Added Splash, small fix, still throws AccessException

This commit is contained in:
CreepyCrafter24 2019-08-27 17:44:31 +02:00
parent 38dba40af1
commit ca18f8e564
8 changed files with 18511 additions and 39 deletions

View File

@ -118,6 +118,7 @@ namespace LaptopSimulator2015
}
levels = levels.OrderBy(lv => lv.LevelNumber).ToList();
mode = Mode.mainMenu;
Program.splash.Close();
}
static Assembly AssemblyResolveHandler(object source, ResolveEventArgs e) => Assembly.LoadFrom(e.Name);
@ -316,7 +317,7 @@ namespace LaptopSimulator2015
g.DrawString(s, new Font(new string[] { "Arial", "Consolas", "Verdena" }[rnd.Next(3)], fontSize), new SolidBrush(Color.FromArgb(tmpR, tmpG, Math.Max(0, 200 - tmpR - tmpG))), new PointF(5, y));
g.ResetTransform();
}
g.FillRectangle(new HatchBrush((HatchStyle)rnd.Next(Enum.GetValues(typeof(HatchStyle)).Length), Color.FromArgb(rnd.Next(10, 50), rnd.Next(180, 255), rnd.Next(180, 255), rnd.Next(180, 255)), Color.FromArgb(rnd.Next(10, 50), rnd.Next(180, 255), rnd.Next(180, 255), rnd.Next(180, 255))), new Rectangle(0, 0, 175, 60));
g.FillRectangle(new HatchBrush((HatchStyle)rnd.Next(53), Color.FromArgb(rnd.Next(10, 50), rnd.Next(180, 255), rnd.Next(180, 255), rnd.Next(180, 255)), Color.FromArgb(rnd.Next(10, 50), rnd.Next(180, 255), rnd.Next(180, 255), rnd.Next(180, 255))), new Rectangle(0, 0, 175, 60));
}
captchaBox.Text = "";
}

View File

@ -67,6 +67,12 @@
<DependentUpon>Settings.settings</DependentUpon>
</Compile>
<Compile Include="Settings.cs" />
<Compile Include="Splash.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="Splash.Designer.cs">
<DependentUpon>Splash.cs</DependentUpon>
</Compile>
<Compile Include="strings.de.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
@ -89,6 +95,9 @@
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
<EmbeddedResource Include="Splash.resx">
<DependentUpon>Splash.cs</DependentUpon>
</EmbeddedResource>
<EmbeddedResource Include="strings.de.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>strings.de.Designer.cs</LastGenOutput>
@ -117,19 +126,19 @@
</ProjectReference>
</ItemGroup>
<ItemGroup>
<None Include="Resources\Cryengine.png" />
<EmbeddedResource Include="Resources\Cryengine.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\GameMaker.png" />
<EmbeddedResource Include="Resources\GameMaker.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\Godot.png" />
<EmbeddedResource Include="Resources\Godot.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\Unity.png" />
<EmbeddedResource Include="Resources\Unity.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\Unreal.png" />
<EmbeddedResource Include="Resources\Unreal.png" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>

View File

@ -1,4 +1,6 @@
using System;
using LaptopSimulator2015.Properties;
using System;
using System.Drawing;
using System.IO;
#if !DEBUG
using System.Runtime.InteropServices;
@ -11,6 +13,7 @@ namespace LaptopSimulator2015
{
class Program
{
public static Splash splash;
static void Main(string[] args)
{
#if !DEBUG
@ -19,6 +22,9 @@ namespace LaptopSimulator2015
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Console.Title = "LaptopSimulator2015";
splash = new Splash();
splash.Show();
Thread.Sleep(2000);
#if DEBUG
FileStream filestream = new FileStream(".log", FileMode.Create);
StreamWriter streamwriter = new StreamWriter(filestream);

View File

@ -1,10 +1,10 @@
//------------------------------------------------------------------------------
// <auto-generated>
// Dieser Code wurde von einem Tool generiert.
// Laufzeitversion:4.0.30319.42000
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Änderungen an dieser Datei können falsches Verhalten verursachen und gehen verloren, wenn
// der Code erneut generiert wird.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
@ -13,12 +13,12 @@ namespace LaptopSimulator2015.Properties {
/// <summary>
/// Eine stark typisierte Ressourcenklasse zum Suchen von lokalisierten Zeichenfolgen usw.
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// Diese Klasse wurde von der StronglyTypedResourceBuilder automatisch generiert
// -Klasse über ein Tool wie ResGen oder Visual Studio automatisch generiert.
// Um einen Member hinzuzufügen oder zu entfernen, bearbeiten Sie die .ResX-Datei und führen dann ResGen
// mit der /str-Option erneut aus, oder Sie erstellen Ihr VS-Projekt neu.
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "16.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
@ -33,7 +33,7 @@ namespace LaptopSimulator2015.Properties {
}
/// <summary>
/// Gibt die zwischengespeicherte ResourceManager-Instanz zurück, die von dieser Klasse verwendet wird.
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
@ -47,8 +47,8 @@ namespace LaptopSimulator2015.Properties {
}
/// <summary>
/// Überschreibt die CurrentUICulture-Eigenschaft des aktuellen Threads für alle
/// Ressourcenzuordnungen, die diese stark typisierte Ressourcenklasse verwenden.
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
@ -61,7 +61,7 @@ namespace LaptopSimulator2015.Properties {
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap Cryengine {
get {
@ -71,7 +71,7 @@ namespace LaptopSimulator2015.Properties {
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.IO.UnmanagedMemoryStream ähnlich wie System.IO.MemoryStream.
/// Looks up a localized resource of type System.IO.UnmanagedMemoryStream similar to System.IO.MemoryStream.
/// </summary>
internal static System.IO.UnmanagedMemoryStream fans {
get {
@ -80,7 +80,7 @@ namespace LaptopSimulator2015.Properties {
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap GameMaker {
get {
@ -90,7 +90,7 @@ namespace LaptopSimulator2015.Properties {
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap Godot {
get {
@ -100,7 +100,7 @@ namespace LaptopSimulator2015.Properties {
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap pcoptimizerpro {
get {
@ -110,7 +110,7 @@ namespace LaptopSimulator2015.Properties {
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap Unity {
get {
@ -120,7 +120,7 @@ namespace LaptopSimulator2015.Properties {
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap Unreal {
get {

File diff suppressed because it is too large Load Diff

54
LaptopSimulator2015/Splash.Designer.cs generated Normal file
View File

@ -0,0 +1,54 @@
namespace LaptopSimulator2015
{
partial class Splash
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (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()
{
this.SuspendLayout();
//
// Splash
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Stretch;
this.ClientSize = new System.Drawing.Size(300, 300);
this.ControlBox = false;
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;
this.MaximizeBox = false;
this.MinimizeBox = false;
this.Name = "Splash";
this.ShowIcon = false;
this.ShowInTaskbar = false;
this.Text = "Splash";
this.WindowState = System.Windows.Forms.FormWindowState.Maximized;
this.ResumeLayout(false);
}
#endregion
}
}

View File

@ -0,0 +1,39 @@
using LaptopSimulator2015.Properties;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace LaptopSimulator2015
{
public partial class Splash : Form
{
public Splash()
{
InitializeComponent();
switch (new Random().Next(5))
{
case 0:
BackgroundImage = Resources.Cryengine;
break;
case 1:
BackgroundImage = Resources.GameMaker;
break;
case 2:
BackgroundImage = Resources.Godot;
break;
case 3:
BackgroundImage = Resources.Unity;
break;
default:
BackgroundImage = Resources.Unreal;
break;
}
}
}
}

View File

@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>