【发布时间】:2013-03-21 00:16:17
【问题描述】:
抱歉,代码太长了。在我正在设计的游戏中,我的代码从 checkbox.checked if 语句当前重复 5 次,每个复选框都被点击——每个复选框都等于游戏中玩家手中的一张牌。
我想知道的是,我能做些什么来让它变得更有活力。即 CardCheckBox1.Checked 对象/方法。如上所述,代码重复了 5 次,因为我有 5 个现有复选框。有没有办法将复选框放入数组或集合中,所以当我单击复选框并点击播放按钮时,它相当于点击 CardCheckBox2.checked = true、CardCheckBox2.checked = true 等。一旦我弄清楚如何为了使那部分动态化,我终于可以开始使其余代码动态化,因为我假设制作动态标签代码的过程与复选框等非常相似。
我吃过
Dim CardCheckBoxArray() As CheckBox = {CardCheckBox1, CardCheckBox2, CardCheckBox3, CardCheckBox4, CardCheckBox5}
在模块化级别、Form_Load 过程甚至 Play_Button 过程中发布,但我总是在 CardCheckBox(n).Checked 部分代码中出现空引用异常
If CardCheckBoxArray(0).Checked = True And Player1HandGroup(Number1).QuantityInteger > 0 Then
所以我不知道该去哪里。很长的一段代码是我的整个 PlayButton_Click 过程,除了其他 CardCheckBox if 语句。
Private Sub PlayButton_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles PlayButton.Click
Dim n As Integer
Dim WeaponDiscardInteger As Integer = 1
AtkPlayerDialog.ShowDialog()
'Code for choosing which player to attack
If AtkPlayerDialog.DialogResult = Windows.Forms.DialogResult.Cancel Then
n = 2
ElseIf AtkPlayerDialog.DialogResult = Windows.Forms.DialogResult.OK Then
n = 1
ElseIf AtkPlayerDialog.DialogResult = Windows.Forms.DialogResult.Abort Then
n = 3
ElseIf AtkPlayerDialog.DialogResult = Windows.Forms.DialogResult.Retry Then
n = 4
ElseIf AtkPlayerDialog.DialogResult = Windows.Forms.DialogResult.Ignore Then
n = 5
End If
'playing card 1
If CardCheckBox1.Checked = True And Player1HandGroup(Number1).QuantityInteger > 0 Then
'Subtract Hitpoints when damage is delt
Player1HandGroup(n).HitPoints -= Player1HandGroup(Number1).DamageInteger
HitPoints1.Text = Player1HandGroup(1).HitPoints.ToString
HitPoints2.Text = Player1HandGroup(2).HitPoints.ToString
HitPoints3.Text = Player1HandGroup(3).HitPoints.ToString
HitPoints4.Text = Player1HandGroup(4).HitPoints.ToString
HitPoints5.Text = Player1HandGroup(5).HitPoints.ToString
'When player plays hand, card quantity is removed from hand to discard pile.
Player1HandGroup(Number1).QuantityInteger -= 1
DiscardGroup(Number1).QuantityInteger += 1
'Shuffle Deck from Discard Pile if Deck is out of cards
Call DiscardPile()
'Reset Number Generator, unless weapon isn't discard
Number = (DeckGroup(Rnd.Next(0, DeckGroup.Count)).ID)
If DeckGroup(Number).QuantityInteger > 0 Then
'Grab New Card From Deck
DeckGroup(Number).QuantityInteger -= 1
Player1HandGroup(Number).QuantityInteger += 1
Card1Type = Player1HandGroup(Number).CardType
CardCheckBox1.Text = Player1HandGroup(Number).CardNameString
Number1 = Number
Else
Call PlayElse()
End If
【问题讨论】:
-
如果可以的话,提出一些建议,以使您的代码更易于管理...在
AtkPlayerDialog检查中使用Select Case;循环遍历PlayerHandGroup,而不是对索引进行硬编码。尝试在条件语句中使用AndAlso而不是And(以及OrElse而不是Else)。 -
我看不到 Select Case 如何缩短我的 AtkPlayer 对话框代码。无论如何,该部分工作正常。复选框和 play1handgroup 都必须为真——如果我把它短路,那么这两个结果就会是错误的......
-
不用担心,它们只是建议,所以请随意忽略。
Select Case将避免编写AtkPlayerDialog.DialogResult五次,并且更少的重复使得代码更易于维护。AndAlso不会短路,它确保两个语句都是正确的,但它比And好得多,因为如果第一个语句是错误的,它会避免执行第二个语句(如果你有If something IsNot Nothing AndAlso Something = "Whatever" then ...如果你有If something IsNot Nothing AndAlso Something = "Whatever" then ...你有And在这种情况下,如果something什么都没有,你会得到一个例外。