Added Splash, small fix, still throws AccessException
This commit is contained in:
parent
38dba40af1
commit
ca18f8e564
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@ -118,6 +118,7 @@ namespace LaptopSimulator2015
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}
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levels = levels.OrderBy(lv => lv.LevelNumber).ToList();
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mode = Mode.mainMenu;
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Program.splash.Close();
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}
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static Assembly AssemblyResolveHandler(object source, ResolveEventArgs e) => Assembly.LoadFrom(e.Name);
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@ -316,7 +317,7 @@ namespace LaptopSimulator2015
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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));
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g.ResetTransform();
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}
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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));
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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));
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}
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captchaBox.Text = "";
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}
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@ -67,6 +67,12 @@
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<DependentUpon>Settings.settings</DependentUpon>
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</Compile>
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<Compile Include="Settings.cs" />
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<Compile Include="Splash.cs">
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<SubType>Form</SubType>
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</Compile>
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<Compile Include="Splash.Designer.cs">
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<DependentUpon>Splash.cs</DependentUpon>
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</Compile>
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<Compile Include="strings.de.Designer.cs">
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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@ -89,6 +95,9 @@
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<Generator>ResXFileCodeGenerator</Generator>
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<LastGenOutput>Resources.Designer.cs</LastGenOutput>
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</EmbeddedResource>
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<EmbeddedResource Include="Splash.resx">
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<DependentUpon>Splash.cs</DependentUpon>
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</EmbeddedResource>
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<EmbeddedResource Include="strings.de.resx">
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<Generator>ResXFileCodeGenerator</Generator>
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<LastGenOutput>strings.de.Designer.cs</LastGenOutput>
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@ -117,19 +126,19 @@
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<None Include="Resources\Cryengine.png" />
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<EmbeddedResource Include="Resources\Cryengine.png" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Resources\GameMaker.png" />
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<EmbeddedResource Include="Resources\GameMaker.png" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Resources\Godot.png" />
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<EmbeddedResource Include="Resources\Godot.png" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Resources\Unity.png" />
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<EmbeddedResource Include="Resources\Unity.png" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Resources\Unreal.png" />
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<EmbeddedResource Include="Resources\Unreal.png" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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@ -1,4 +1,6 @@
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using System;
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using LaptopSimulator2015.Properties;
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using System;
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using System.Drawing;
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using System.IO;
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#if !DEBUG
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using System.Runtime.InteropServices;
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@ -11,6 +13,7 @@ namespace LaptopSimulator2015
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{
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class Program
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{
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public static Splash splash;
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static void Main(string[] args)
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{
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#if !DEBUG
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@ -19,6 +22,9 @@ namespace LaptopSimulator2015
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Application.EnableVisualStyles();
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Application.SetCompatibleTextRenderingDefault(false);
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Console.Title = "LaptopSimulator2015";
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splash = new Splash();
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splash.Show();
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Thread.Sleep(2000);
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#if DEBUG
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FileStream filestream = new FileStream(".log", FileMode.Create);
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StreamWriter streamwriter = new StreamWriter(filestream);
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@ -1,10 +1,10 @@
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//------------------------------------------------------------------------------
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// <auto-generated>
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// Dieser Code wurde von einem Tool generiert.
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// Laufzeitversion:4.0.30319.42000
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// This code was generated by a tool.
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// Runtime Version:4.0.30319.42000
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//
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// Änderungen an dieser Datei können falsches Verhalten verursachen und gehen verloren, wenn
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// der Code erneut generiert wird.
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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@ -13,12 +13,12 @@ namespace LaptopSimulator2015.Properties {
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/// <summary>
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/// Eine stark typisierte Ressourcenklasse zum Suchen von lokalisierten Zeichenfolgen usw.
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/// A strongly-typed resource class, for looking up localized strings, etc.
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/// </summary>
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// Diese Klasse wurde von der StronglyTypedResourceBuilder automatisch generiert
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// -Klasse über ein Tool wie ResGen oder Visual Studio automatisch generiert.
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// Um einen Member hinzuzufügen oder zu entfernen, bearbeiten Sie die .ResX-Datei und führen dann ResGen
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// mit der /str-Option erneut aus, oder Sie erstellen Ihr VS-Projekt neu.
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// This class was auto-generated by the StronglyTypedResourceBuilder
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// class via a tool like ResGen or Visual Studio.
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// To add or remove a member, edit your .ResX file then rerun ResGen
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// with the /str option, or rebuild your VS project.
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[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "16.0.0.0")]
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[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
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[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
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@ -33,7 +33,7 @@ namespace LaptopSimulator2015.Properties {
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}
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/// <summary>
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/// Gibt die zwischengespeicherte ResourceManager-Instanz zurück, die von dieser Klasse verwendet wird.
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/// Returns the cached ResourceManager instance used by this class.
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/// </summary>
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[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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internal static global::System.Resources.ResourceManager ResourceManager {
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@ -47,8 +47,8 @@ namespace LaptopSimulator2015.Properties {
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}
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/// <summary>
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/// Überschreibt die CurrentUICulture-Eigenschaft des aktuellen Threads für alle
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/// Ressourcenzuordnungen, die diese stark typisierte Ressourcenklasse verwenden.
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/// Overrides the current thread's CurrentUICulture property for all
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/// resource lookups using this strongly typed resource class.
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/// </summary>
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[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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internal static global::System.Globalization.CultureInfo Culture {
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@ -61,7 +61,7 @@ namespace LaptopSimulator2015.Properties {
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}
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/// <summary>
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/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
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/// Looks up a localized resource of type System.Drawing.Bitmap.
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/// </summary>
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internal static System.Drawing.Bitmap Cryengine {
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get {
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@ -71,7 +71,7 @@ namespace LaptopSimulator2015.Properties {
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}
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/// <summary>
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/// Sucht eine lokalisierte Ressource vom Typ System.IO.UnmanagedMemoryStream ähnlich wie System.IO.MemoryStream.
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/// Looks up a localized resource of type System.IO.UnmanagedMemoryStream similar to System.IO.MemoryStream.
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/// </summary>
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internal static System.IO.UnmanagedMemoryStream fans {
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get {
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@ -80,7 +80,7 @@ namespace LaptopSimulator2015.Properties {
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}
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/// <summary>
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/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
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/// Looks up a localized resource of type System.Drawing.Bitmap.
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/// </summary>
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internal static System.Drawing.Bitmap GameMaker {
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get {
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@ -90,7 +90,7 @@ namespace LaptopSimulator2015.Properties {
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}
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/// <summary>
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/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
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/// Looks up a localized resource of type System.Drawing.Bitmap.
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/// </summary>
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internal static System.Drawing.Bitmap Godot {
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get {
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@ -100,7 +100,7 @@ namespace LaptopSimulator2015.Properties {
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}
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/// <summary>
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/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
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/// Looks up a localized resource of type System.Drawing.Bitmap.
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/// </summary>
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internal static System.Drawing.Bitmap pcoptimizerpro {
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get {
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@ -110,7 +110,7 @@ namespace LaptopSimulator2015.Properties {
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}
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/// <summary>
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/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
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/// Looks up a localized resource of type System.Drawing.Bitmap.
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/// </summary>
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internal static System.Drawing.Bitmap Unity {
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get {
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@ -120,7 +120,7 @@ namespace LaptopSimulator2015.Properties {
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}
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/// <summary>
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/// Sucht eine lokalisierte Ressource vom Typ System.Drawing.Bitmap.
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/// Looks up a localized resource of type System.Drawing.Bitmap.
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/// </summary>
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internal static System.Drawing.Bitmap Unreal {
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get {
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File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,54 @@
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namespace LaptopSimulator2015
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{
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partial class Splash
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Windows Form Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent()
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{
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this.SuspendLayout();
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//
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// Splash
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//
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this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
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this.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Stretch;
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this.ClientSize = new System.Drawing.Size(300, 300);
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this.ControlBox = false;
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this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;
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this.MaximizeBox = false;
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this.MinimizeBox = false;
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this.Name = "Splash";
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this.ShowIcon = false;
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this.ShowInTaskbar = false;
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this.Text = "Splash";
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this.WindowState = System.Windows.Forms.FormWindowState.Maximized;
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this.ResumeLayout(false);
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}
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#endregion
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}
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}
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@ -0,0 +1,39 @@
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using LaptopSimulator2015.Properties;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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namespace LaptopSimulator2015
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{
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public partial class Splash : Form
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{
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public Splash()
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{
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InitializeComponent();
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switch (new Random().Next(5))
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{
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case 0:
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BackgroundImage = Resources.Cryengine;
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break;
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case 1:
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BackgroundImage = Resources.GameMaker;
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break;
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case 2:
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BackgroundImage = Resources.Godot;
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break;
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case 3:
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BackgroundImage = Resources.Unity;
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break;
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default:
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BackgroundImage = Resources.Unreal;
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break;
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}
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}
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}
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}
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@ -0,0 +1,120 @@
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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||||
mimetype: application/x-microsoft.net.object.binary.base64
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||||
value : The object must be serialized with
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||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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||||
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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||||
: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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||||
-->
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||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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||||
</root>
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Reference in New Issue