主题:C#编扫雷
源代码:
[Form1.CS]
using System;
using System.Drawing;
using System.Collections;
using System.ComponentModel;
using System.Windows.Forms;
using System.Data;
namespace MineClearance
{
/// <summary>
/// Summary description for Form1.
/// </summary>
public class Form1 : System.Windows.Forms.Form
{
private System.Windows.Forms.MainMenu mainMenu1;
private System.Windows.Forms.MenuItem menuItem1;
private System.Windows.Forms.MenuItem menuItem2;
private System.Windows.Forms.MenuItem menuItem3;
private System.Windows.Forms.MenuItem menuItem4;
private System.Windows.Forms.MenuItem menuItem5;
private System.Windows.Forms.MenuItem menuItem6;
private System.Windows.Forms.MenuItem menuItem7;
private System.Windows.Forms.MenuItem menuItem9;
private System.Windows.Forms.MenuItem menuItem12;
private System.Windows.Forms.MenuItem menuItem13;
private System.Windows.Forms.MenuItem menuItem14;
private System.ComponentModel.IContainer components;
private FaceControl faceControl1;
private MineCountControl mineCountControl1;
private TimerControl timerControl1;
private int [ , ] Mine;//==-2时,表示这个地雷已经爆炸;==-1时,代表这个位置是地雷;否则代表周围的地雷的数量
private int [ , ] Turn;//==-1 表示这个位置已经翻开;==0 表示这个位置没有翻开;==1 表示这个位置插上红旗;
private int BoardWidth;//宽度
private int BoardHeight;//高度
private uint MineCount;
private Point MP = new Point(0, 0);//用来记录鼠标点击的方格
private bool GameStartMark;//游戏开始标志
private uint Count
{
get
{
return MineCount;
}
set
{
MineCount = value;
mineCountControl1.mineCount = (int)value;
}
}
public Form1()
{
//
// Required for Windows Form Designer support
//
InitializeComponent();
//
// TODO: Add any constructor code after InitializeComponent call
//
mineCountControl1 = new MineCountControl();
faceControl1 = new FaceControl();
faceControl1.Click += new EventHandler(ClickFace);
timerControl1 = new TimerControl();
timerControl1.Rouse += new EventHandler(RouseTime);
timerControl1.rouseTime = 999;
Reset(9, 9, 10);
this.CenterToScreen();
this.Controls.Add(faceControl1);
this.Controls.Add(mineCountControl1);
this.Controls.Add(timerControl1);
}
/// <summary>
/// Clean up any resources being used.
/// </summary>
protected override void Dispose( bool disposing )
{
if( disposing )
{
if (components != null)
{
components.Dispose();
}
}
base.Dispose( disposing );
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
System.Resources.ResourceManager resources = new System.Resources.ResourceManager(typeof(Form1));
this.menuItem9 = new System.Windows.Forms.MenuItem();
this.menuItem4 = new System.Windows.Forms.MenuItem();
this.menuItem5 = new System.Windows.Forms.MenuItem();
this.menuItem6 = new System.Windows.Forms.MenuItem();
this.menuItem7 = new System.Windows.Forms.MenuItem();
this.menuItem1 = new System.Windows.Forms.MenuItem();
this.menuItem3 = new System.Windows.Forms.MenuItem();
this.menuItem12 = new System.Windows.Forms.MenuItem();
this.menuItem2 = new System.Windows.Forms.MenuItem();
this.menuItem13 = new System.Windows.Forms.MenuItem();
this.menuItem14 = new System.Windows.Forms.MenuItem();
this.mainMenu1 = new System.Windows.Forms.MainMenu();
//
// menuItem9
//
this.menuItem9.Index = 5;
this.menuItem9.Text = "-";
//
// menuItem4
//
this.menuItem4.Index = 2;
this.menuItem4.Text = "初级 (&B)";
this.menuItem4.Click += new System.EventHandler(this.menuItem4_Click);
//
// menuItem5
//
this.menuItem5.Index = 1;
this.menuItem5.Text = "-";
//
// menuItem6
//
this.menuItem6.Index = 3;
this.menuItem6.Text = "中级 (&I)";
this.menuItem6.Click += new System.EventHandler(this.menuItem6_Click);
//
// menuItem7
//
this.menuItem7.Index = 4;
this.menuItem7.Text = "高级 (&E)";
this.menuItem7.Click += new System.EventHandler(this.menuItem7_Click);
//
// menuItem1
//
this.menuItem1.Index = 0;
this.menuItem1.MenuItems.AddRange(new System.Windows.Forms.MenuItem[] {
this.menuItem3,
this.menuItem5,
this.menuItem4,
this.menuItem6,
this.menuItem7,
this.menuItem9,
this.menuItem12});
this.menuItem1.Text = "游戏(&G)";
//
// menuItem3
//
this.menuItem3.Index = 0;
this.menuItem3.Shortcut = System.Windows.Forms.Shortcut.F2;
this.menuItem3.Text = "开局 (&N)";
this.menuItem3.Click += new System.EventHandler(this.menuItem3_Click);
//
// menuItem12
//
this.menuItem12.Index = 6;
this.menuItem12.Shortcut = System.Windows.Forms.Shortcut.CtrlX;
this.menuItem12.Text = "退出 (&X)";
this.menuItem12.Click += new System.EventHandler(this.menuItem12_Click);
//
// menuItem2
//
this.menuItem2.Index = 1;
this.menuItem2.MenuItems.AddRange(new System.Windows.Forms.MenuItem[] {
this.menuItem13,
this.menuItem14});
this.menuItem2.Text = "帮助(&H)";
//
// menuItem13
//
this.menuItem13.Index = 0;
this.menuItem13.Shortcut = System.Windows.Forms.Shortcut.F1;
this.menuItem13.Text = "使用帮助 (&F)";
this.menuItem13.Click += new System.EventHandler(this.menuItem13_Click);
//
// menuItem14
//
this.menuItem14.Index = 1;
this.menuItem14.Text = "关于扫雷… (&A)";
this.menuItem14.Click += new System.EventHandler(this.menuItem14_Click);
//
// mainMenu1
//
this.mainMenu1.MenuItems.AddRange(new System.Windows.Forms.MenuItem[] {
this.menuItem1,
this.menuItem2});
//
// Form1
//
this.AutoScaleBaseSize = new System.Drawing.Size(10, 23);
this.BackColor = System.Drawing.Color.Gainsboro;
this.ClientSize = new System.Drawing.Size(355, 277);
this.Font = new System.Drawing.Font("Microsoft Sans Serif", 15F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((System.Byte)(0)));
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog;
this.Icon = ((System.Drawing.Icon)(resources.GetObject("$this.Icon")));
this.MaximizeBox = false;
this.Menu = this.mainMenu1;
this.Name = "Form1";
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
this.Text = "扫雷";
}
#endregion
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.Run(new Form1());
}
//鼠标坐标转换成雷区方格的坐标
private Point MToA(int x, int y)
{
x -= 13; y -= 53;
if(x < 0 || x > BoardWidth * 20 || y < 0 || y > BoardWidth * 20 )
{
throw new Exception();
}
x = x / 20;
y = y / 20;
return new Point(x , y);
}
//鼠标坐标转换成雷区绝对坐标,进行坐标越界处理
private Point MToAT(int x, int y)
{
x = (x - 13) / 20;
y = (y - 53) / 20;
if(x < 0) x = 0;
if(x > BoardWidth - 1) x = BoardWidth - 1;
if(y < 0) y = 0;
if(y > BoardHeight -1) y = BoardHeight -1;
return new Point(x , y);
}
//判断一点是否在一区域内
private bool InBox(System.Drawing.Rectangle rec1, System.Drawing.Point p1)
{
if( (rec1.Left <= p1.X && rec1.Top <= p1.Y) && (p1.X <= rec1.Right && p1.Y <= rec1.Bottom) ) return true;
else return false;
}
//判断两区域是否交叉(有覆盖之处)
private bool CrossBox(System.Drawing.Rectangle rec1, System.Drawing.Rectangle rec2)
{
//如果rec2有任何一个角在rec1中则视为交叉
if( InBox(rec1, new Point(rec2.Left, rec2.Top)) == true) return true;
if( InBox(rec1, new Point(rec2.Right, rec2.Top)) == true) return true;
if( InBox(rec1, new Point(rec2.Left, rec2.Bottom)) == true) return true;
if( InBox(rec1, new Point(rec2.Right, rec2.Bottom)) == true) return true;
//如果rec1有任何一个角在rec2中则视为交叉
if( InBox(rec2, new Point(rec1.Left, rec1.Top)) == true) return true;
if( InBox(rec2, new Point(rec1.Right, rec1.Top)) == true) return true;
if( InBox(rec2, new Point(rec1.Left, rec1.Bottom)) == true) return true;
if( InBox(rec2, new Point(rec1.Right, rec1.Bottom)) == true) return true;
if( (rec1.Left <= rec2.Left && rec2.Right <= rec1.Right) && (rec2.Top <= rec1.Top && rec1.Bottom <= rec2.Bottom) ) return true;
if( (rec2.Left <= rec1.Left && rec1.Right <= rec2.Right) && (rec1.Top <= rec2.Top && rec2.Bottom <= rec1.Bottom) ) return true;
return false;
}
//画立体方框
private void ColorBox(int x1, int y1, int x2, int y2, int PenWidth, bool Down, bool Fill, Color FillColor)
{
System.Drawing.Graphics g = this.CreateGraphics();
System.Drawing.Pen p = new Pen(Color.White, 1);//确定画笔的颜色和粗细
for(; PenWidth > 0; PenWidth --)
{
p.Color = (Down == false)? Color.White: Color.Gray;
g.DrawLine( p, x1, y1, x2, y1);
g.DrawLine( p, x1, y1, x1, y2);
p.Color = (Down == false)? Color.Gray: Color.White;
g.DrawLine( p , x2, y2, x2, y1);
g.DrawLine( p , x2, y2, x1, y2);
x1 ++; y1 ++;
x2 --; y2 --;
}
if( Fill == true ) g.FillRectangle(new SolidBrush(FillColor), x1, y1, x2 - x1 + 1, y2 - y1 + 1);
}
//自动清除无雷区
private void ClearBoardMine(int nx, int ny)
{
if(InBox(new Rectangle(0,0,BoardWidth-1,BoardHeight-1), new Point(nx, ny)) == false) return;
if( Mine[ny, nx] == -1 || Turn[ny, nx] == -1) return;
Turn[ny, nx] = -1;
ReDraw(new Point(nx, ny), new Point(nx, ny) );
if( Mine[ny, nx] == 0)
{
for(int i=ny-1; i<= ny+1; i++)
{
for(int j=nx-1; j<=nx+1; j++)
{
ClearBoardMine(j, i);
}
}
}
}
//单击笑脸处理
public void ClickFace(object sender, System.EventArgs e)
{
ReStart();
}
//超时处理
public void RouseTime(object sender, System.EventArgs e)
{
timerControl1.Stop();
System.Windows.Forms.MessageBox.Show("时间到了,这次你输了!\n\n没关系,别恢心,请继续努力!","游戏结束");
ReStart();
}
protected override void OnPaint(PaintEventArgs e)
{
System.Drawing.Graphics g = e.Graphics;
ColorBox(0, 0,this.ClientSize.Width, this.ClientSize.Height, 3, false, false, Color.Gainsboro);
g.FillRectangle(new SolidBrush(Color.Gainsboro), 3, 3, this.ClientSize.Width - 5, 7);
g.FillRectangle(new SolidBrush(Color.Gainsboro), 3, 3, 7, this.ClientSize.Height - 5);
g.FillRectangle(new SolidBrush(Color.Gainsboro), this.ClientSize.Width - 9 , 3, 7, this.ClientSize.Height - 5);
g.FillRectangle(new SolidBrush(Color.Gainsboro), 3, 41, this.ClientSize.Width - 5, 9);
g.FillRectangle(new SolidBrush(Color.Gainsboro), 3, this.ClientSize.Height - 9, this.ClientSize.Width - 5, 7);
ColorBox(10, 10, this.ClientSize.Width-10, 40, 2, true, false, Color.Gainsboro);
g.FillRectangle(new SolidBrush(Color.Gainsboro), mineCountControl1.Right, 12, faceControl1.Left - mineCountControl1.Right, 27);
g.FillRectangle(new SolidBrush(Color.Gainsboro), faceControl1.Right, 12, timerControl1.Left - faceControl1.Right , 27);
ColorBox(10, 50, this.ClientSize.Width-10, this.ClientSize.Height-10, 3, true, false, Color.Gainsboro);
ReDraw( this.MToAT(e.ClipRectangle.Left, e.ClipRectangle.Top), this.MToAT(e.ClipRectangle.Right, e.ClipRectangle.Bottom) );
}
protected override void OnMouseDown(MouseEventArgs e)
{
Point p;
try
{
p = MToA(e.X, e.Y);
}
catch
{
return;
}
if(Turn[p.Y, p.X] == -1 || GameStartMark == false)//方格被翻开或游戏结束
{
return;
}
timerControl1.Start();
switch(e.Button)
{
case MouseButtons.Left:
faceControl1.faceState = FaceControl.FaceState.Startle;
if(Turn[p.Y, p.X] != 1 )//未插红旗
{
DrawMine( p.X, p.Y, -4);
//记录鼠标单击时按下的方格
MP.X = p.X; MP.Y = p.Y;
}
break;
case MouseButtons.Right:
if(Turn[p.Y, p.X] == 0)//未插红旗则插入红旗
{
Turn[p.Y, p.X] = 1;
mineCountControl1.mineCount --;
}
else
{
Turn[p.Y, p.X] = 0;
mineCountControl1.mineCount ++;
}
ReDraw(p, p);
break;
}
}
protected override void OnMouseUp(MouseEventArgs e)
{
Point p;
try
{
p = MToA(e.X, e.Y);
}
catch
{
if(InBox(new System.Drawing.Rectangle(0, 0, BoardWidth - 1, BoardHeight - 1), MP) == true) ReDraw(MP, MP);
faceControl1.faceState = FaceControl.FaceState.Up;
return;
}
if(GameStartMark == false)//如果游戏结束
{
return;
}
switch(e.Button)
{
case MouseButtons.Left:
if(MP.X == p.X && MP.Y == p.Y && Turn[p.Y, p.X] != 1)//未插红旗
{
if(Turn[p.Y, p.X] != -1 )//未被翻开
{
if(Mine[p.Y, p.X] == 0)//如果这个位置周围没有地雷
{
ClearBoardMine(p.X, p.Y);//自动清除无雷区
}
else
{
Turn[p.Y, p.X] = -1;
if(Mine[p.Y, p.X] == -1)//碰到地雷
{
timerControl1.Stop();
Mine[p.Y, p.X] = -2;
//游戏结束
for(int i=0; i< BoardHeight; i++)
{
for(int j=0; j< BoardWidth; j++)
{
Turn[i, j] = -1;
}
}
ReDraw(new Point(0, 0), new Point(BoardWidth-1, BoardHeight-1) );
faceControl1.faceState = FaceControl.FaceState.Die;
GameStartMark = false;
return;
}
ReDraw( p, p );
}
faceControl1.faceState = FaceControl.FaceState.Up;
//统计游戏结果
int tn=0;
for(int i=0; i< BoardHeight; i++)
{
for(int j=0;j< BoardWidth; j++)
{
if(Turn[i,j] == -1) tn++;
}
}
if(tn == (BoardWidth * BoardHeight - MineCount) )//胜利
{
timerControl1.Stop();
System.Windows.Forms.MessageBox.Show("恭喜您凯旋归来!","游戏结束");
ReStart();
}
}
}
else
{
if(InBox(new System.Drawing.Rectangle(0, 0, BoardWidth - 1, BoardHeight - 1), MP) == true) ReDraw(MP, MP);
faceControl1.faceState = FaceControl.FaceState.Up;
}
break;
}
}
//重画
private void ReDraw(Point p1, Point p2)
{
if(InBox(new Rectangle(0,0,BoardWidth-1,BoardHeight-1), p1) == false ||
InBox(new Rectangle(0,0,BoardWidth-1,BoardHeight-1), p2) == false) return;
System.Drawing.Graphics g = this.CreateGraphics();
for(int i = p1.Y; i <= p2.Y; i++)
{
for(int j = p1.X; j <= p2.X; j++)
{
switch( Turn[i, j] )
{
case 0://未动过
DrawMine(j, i, -3);
break;
case 1://插入红旗
DrawMine(j, i, -5);
break;
default:
DrawMine(j, i, Mine[i, j]);
break;
}
}
}
}
//重画
private void ReDraw()
{
System.Drawing.Graphics g = this.CreateGraphics();
System.Drawing.Rectangle rec = new Rectangle(0, 0, this.ClientRectangle.Right, this.ClientRectangle.Bottom);
OnPaint( new PaintEventArgs(g, rec) );
}
//重新开始
private void ReStart()
{
Reset(BoardWidth,BoardHeight,MineCount);
}
//以指定的行、列和地雷数量初始化,重新开始
private void Reset(int NWidth, int NHeight, uint NCount)
{
System.Random ran = new Random(System.DateTime.Now.Second + (int)System.DateTime.Now.Ticks);
BoardWidth = NWidth;
BoardHeight = NHeight;
Count = NCount;
Mine = new int[ NHeight, NWidth ];
Turn = new int[ NHeight, NWidth ];
//初始化地雷
for(int i=0; i< NHeight; i++)
{
for(int j=0; j< NWidth; j++)
{
Mine[i, j] = 0;
Turn[i,j] = 0;
}
}
//生成 N 颗地雷
for(int i = 0; i < NCount; i++)
{
int nx, ny;
do
{
nx = ran.Next(0, NWidth);
ny = ran.Next(0, NHeight);
}while(Mine[ ny, nx ] == -1);
Mine[ ny, nx ] = -1;
//描述雷区
for(int j = nx-1; j <= nx +1; j++)
{
for(int k=ny -1 ; k <= ny+1; k++)
{
if( (j >=0 && j < NWidth) && (k >=0 && k < NHeight) )
{
if(Mine[k, j] != -1) Mine[k, j] ++;
}
}
}
}
this.ClientSize = new System.Drawing.Size(26 + BoardWidth * 20, 66 + BoardHeight * 20);//设置窗体大小
GameStartMark = true;
mineCountControl1.Location = new Point(20, 13);
faceControl1.Location = new Point(this.ClientSize.Width / 2 - 10, 15);
timerControl1.Location = new Point(this.ClientSize.Width - 70, 13);
timerControl1.Clear();
ReDraw();
faceControl1.faceState = FaceControl.FaceState.Up;
}
//在指定位置画物件
private void DrawMine(int x, int y, int Value)
{
System.Drawing.Graphics g = this.CreateGraphics();
System.Drawing.Pen p = new Pen(Color.Black, 1);//确定画笔的颜色和粗细
System.Drawing.Color textColor = new Color();
x = 13 + x * 20;
y = 53 + y * 20;
switch(Value)
{
case -5://画红旗
ColorBox(x, y, x+ 19, y+ 19, 2, false, true, Color.Gainsboro);
g.DrawLine(p, x+8, y + 14, x + 12, y + 14);
g.FillPolygon(new SolidBrush(Color.Red),new Point[]{new Point(x+12, y + 11), new Point(x + 12, y + 2),new Point(x + 5, y + 7)});
p.Width = 2;
g.DrawLine(p, x+5, y + 16, x + 15, y + 16);
g.DrawLine(p, x+11, y + 11, x + 11, y + 14);
return;
case -4://画按下的区域
ColorBox(x, y, x+ 19, y+ 19, 2, true, true, Color.Gainsboro);
return;
case -3://画未按下的区域
ColorBox(x, y, x+ 19, y+ 19, 2, false, true, Color.Gainsboro);
return;
case -2://画爆炸的地雷
case -1://画未爆炸的地雷
g.DrawRectangle( new Pen(System.Drawing.Color.Gray, 2) , x + 1, y + 1, 19, 19);
g.FillRectangle( new SolidBrush( (Value == -2 )? Color.Red: Color.Gainsboro), x+2, y+2, 17, 17);
g.FillEllipse(new SolidBrush(Color.Black), x+4, y+4, 12,12);
g.DrawLine(p, x+4, y+4, x + 16, y + 16);
g.DrawLine(p, x+10, y+3, x + 10, y + 17);
g.DrawLine(p, x+15, y + 4, x + 4, y + 15);
g.DrawLine(p, x+3, y + 10, x + 18, y + 10);
g.FillEllipse(new SolidBrush(Color.White), x + 7, y + 7 , 3, 3);
return;
default:
//确定字体颜色
switch(Value)
{
case 0:
textColor = Color.Gainsboro;
break;
case 1:
textColor = Color.Blue;
break;
case 2:
textColor = Color.Green;
break;
case 3:
textColor = Color.Red;
break;
case 4:
textColor = Color.DarkBlue;
break;
case 5:
textColor = Color.DarkGreen;
break;
case 6:
textColor = Color.DarkRed;
break;
case 7:
textColor = Color.Fuchsia;
break;
case 8:
textColor = Color.Black;
break;
}
//显示周围的雷数
g.DrawRectangle( new Pen(System.Drawing.Color.Gray, 2) , x + 1, y + 1, 19, 19);
g.FillRectangle( new SolidBrush(Color.Gainsboro), x+2, y+2, 17, 17);
g.DrawString( Value.ToString(),this.Font, new System.Drawing.SolidBrush( textColor ), x+2, y-2);
return;
}
}
private void menuItem3_Click(object sender, System.EventArgs e)
{
ReStart();
}
private void menuItem4_Click(object sender, System.EventArgs e)
{
Reset(9, 9, 10);
}
private void menuItem6_Click(object sender, System.EventArgs e)
{
Reset(16, 16, 40);
}
private void menuItem7_Click(object sender, System.EventArgs e)
{
Reset(30, 16, 99);
}
private void menuItem13_Click(object sender, System.EventArgs e)
{
new Help().ShowDialog();
}
private void menuItem14_Click(object sender, System.EventArgs e)
{
new About().ShowDialog();
}
private void menuItem12_Click(object sender, System.EventArgs e)
{
Application.Exit();
}
}
}
扫雷这个游戏我以前用Turb C做过,Dos界面,图像效果很差。而且我整整做了三个星期。这回用VS.Net重做感觉不同了,窗口编程容易了许多,做出来的效果也好了很多,几乎和Windows的扫雷差不了多少。直到现在我才明白为什么C#被称为用于编写"下一代窗口服务",由于平易近人的图形界面极大的减轻了源代码编程的负担,VS.Net可以在较短周期内开发应用程序,所开发的程序又具有良好的可移植性。我想C#至关重要的各种要素就是下面这些吧:
简单
C#具有C++所没有的一个优势就是学习简单。该语言首要的目标就是简单。很多功能(还不如说是缺少了C++的一些功能)有助于C#全方位的简单。C#中,没有C++中流行的指针。在C++中,有::、.、和->操作符,它们用于名字空间、成员和引用。对于新手来说,操作符至今仍是学习的一道难关。C#弃用其它操作符,仅使用单个操作符 "."。现在一个程序员所需要理解的就是嵌套名字的注解了。C#使用统一的类型系统,屏弃了C++多变的类型系统。这种系统充许您把各种类型作为一个对象查看,它是一个原始类型还是一个full-blown 类。和其它编程语言相比,由于加框(boxing)和消框(unboxing)的机制,把简单类型当作对象处理并不能获得性能的改善。
现代
学习C#的努力是一笔大投资,因为C#是为编写NGWS 应用程序的主要语言而设计。我发现很多自己用C++可以实现或者很费力实现的功能,在C#中不过是一部分基本的功能而已。运行时NGWS提供了一个垃圾收集器,负责C#程序中的内存管理。因内存和应用程序都受到管理,所以很必要增强类型安全,以确保应用的稳定性。
异常处理是C#的主要功能。
对于现代的应用程序,安全是首要的,C#也不会例外。它提供了元数据语法,用于声明下述NGWS安全模式的能力和许可。
面向对象
不会预料一种新语言不支持面向对象的功能吧? C#当然支持所有关键的面向对象的概念,如封装、继承和多态性。完整的C#类模式构建在NGWS运行时的虚拟对象系统(VOS,Virtual Object System)的上层。对象模式只是基础的一部分,不再是编程语言的一部分。
所有的东西都封装在类中,包括事例成员(通过类的事例--对象可以访问)或都静态成员(通过数据类型)。这些使C#代码更加易读且有助于减少潜在的命名冲突。
[Form1.CS]
using System;
using System.Drawing;
using System.Collections;
using System.ComponentModel;
using System.Windows.Forms;
using System.Data;
namespace MineClearance
{
/// <summary>
/// Summary description for Form1.
/// </summary>
public class Form1 : System.Windows.Forms.Form
{
private System.Windows.Forms.MainMenu mainMenu1;
private System.Windows.Forms.MenuItem menuItem1;
private System.Windows.Forms.MenuItem menuItem2;
private System.Windows.Forms.MenuItem menuItem3;
private System.Windows.Forms.MenuItem menuItem4;
private System.Windows.Forms.MenuItem menuItem5;
private System.Windows.Forms.MenuItem menuItem6;
private System.Windows.Forms.MenuItem menuItem7;
private System.Windows.Forms.MenuItem menuItem9;
private System.Windows.Forms.MenuItem menuItem12;
private System.Windows.Forms.MenuItem menuItem13;
private System.Windows.Forms.MenuItem menuItem14;
private System.ComponentModel.IContainer components;
private FaceControl faceControl1;
private MineCountControl mineCountControl1;
private TimerControl timerControl1;
private int [ , ] Mine;//==-2时,表示这个地雷已经爆炸;==-1时,代表这个位置是地雷;否则代表周围的地雷的数量
private int [ , ] Turn;//==-1 表示这个位置已经翻开;==0 表示这个位置没有翻开;==1 表示这个位置插上红旗;
private int BoardWidth;//宽度
private int BoardHeight;//高度
private uint MineCount;
private Point MP = new Point(0, 0);//用来记录鼠标点击的方格
private bool GameStartMark;//游戏开始标志
private uint Count
{
get
{
return MineCount;
}
set
{
MineCount = value;
mineCountControl1.mineCount = (int)value;
}
}
public Form1()
{
//
// Required for Windows Form Designer support
//
InitializeComponent();
//
// TODO: Add any constructor code after InitializeComponent call
//
mineCountControl1 = new MineCountControl();
faceControl1 = new FaceControl();
faceControl1.Click += new EventHandler(ClickFace);
timerControl1 = new TimerControl();
timerControl1.Rouse += new EventHandler(RouseTime);
timerControl1.rouseTime = 999;
Reset(9, 9, 10);
this.CenterToScreen();
this.Controls.Add(faceControl1);
this.Controls.Add(mineCountControl1);
this.Controls.Add(timerControl1);
}
/// <summary>
/// Clean up any resources being used.
/// </summary>
protected override void Dispose( bool disposing )
{
if( disposing )
{
if (components != null)
{
components.Dispose();
}
}
base.Dispose( disposing );
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
System.Resources.ResourceManager resources = new System.Resources.ResourceManager(typeof(Form1));
this.menuItem9 = new System.Windows.Forms.MenuItem();
this.menuItem4 = new System.Windows.Forms.MenuItem();
this.menuItem5 = new System.Windows.Forms.MenuItem();
this.menuItem6 = new System.Windows.Forms.MenuItem();
this.menuItem7 = new System.Windows.Forms.MenuItem();
this.menuItem1 = new System.Windows.Forms.MenuItem();
this.menuItem3 = new System.Windows.Forms.MenuItem();
this.menuItem12 = new System.Windows.Forms.MenuItem();
this.menuItem2 = new System.Windows.Forms.MenuItem();
this.menuItem13 = new System.Windows.Forms.MenuItem();
this.menuItem14 = new System.Windows.Forms.MenuItem();
this.mainMenu1 = new System.Windows.Forms.MainMenu();
//
// menuItem9
//
this.menuItem9.Index = 5;
this.menuItem9.Text = "-";
//
// menuItem4
//
this.menuItem4.Index = 2;
this.menuItem4.Text = "初级 (&B)";
this.menuItem4.Click += new System.EventHandler(this.menuItem4_Click);
//
// menuItem5
//
this.menuItem5.Index = 1;
this.menuItem5.Text = "-";
//
// menuItem6
//
this.menuItem6.Index = 3;
this.menuItem6.Text = "中级 (&I)";
this.menuItem6.Click += new System.EventHandler(this.menuItem6_Click);
//
// menuItem7
//
this.menuItem7.Index = 4;
this.menuItem7.Text = "高级 (&E)";
this.menuItem7.Click += new System.EventHandler(this.menuItem7_Click);
//
// menuItem1
//
this.menuItem1.Index = 0;
this.menuItem1.MenuItems.AddRange(new System.Windows.Forms.MenuItem[] {
this.menuItem3,
this.menuItem5,
this.menuItem4,
this.menuItem6,
this.menuItem7,
this.menuItem9,
this.menuItem12});
this.menuItem1.Text = "游戏(&G)";
//
// menuItem3
//
this.menuItem3.Index = 0;
this.menuItem3.Shortcut = System.Windows.Forms.Shortcut.F2;
this.menuItem3.Text = "开局 (&N)";
this.menuItem3.Click += new System.EventHandler(this.menuItem3_Click);
//
// menuItem12
//
this.menuItem12.Index = 6;
this.menuItem12.Shortcut = System.Windows.Forms.Shortcut.CtrlX;
this.menuItem12.Text = "退出 (&X)";
this.menuItem12.Click += new System.EventHandler(this.menuItem12_Click);
//
// menuItem2
//
this.menuItem2.Index = 1;
this.menuItem2.MenuItems.AddRange(new System.Windows.Forms.MenuItem[] {
this.menuItem13,
this.menuItem14});
this.menuItem2.Text = "帮助(&H)";
//
// menuItem13
//
this.menuItem13.Index = 0;
this.menuItem13.Shortcut = System.Windows.Forms.Shortcut.F1;
this.menuItem13.Text = "使用帮助 (&F)";
this.menuItem13.Click += new System.EventHandler(this.menuItem13_Click);
//
// menuItem14
//
this.menuItem14.Index = 1;
this.menuItem14.Text = "关于扫雷… (&A)";
this.menuItem14.Click += new System.EventHandler(this.menuItem14_Click);
//
// mainMenu1
//
this.mainMenu1.MenuItems.AddRange(new System.Windows.Forms.MenuItem[] {
this.menuItem1,
this.menuItem2});
//
// Form1
//
this.AutoScaleBaseSize = new System.Drawing.Size(10, 23);
this.BackColor = System.Drawing.Color.Gainsboro;
this.ClientSize = new System.Drawing.Size(355, 277);
this.Font = new System.Drawing.Font("Microsoft Sans Serif", 15F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((System.Byte)(0)));
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog;
this.Icon = ((System.Drawing.Icon)(resources.GetObject("$this.Icon")));
this.MaximizeBox = false;
this.Menu = this.mainMenu1;
this.Name = "Form1";
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
this.Text = "扫雷";
}
#endregion
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.Run(new Form1());
}
//鼠标坐标转换成雷区方格的坐标
private Point MToA(int x, int y)
{
x -= 13; y -= 53;
if(x < 0 || x > BoardWidth * 20 || y < 0 || y > BoardWidth * 20 )
{
throw new Exception();
}
x = x / 20;
y = y / 20;
return new Point(x , y);
}
//鼠标坐标转换成雷区绝对坐标,进行坐标越界处理
private Point MToAT(int x, int y)
{
x = (x - 13) / 20;
y = (y - 53) / 20;
if(x < 0) x = 0;
if(x > BoardWidth - 1) x = BoardWidth - 1;
if(y < 0) y = 0;
if(y > BoardHeight -1) y = BoardHeight -1;
return new Point(x , y);
}
//判断一点是否在一区域内
private bool InBox(System.Drawing.Rectangle rec1, System.Drawing.Point p1)
{
if( (rec1.Left <= p1.X && rec1.Top <= p1.Y) && (p1.X <= rec1.Right && p1.Y <= rec1.Bottom) ) return true;
else return false;
}
//判断两区域是否交叉(有覆盖之处)
private bool CrossBox(System.Drawing.Rectangle rec1, System.Drawing.Rectangle rec2)
{
//如果rec2有任何一个角在rec1中则视为交叉
if( InBox(rec1, new Point(rec2.Left, rec2.Top)) == true) return true;
if( InBox(rec1, new Point(rec2.Right, rec2.Top)) == true) return true;
if( InBox(rec1, new Point(rec2.Left, rec2.Bottom)) == true) return true;
if( InBox(rec1, new Point(rec2.Right, rec2.Bottom)) == true) return true;
//如果rec1有任何一个角在rec2中则视为交叉
if( InBox(rec2, new Point(rec1.Left, rec1.Top)) == true) return true;
if( InBox(rec2, new Point(rec1.Right, rec1.Top)) == true) return true;
if( InBox(rec2, new Point(rec1.Left, rec1.Bottom)) == true) return true;
if( InBox(rec2, new Point(rec1.Right, rec1.Bottom)) == true) return true;
if( (rec1.Left <= rec2.Left && rec2.Right <= rec1.Right) && (rec2.Top <= rec1.Top && rec1.Bottom <= rec2.Bottom) ) return true;
if( (rec2.Left <= rec1.Left && rec1.Right <= rec2.Right) && (rec1.Top <= rec2.Top && rec2.Bottom <= rec1.Bottom) ) return true;
return false;
}
//画立体方框
private void ColorBox(int x1, int y1, int x2, int y2, int PenWidth, bool Down, bool Fill, Color FillColor)
{
System.Drawing.Graphics g = this.CreateGraphics();
System.Drawing.Pen p = new Pen(Color.White, 1);//确定画笔的颜色和粗细
for(; PenWidth > 0; PenWidth --)
{
p.Color = (Down == false)? Color.White: Color.Gray;
g.DrawLine( p, x1, y1, x2, y1);
g.DrawLine( p, x1, y1, x1, y2);
p.Color = (Down == false)? Color.Gray: Color.White;
g.DrawLine( p , x2, y2, x2, y1);
g.DrawLine( p , x2, y2, x1, y2);
x1 ++; y1 ++;
x2 --; y2 --;
}
if( Fill == true ) g.FillRectangle(new SolidBrush(FillColor), x1, y1, x2 - x1 + 1, y2 - y1 + 1);
}
//自动清除无雷区
private void ClearBoardMine(int nx, int ny)
{
if(InBox(new Rectangle(0,0,BoardWidth-1,BoardHeight-1), new Point(nx, ny)) == false) return;
if( Mine[ny, nx] == -1 || Turn[ny, nx] == -1) return;
Turn[ny, nx] = -1;
ReDraw(new Point(nx, ny), new Point(nx, ny) );
if( Mine[ny, nx] == 0)
{
for(int i=ny-1; i<= ny+1; i++)
{
for(int j=nx-1; j<=nx+1; j++)
{
ClearBoardMine(j, i);
}
}
}
}
//单击笑脸处理
public void ClickFace(object sender, System.EventArgs e)
{
ReStart();
}
//超时处理
public void RouseTime(object sender, System.EventArgs e)
{
timerControl1.Stop();
System.Windows.Forms.MessageBox.Show("时间到了,这次你输了!\n\n没关系,别恢心,请继续努力!","游戏结束");
ReStart();
}
protected override void OnPaint(PaintEventArgs e)
{
System.Drawing.Graphics g = e.Graphics;
ColorBox(0, 0,this.ClientSize.Width, this.ClientSize.Height, 3, false, false, Color.Gainsboro);
g.FillRectangle(new SolidBrush(Color.Gainsboro), 3, 3, this.ClientSize.Width - 5, 7);
g.FillRectangle(new SolidBrush(Color.Gainsboro), 3, 3, 7, this.ClientSize.Height - 5);
g.FillRectangle(new SolidBrush(Color.Gainsboro), this.ClientSize.Width - 9 , 3, 7, this.ClientSize.Height - 5);
g.FillRectangle(new SolidBrush(Color.Gainsboro), 3, 41, this.ClientSize.Width - 5, 9);
g.FillRectangle(new SolidBrush(Color.Gainsboro), 3, this.ClientSize.Height - 9, this.ClientSize.Width - 5, 7);
ColorBox(10, 10, this.ClientSize.Width-10, 40, 2, true, false, Color.Gainsboro);
g.FillRectangle(new SolidBrush(Color.Gainsboro), mineCountControl1.Right, 12, faceControl1.Left - mineCountControl1.Right, 27);
g.FillRectangle(new SolidBrush(Color.Gainsboro), faceControl1.Right, 12, timerControl1.Left - faceControl1.Right , 27);
ColorBox(10, 50, this.ClientSize.Width-10, this.ClientSize.Height-10, 3, true, false, Color.Gainsboro);
ReDraw( this.MToAT(e.ClipRectangle.Left, e.ClipRectangle.Top), this.MToAT(e.ClipRectangle.Right, e.ClipRectangle.Bottom) );
}
protected override void OnMouseDown(MouseEventArgs e)
{
Point p;
try
{
p = MToA(e.X, e.Y);
}
catch
{
return;
}
if(Turn[p.Y, p.X] == -1 || GameStartMark == false)//方格被翻开或游戏结束
{
return;
}
timerControl1.Start();
switch(e.Button)
{
case MouseButtons.Left:
faceControl1.faceState = FaceControl.FaceState.Startle;
if(Turn[p.Y, p.X] != 1 )//未插红旗
{
DrawMine( p.X, p.Y, -4);
//记录鼠标单击时按下的方格
MP.X = p.X; MP.Y = p.Y;
}
break;
case MouseButtons.Right:
if(Turn[p.Y, p.X] == 0)//未插红旗则插入红旗
{
Turn[p.Y, p.X] = 1;
mineCountControl1.mineCount --;
}
else
{
Turn[p.Y, p.X] = 0;
mineCountControl1.mineCount ++;
}
ReDraw(p, p);
break;
}
}
protected override void OnMouseUp(MouseEventArgs e)
{
Point p;
try
{
p = MToA(e.X, e.Y);
}
catch
{
if(InBox(new System.Drawing.Rectangle(0, 0, BoardWidth - 1, BoardHeight - 1), MP) == true) ReDraw(MP, MP);
faceControl1.faceState = FaceControl.FaceState.Up;
return;
}
if(GameStartMark == false)//如果游戏结束
{
return;
}
switch(e.Button)
{
case MouseButtons.Left:
if(MP.X == p.X && MP.Y == p.Y && Turn[p.Y, p.X] != 1)//未插红旗
{
if(Turn[p.Y, p.X] != -1 )//未被翻开
{
if(Mine[p.Y, p.X] == 0)//如果这个位置周围没有地雷
{
ClearBoardMine(p.X, p.Y);//自动清除无雷区
}
else
{
Turn[p.Y, p.X] = -1;
if(Mine[p.Y, p.X] == -1)//碰到地雷
{
timerControl1.Stop();
Mine[p.Y, p.X] = -2;
//游戏结束
for(int i=0; i< BoardHeight; i++)
{
for(int j=0; j< BoardWidth; j++)
{
Turn[i, j] = -1;
}
}
ReDraw(new Point(0, 0), new Point(BoardWidth-1, BoardHeight-1) );
faceControl1.faceState = FaceControl.FaceState.Die;
GameStartMark = false;
return;
}
ReDraw( p, p );
}
faceControl1.faceState = FaceControl.FaceState.Up;
//统计游戏结果
int tn=0;
for(int i=0; i< BoardHeight; i++)
{
for(int j=0;j< BoardWidth; j++)
{
if(Turn[i,j] == -1) tn++;
}
}
if(tn == (BoardWidth * BoardHeight - MineCount) )//胜利
{
timerControl1.Stop();
System.Windows.Forms.MessageBox.Show("恭喜您凯旋归来!","游戏结束");
ReStart();
}
}
}
else
{
if(InBox(new System.Drawing.Rectangle(0, 0, BoardWidth - 1, BoardHeight - 1), MP) == true) ReDraw(MP, MP);
faceControl1.faceState = FaceControl.FaceState.Up;
}
break;
}
}
//重画
private void ReDraw(Point p1, Point p2)
{
if(InBox(new Rectangle(0,0,BoardWidth-1,BoardHeight-1), p1) == false ||
InBox(new Rectangle(0,0,BoardWidth-1,BoardHeight-1), p2) == false) return;
System.Drawing.Graphics g = this.CreateGraphics();
for(int i = p1.Y; i <= p2.Y; i++)
{
for(int j = p1.X; j <= p2.X; j++)
{
switch( Turn[i, j] )
{
case 0://未动过
DrawMine(j, i, -3);
break;
case 1://插入红旗
DrawMine(j, i, -5);
break;
default:
DrawMine(j, i, Mine[i, j]);
break;
}
}
}
}
//重画
private void ReDraw()
{
System.Drawing.Graphics g = this.CreateGraphics();
System.Drawing.Rectangle rec = new Rectangle(0, 0, this.ClientRectangle.Right, this.ClientRectangle.Bottom);
OnPaint( new PaintEventArgs(g, rec) );
}
//重新开始
private void ReStart()
{
Reset(BoardWidth,BoardHeight,MineCount);
}
//以指定的行、列和地雷数量初始化,重新开始
private void Reset(int NWidth, int NHeight, uint NCount)
{
System.Random ran = new Random(System.DateTime.Now.Second + (int)System.DateTime.Now.Ticks);
BoardWidth = NWidth;
BoardHeight = NHeight;
Count = NCount;
Mine = new int[ NHeight, NWidth ];
Turn = new int[ NHeight, NWidth ];
//初始化地雷
for(int i=0; i< NHeight; i++)
{
for(int j=0; j< NWidth; j++)
{
Mine[i, j] = 0;
Turn[i,j] = 0;
}
}
//生成 N 颗地雷
for(int i = 0; i < NCount; i++)
{
int nx, ny;
do
{
nx = ran.Next(0, NWidth);
ny = ran.Next(0, NHeight);
}while(Mine[ ny, nx ] == -1);
Mine[ ny, nx ] = -1;
//描述雷区
for(int j = nx-1; j <= nx +1; j++)
{
for(int k=ny -1 ; k <= ny+1; k++)
{
if( (j >=0 && j < NWidth) && (k >=0 && k < NHeight) )
{
if(Mine[k, j] != -1) Mine[k, j] ++;
}
}
}
}
this.ClientSize = new System.Drawing.Size(26 + BoardWidth * 20, 66 + BoardHeight * 20);//设置窗体大小
GameStartMark = true;
mineCountControl1.Location = new Point(20, 13);
faceControl1.Location = new Point(this.ClientSize.Width / 2 - 10, 15);
timerControl1.Location = new Point(this.ClientSize.Width - 70, 13);
timerControl1.Clear();
ReDraw();
faceControl1.faceState = FaceControl.FaceState.Up;
}
//在指定位置画物件
private void DrawMine(int x, int y, int Value)
{
System.Drawing.Graphics g = this.CreateGraphics();
System.Drawing.Pen p = new Pen(Color.Black, 1);//确定画笔的颜色和粗细
System.Drawing.Color textColor = new Color();
x = 13 + x * 20;
y = 53 + y * 20;
switch(Value)
{
case -5://画红旗
ColorBox(x, y, x+ 19, y+ 19, 2, false, true, Color.Gainsboro);
g.DrawLine(p, x+8, y + 14, x + 12, y + 14);
g.FillPolygon(new SolidBrush(Color.Red),new Point[]{new Point(x+12, y + 11), new Point(x + 12, y + 2),new Point(x + 5, y + 7)});
p.Width = 2;
g.DrawLine(p, x+5, y + 16, x + 15, y + 16);
g.DrawLine(p, x+11, y + 11, x + 11, y + 14);
return;
case -4://画按下的区域
ColorBox(x, y, x+ 19, y+ 19, 2, true, true, Color.Gainsboro);
return;
case -3://画未按下的区域
ColorBox(x, y, x+ 19, y+ 19, 2, false, true, Color.Gainsboro);
return;
case -2://画爆炸的地雷
case -1://画未爆炸的地雷
g.DrawRectangle( new Pen(System.Drawing.Color.Gray, 2) , x + 1, y + 1, 19, 19);
g.FillRectangle( new SolidBrush( (Value == -2 )? Color.Red: Color.Gainsboro), x+2, y+2, 17, 17);
g.FillEllipse(new SolidBrush(Color.Black), x+4, y+4, 12,12);
g.DrawLine(p, x+4, y+4, x + 16, y + 16);
g.DrawLine(p, x+10, y+3, x + 10, y + 17);
g.DrawLine(p, x+15, y + 4, x + 4, y + 15);
g.DrawLine(p, x+3, y + 10, x + 18, y + 10);
g.FillEllipse(new SolidBrush(Color.White), x + 7, y + 7 , 3, 3);
return;
default:
//确定字体颜色
switch(Value)
{
case 0:
textColor = Color.Gainsboro;
break;
case 1:
textColor = Color.Blue;
break;
case 2:
textColor = Color.Green;
break;
case 3:
textColor = Color.Red;
break;
case 4:
textColor = Color.DarkBlue;
break;
case 5:
textColor = Color.DarkGreen;
break;
case 6:
textColor = Color.DarkRed;
break;
case 7:
textColor = Color.Fuchsia;
break;
case 8:
textColor = Color.Black;
break;
}
//显示周围的雷数
g.DrawRectangle( new Pen(System.Drawing.Color.Gray, 2) , x + 1, y + 1, 19, 19);
g.FillRectangle( new SolidBrush(Color.Gainsboro), x+2, y+2, 17, 17);
g.DrawString( Value.ToString(),this.Font, new System.Drawing.SolidBrush( textColor ), x+2, y-2);
return;
}
}
private void menuItem3_Click(object sender, System.EventArgs e)
{
ReStart();
}
private void menuItem4_Click(object sender, System.EventArgs e)
{
Reset(9, 9, 10);
}
private void menuItem6_Click(object sender, System.EventArgs e)
{
Reset(16, 16, 40);
}
private void menuItem7_Click(object sender, System.EventArgs e)
{
Reset(30, 16, 99);
}
private void menuItem13_Click(object sender, System.EventArgs e)
{
new Help().ShowDialog();
}
private void menuItem14_Click(object sender, System.EventArgs e)
{
new About().ShowDialog();
}
private void menuItem12_Click(object sender, System.EventArgs e)
{
Application.Exit();
}
}
}
扫雷这个游戏我以前用Turb C做过,Dos界面,图像效果很差。而且我整整做了三个星期。这回用VS.Net重做感觉不同了,窗口编程容易了许多,做出来的效果也好了很多,几乎和Windows的扫雷差不了多少。直到现在我才明白为什么C#被称为用于编写"下一代窗口服务",由于平易近人的图形界面极大的减轻了源代码编程的负担,VS.Net可以在较短周期内开发应用程序,所开发的程序又具有良好的可移植性。我想C#至关重要的各种要素就是下面这些吧:
简单
C#具有C++所没有的一个优势就是学习简单。该语言首要的目标就是简单。很多功能(还不如说是缺少了C++的一些功能)有助于C#全方位的简单。C#中,没有C++中流行的指针。在C++中,有::、.、和->操作符,它们用于名字空间、成员和引用。对于新手来说,操作符至今仍是学习的一道难关。C#弃用其它操作符,仅使用单个操作符 "."。现在一个程序员所需要理解的就是嵌套名字的注解了。C#使用统一的类型系统,屏弃了C++多变的类型系统。这种系统充许您把各种类型作为一个对象查看,它是一个原始类型还是一个full-blown 类。和其它编程语言相比,由于加框(boxing)和消框(unboxing)的机制,把简单类型当作对象处理并不能获得性能的改善。
现代
学习C#的努力是一笔大投资,因为C#是为编写NGWS 应用程序的主要语言而设计。我发现很多自己用C++可以实现或者很费力实现的功能,在C#中不过是一部分基本的功能而已。运行时NGWS提供了一个垃圾收集器,负责C#程序中的内存管理。因内存和应用程序都受到管理,所以很必要增强类型安全,以确保应用的稳定性。
异常处理是C#的主要功能。
对于现代的应用程序,安全是首要的,C#也不会例外。它提供了元数据语法,用于声明下述NGWS安全模式的能力和许可。
面向对象
不会预料一种新语言不支持面向对象的功能吧? C#当然支持所有关键的面向对象的概念,如封装、继承和多态性。完整的C#类模式构建在NGWS运行时的虚拟对象系统(VOS,Virtual Object System)的上层。对象模式只是基础的一部分,不再是编程语言的一部分。
所有的东西都封装在类中,包括事例成员(通过类的事例--对象可以访问)或都静态成员(通过数据类型)。这些使C#代码更加易读且有助于减少潜在的命名冲突。