我的程序随机决定停止工作。没有错误消息,只是按下播放按钮没有任何反应,我检查了我的卡片摘要,发现对应玩家的 QuantityInteger 减去了一张卡片并添加到弃牌堆,但没有将新卡片添加到他们的手上。然而,这是完全随机的,因为它在随机间隔内工作或不工作。
T 是我代码的核心。目前我只为两个播放器模式实现了它。如果 T = 0 则执行玩家 1 的代码,如果 T = 1 则执行玩家 2 的代码。
ChecksDynamic 表示 For 循环上的范围,因为这些数字表示该玩家在数组中发现的有效数字。
攻击对话框代表您决定攻击的玩家。(只能在 2 人模式下攻击一个人,因为您无法攻击自己)。
T 还将不同玩家数量的整数放入一个用例中。用例的输出变量 = player 分配给 T 的特定值。
然后,我使用一个用例转换所有玩家卡片,以使我的代码动态地检查特定玩家的复选框。
If 语句然后查看复选框是否被选中,并且选择了正确播放器的数量整数(来自选择案例的 SelectPlayer)。
然后根据卡片伤害值减去生命值。
如果卡片是武器,玩家可以选择保留或丢弃卡片。如果不丢弃,除了生命值之外没有任何变化。
在 GrabFromDeckandDiscard 过程中,我再次使用 T 和 Select Case 从正确的玩家物品库存中减去
然后将对应的牌加入弃牌堆
然后我运行一个函数来随机选择一张牌组数量整数中可用的牌。我再次运行 Select 案例,然后将随机生成的数字中的需要卡添加到相应的玩家库存中。
然后最后一个主要部分涉及将 T 切换到下一个值。出于测试目的,我在我的表单上放了一个随机标签,并用它来查看 T 的值。T 似乎并没有失败,据我所知。
Private Sub PlayButton_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles PlayButton.Click
Dim CardCheckBoxArray() As CheckBox = {CardCheckBox1, CardCheckBox2, CardCheckBox3, CardCheckBox4, CardCheckBox5}
Dim HitPoints() As Label = {Nothing, HitPoints1, HitPoints2, HitPoints3, HitPoints4, HitPoints5}
Dim n, SelectPlayer As Integer
Label1.Text = T.ToString
'Player 1
If T = 0 And (CardCheckBoxArray(0).Checked = True Or CardCheckBoxArray(1).Checked = True Or CardCheckBoxArray(2).Checked = True Or CardCheckBoxArray(3).Checked = True Or CardCheckBoxArray(4).Checked = True) Then
AtkPlayerDialog.Player1.Enabled = False
AtkPlayerDialog.Player2.Enabled = True
AtkPlayerDialog.Player3.Enabled = True
AtkPlayerDialog.Player4.Enabled = True
AtkPlayerDialog.Player5.Enabled = True
ChecksDynamicA = 0
ChecksDynamicB = 4
'Player 2
ElseIf T = 1 And (CardCheckBoxArray(0).Checked = True Or CardCheckBoxArray(1).Checked = True Or CardCheckBoxArray(2).Checked = True Or CardCheckBoxArray(3).Checked = True Or CardCheckBoxArray(4).Checked = True) Then
AtkPlayerDialog.Player1.Enabled = True
AtkPlayerDialog.Player2.Enabled = False
AtkPlayerDialog.Player3.Enabled = True
AtkPlayerDialog.Player4.Enabled = True
AtkPlayerDialog.Player5.Enabled = True
ChecksDynamicA = 5
ChecksDynamicB = 9
'Player 3
ElseIf T = 2 And (CardCheckBoxArray(0).Checked = True Or CardCheckBoxArray(1).Checked = True Or CardCheckBoxArray(2).Checked = True Or CardCheckBoxArray(3).Checked = True Or CardCheckBoxArray(4).Checked = True) Then
AtkPlayerDialog.Player1.Enabled = True
AtkPlayerDialog.Player2.Enabled = True
AtkPlayerDialog.Player3.Enabled = False
AtkPlayerDialog.Player4.Enabled = True
AtkPlayerDialog.Player5.Enabled = True
ChecksDynamicA = 10
ChecksDynamicB = 14
'Player 4
ElseIf T = 3 And (CardCheckBoxArray(0).Checked = True Or CardCheckBoxArray(1).Checked = True Or CardCheckBoxArray(2).Checked = True Or CardCheckBoxArray(3).Checked = True Or CardCheckBoxArray(4).Checked = True) Then
AtkPlayerDialog.Player1.Enabled = True
AtkPlayerDialog.Player2.Enabled = True
AtkPlayerDialog.Player3.Enabled = True
AtkPlayerDialog.Player4.Enabled = False
AtkPlayerDialog.Player5.Enabled = True
ChecksDynamicA = 15
ChecksDynamicB = 19
'Player 5
ElseIf T = 4 And (CardCheckBoxArray(0).Checked = True Or CardCheckBoxArray(1).Checked = True Or CardCheckBoxArray(2).Checked = True Or CardCheckBoxArray(3).Checked = True Or CardCheckBoxArray(4).Checked = True) Then
AtkPlayerDialog.Player1.Enabled = True
AtkPlayerDialog.Player2.Enabled = True
AtkPlayerDialog.Player3.Enabled = True
AtkPlayerDialog.Player4.Enabled = True
AtkPlayerDialog.Player5.Enabled = False
ChecksDynamicA = 20
ChecksDynamicB = 24
End If
'Code for choosing which player to attack
AtkPlayerDialog.ShowDialog()
If AtkPlayerDialog.DialogResult = 1 Then
n = 1
ElseIf AtkPlayerDialog.DialogResult = 2 Then
n = 2
ElseIf AtkPlayerDialog.DialogResult = 3 Then
n = 3
ElseIf AtkPlayerDialog.DialogResult = 4 Then
n = 4
ElseIf AtkPlayerDialog.DialogResult = 5 Then
n = 5
End If
'CheckedLoop
For Me.Checks = ChecksDynamicA To ChecksDynamicB
'Supplement Numbers(1-5) variable in loop
NumberChecks = NumberArray(Checks)
'Select the Player
Select Case T
Case 0
SelectPlayer = Player1HandGroup(NumberChecks).QuantityInteger
Case 1
SelectPlayer = Player1HandGroup(NumberChecks).QuantityInteger2
Case 2
SelectPlayer = Player1HandGroup(NumberChecks).QuantityInteger3
Case 3
SelectPlayer = Player1HandGroup(NumberChecks).QuantityInteger4
Case 4
SelectPlayer = Player1HandGroup(NumberChecks).QuantityInteger5
End Select
'Convert arrays to correct textboxes
Select Case Checks
Case 0, 5, 10, 15, 20
TextBoxInteger = 0
Case 1, 6, 11, 16, 21
TextBoxInteger = 1
Case 2, 7, 12, 17, 22
TextBoxInteger = 2
Case 3, 8, 13, 18, 23
TextBoxInteger = 3
Case 4, 9, 14, 19, 24
TextBoxInteger = 4
End Select
'Play Card(s)
If CardCheckBoxArray(TextBoxInteger).Checked = True AndAlso SelectPlayer > 0 Then
'Subtract Hitpoints when damage is delt
Player1HandGroup(n).HitPoints -= Player1HandGroup(NumberChecks).DamageInteger
HitPoints(n).Text = Player1HandGroup(n).HitPoints.ToString
'When player plays hand, card quantity is removed from hand to the discard pile.
If Player1HandGroup(NumberChecks).CardType = "Weapon" Then
DiscardDialog.ShowDialog()
'Choose if to Discard Weapon after usage
If DiscardDialog.DialogResult = Windows.Forms.DialogResult.OK Then
Call GrabFromDeckAndDiscard()
End If
Else
Call GrabFromDeckAndDiscard()
End If
End If
ChecksLabel.Text = Checks.ToString
Next
Dim CardCheckBoxInteger As Integer
'Clear Check Boxes when turn is finished
For CardCheckBoxInteger = 0 To 4
CardCheckBoxArray(CardCheckBoxInteger).Checked = False
Next
'Turn off play button
PlayButton.Enabled = False
End Sub
Private Sub GrabFromDeckAndDiscard()
'ReDeclare CheckBox Array for Private sub
Dim n As Integer
Dim CardCheckBoxArray() As CheckBox = {CardCheckBox1, CardCheckBox2, CardCheckBox3, CardCheckBox4, CardCheckBox5}
'Discard
Select Case T
Case 0
Player1HandGroup(NumberChecks).QuantityInteger -= 1
Case 1
Player1HandGroup(NumberChecks).QuantityInteger2 -= 1
Case 2
Player1HandGroup(NumberChecks).QuantityInteger3 -= 1
Case 3
Player1HandGroup(NumberChecks).QuantityInteger4 -= 1
Case 4
Player1HandGroup(NumberChecks).QuantityInteger5 -= 1
End Select
'Add Card to Discard Pile
DiscardGroup(NumberChecks).QuantityInteger += 1
'Shuffle Deck from Discard Pile if Deck is out of cards
Call DiscardPile()
'Reset Number Generator, unless weapon isn't discard
Dim validDeckGroupsIndexes As New List(Of Integer)
For ndx As Integer = 0 To (DeckGroup.Count - 1)
If DeckGroup(ndx).QuantityInteger > 0 Then
validDeckGroupsIndexes.Add(ndx)
End If
Next ndx
Dim deckGroupNdx As Integer = Rnd.Next(0, validDeckGroupsIndexes.Count)
Number = DeckGroup(deckGroupNdx).ID
If DeckGroup(Number).QuantityInteger > 0 Then
'Grab New Card From Deck
DeckGroup(Number).QuantityInteger -= 1
Select Case T
Case 0
Player1HandGroup(NumberChecks).QuantityInteger += 1
Case 1
Player1HandGroup(NumberChecks).QuantityInteger2 += 1
Case 2
Player1HandGroup(NumberChecks).QuantityInteger3 += 1
Case 3
Player1HandGroup(NumberChecks).QuantityInteger4 += 1
Case 4
Player1HandGroup(NumberChecks).QuantityInteger5 += 1
End Select
' assign card type to chosen card and assign "number" to corresponding cards number as well
CardTypeArray(Checks) = Player1HandGroup(Number).CardType
NumberArray(Checks) = Number
End If
'Switch to next player
Select Case T
Case 0
For CardCheckBoxInteger = 0 To 4
Select Case CardCheckBoxInteger
Case 0
n = 5
Case 1
n = 6
Case 2
n = 7
Case 3
n = 8
Case 4
n = 9
End Select
CardCheckBoxArray(CardCheckBoxInteger).Text = Player1HandGroup(NumberArray(n)).CardNameString
Next
T += 1
Case 1
If GameSize = 2 Then
For CardCheckBoxInteger = 0 To 4
CardCheckBoxArray(CardCheckBoxInteger).Text = Player1HandGroup(NumberArray(CardCheckBoxInteger)).CardNameString
Next CardCheckBoxInteger
T -= 1
End If
If GameSize > 2 Then
T += 1
End If
Case 2
Case 3
Case 4
End Select
Label1.Text = T.ToString
End Sub