
                }
                else if (i >= 3 && i < 6)
                {
                    Buttons[i].Text = Convert.ToString(a[2, (i - 3) + 1]);
                }
                else
                {
                    Buttons[i].Text = Convert.ToString(a[3, (i - 3 * 2) + 1]);
                }
            }
        }
    }
}

==========================================================================
switch 參考網址http://www.java2s.com/Tutorial/CSharp/0080__Statement/TheswitchStatement.htm

Use google protocol buffers + QT +CMAKE

Protocol Buffers https://developers.google.com/protocol-buffers/ Serialize and ParseFrom https://www.jianshu....