文件夹中找到即可使用,具体使用方法可以参考Demo LXFDrawBoardDelegate 返回需要添加的描述 - (NSString *)LXFDrawBoard:(LXFDrawBoard *)drawBoard...textForDescLabel:(UILabel *)descLabel; 当添加或修改描述时调用 - (void)LXFDrawBoard:(LXFDrawBoard *)drawBoard clickDescLabel
alone | 单独使用 Drawboard Drawboard 也可以单独使用作为画板,整体可以被导出为图片: <img id="root" src="https://upload-images.jianshu.io...(); 内部设计 fc-whiteboard 的内部组件级别,依次是 WhiteBoard, WhitePage, <em>Drawboard</em> 与 Marker,本节即介绍内部设计与实现。...Draw System | 绘制系统 绘制能力最初改造自 markerjs,在 <em>Drawboard</em> 中提供了基础的画板,即 boardCanvas 与 boardHolder,后续的所有 Marker...: WhitePage; // 归属的 <em>Drawboard</em> <em>drawboard</em>?...: <em>Drawboard</em>; // Marker 的属性发生变化后的回调 onChange: onSyncFunc = () => {}; // 其他属性 // ...
因为井字棋相对来说不算是一个复杂的游戏,所以流程就不多讲了,我首先做的是画棋盘、电脑和玩家的棋子、谁先落子等,下面通过代码来解释 : # 画棋盘的函数,传入一个放置棋子的列表 def drawBoard...') # 游戏开始的标志位,当游戏结束时变成False gameIsPlaying = True while gameIsPlaying : # 玩家先行 if turn == 'player' : drawBoard...gameIsPlaying = False # 否则则判断棋盘是否已满 else : if isBoardFull(theBoard) : drawBoard(theBoard) print("Tie"...) makeMove(theBoard, computerLetter, move) # 如果电脑落子获胜,则游戏结束 if isWinner(theBoard, computerLetter) : drawBoard...gameIsPlaying = False else : if isBoardFull(theBoard) : drawBoard(theBoard) print("Tie") break else :
创业公司Drawboard推VR控制笔,可减缓手写疲劳 近日,创业公司Drawboard推出VR控制笔Drawboard Pen,可缓解长时间在触屏上写字导致的手疲劳。
Test类 public class Test { public static void main(String[] args){ DrawBoard db...= new DrawBoard(); db.initFrame(); } } DrawBoard类 public class DrawBoard
numArr.push(num); } return numArr; } 每次调用在游戏区域的上方生成一个待往下滚动的游戏板,并将其黑色的部分的数字PUSH进locArr中 function drawBoard...gameZone.removeChild(boarda); drawBoard();//删除游戏区域的游戏板,并在最上方新生成一个。 ...=parseInt(boardb.style.top); if(bnowtop==595){ gameZone.removeChild(boardb); drawBoard...window.onload=function(){ drawBoard(); fall(); timer=setInterval('fall()',50); } 游戏扩展
j] = None else: board[i][j] = Square(orderID) 填充画布区域块 用月饼区域图填充对应位置 def drawBoard...steps += 1 lb["text"] = f"累计使用步数:{steps}" cv.delete('all') drawBoard...playGame() # 清除canvas画布上的内容 cv.delete('all') # 累计步数清零 lb["text"] = "累计使用步数:0" drawBoard...cv.bind("", mouseClick) cv.find cv.pack() b1.pack() playGame() drawBoard
The code is pretty standard: // define a method for struct type `gameState` func (state *gameState) drawBoard...Now we test our drawBoard function with a main function like this: func main() { state := gameState{...} state.board[0][1] = cross state.board[1][1] = circle state.drawBoard() } which yields: $ go run...When we are testing our drawBoard function, we modified the board field of gameState directly, but that...player to place a mark is: %v\n", state.whosNext()) // 1. draw the board onto the screen state.drawBoard
} }; class IconWindow:public Window { public: IconWindow(WindowImp*i):Window(i){} virtual void drawBoard...XWindowImp(); Window w(imp); w.drawText(); w.drawRect(); imp=new PMWindowImp(); IconWindow iw(imp); iw.drawBoard
image.png 3) 使用PointerEvent 这是这次的重点, 所以新开个项目写 源码地址: klren0312/drawboard: drawboard with pressure (...可以使用压感笔的画板 ) (github.com) 示例地址: https://klren0312.github.io/drawboard/ 注意点: 在移动端, 会出现触摸页面时, 产生页面滚动
● 黑方刚落下字:▲ 2,棋盘表示 利用专门画棋盘的9个拓展字符,可以在控制台上画出非常漂亮的棋盘 out函数用来画棋盘的一个格子,要么是表示棋盘的9个拓展字符,要么是表示棋子的4个拓展字符 DrawBoard...); s0 = s; int i, j; for (i = 0; i <= N + 1; i++)for (j = 0; j <= N + 1; j++)p[i][j] = 0;//以空格包围棋盘 DrawBoard...0; j <= N; j++) //取消上一个最新棋的标识 { if (i == row && j == col)continue; if (p[i][j] < 0)p[i][j] *= -1; } DrawBoard...tempp = AI3(tempp); p[i][j] = 0; if (tempp < keyp)keyp = tempp;//第二层取极小 } return keyp; } void AI() { DrawBoard...); s0 = s; int i, j; for (i = 0; i <= N + 1; i++)for (j = 0; j <= N + 1; j++)p[i][j] = 0;//以空格包围棋盘 DrawBoard
: board[i][j]=Square(orderID) def play_game(): global steps steps=0 init_board() def drawBoard...][c-1]=current_square steps+=1 label1["text"]=str(steps) cv.delete('all') drawBoard...return False return True def callBack2(): print("重新开始") play_game() cv.delete('all') drawBoard...",fg="red",width=20) label1.pack() cv.bind("<Button-1 ",mouseclick) cv.pack() b1.pack() play_game() drawBoard
drawBoard(mainBoard) drawInfo(mainBoard, playerTile, computerTile, turn) #...drawBoard(origBoard) drawBoard(board, transparency) pygame.display.update()...drawBoard(mainBoard) DISPLAYSURF.blit(winnerImg, WINNERRECT) pygame.display.update(...= None: drawBoard(board, {'x':tokenx - int(SPACESIZE / 2), 'y':tokeny - int(SPACESIZE /...DISPLAYSURF.fill(BGCOLOR) drawBoard(gameBoard) if firstSelectedGem !
mLineHeight), (int) (y / mLineHeight)); } protected void onDraw(Canvas canvas) { super.onDraw(canvas); drawBoard...blackPoint.y + (1 - ratioPieceOfLineHeight) / 2) * mLineHeight, null); } } /** * 画格子棋盘 */ private void drawBoard
setMeasuredDimension(PhoneWidth, PhoneWidth + mGridWidth+20); } @Override protected void onDraw(Canvas canvas) { drawBoard...Integer.toString(i+1), i * mGridWidth + tCX+ 20, startY + (mGridWidth - tCY) - y, mOptPaint); } } } private void drawBoard
(width, width); } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); // 绘制棋盘的网格 drawBoard.../ 2) * maxLineHeight; canvas.drawBitmap(mblackPiece, left, top, null); } } // 绘制棋盘的网线 private void drawBoard
然后程序调用drawBoard()根据我们传递给它的棋盘和“揭示方块”数据结构来绘制棋盘的当前状态。(这些代码行是绘制和更新屏幕的一部分。)...绘制整个棋盘 def drawBoard(board, revealed): # Draws all of the boxes in their covered or revealed state...由于coveredBoxes中的每个值都设置为False,因此这次调用drawBoard()最终将只绘制覆盖的白色框。...drawBoard(mainBoard, msg) 在主游戏循环中,slideTo变量将跟踪玩家想要滑动瓷砖的方向(在游戏循环的开始时它开始为None,稍后设置),msg变量跟踪在窗口顶部显示的字符串。...这将不会出现在屏幕上,直到调用drawBoard()将其绘制到DISPLAYSURF Surface 对象(在第 67 行执行)并调用pygame.display.update()将显示 Surface
X # or if/else expr self.degree = degree self.record = Record() self.makeWidgets = lambda: self.drawBoard...('Quit', 0, self.quit)]), ('Help', 0, [('About', 0, self.onAbout)])] def drawBoard
drawBoard(gameBoard) print('Score:', getScore(gameBoard)) playerMove = askForPlayerMove...makeMove(gameBoard, playerMove) addTwoToBoard(gameBoard) if isFull(gameBoard): drawBoard...newBoard[randomSpace] = 2 startingTwosPlaced = startingTwosPlaced + 1 return newBoard def drawBoard
= time.time() # drawing everything on the screen DISPLAYSURF.fill(BGCOLOR) drawBoard...pygame.draw.rect(DISPLAYSURF, LIGHTCOLORS[color], (pixelx + 1, pixely + 1, BOXSIZE - 4, BOXSIZE - 4)) def drawBoard...在屏幕上绘制一切 # drawing everything on the screen DISPLAYSURF.fill(BGCOLOR) drawBoard...将所有内容绘制到屏幕上 def drawBoard(board): # draw the border around the board pygame.draw.rect(DISPLAYSURF...x in range(BOARDWIDTH): for y in range(BOARDHEIGHT): drawBox(x, y, board[x][y]) drawBoard
领取专属 10元无门槛券
手把手带您无忧上云