我只需要获得一行的一部分 我可以从文件中读取内容,但是我只能读一行。 现在我只读了名字和分数。 这样出来
尼尔斯得分:9786
仅仅因为我想确保人们理解数字的含义。 请帮我。 现在我正在使用Visual Basic
Public Class Form17
Dim up As Integer = 0
Dim ms As Integer
Dim ts As Integer
Dim speed As Integer = 3
Dim picturebox(7) As PictureBox
Dim player As Boolean
Dim jk As Integer
Dim snelheid As Integer = 2
Dim punten As Integer = 0
Dim punts As String
Dim check As Integer
Dim playername As String
Dim highscores As Integer = 0
Private Sub Form17_KeyDown(sender As Object, e As KeyEventArgs) Handles Me.KeyDown
If e.KeyValue = Keys.Escape Then
Me.Close()
Form3.Show()
End If
If PictureBox4.Top >= 90 Then
If e.KeyValue = Keys.Space Or Keys.Up Then
speed = 3
up = True
Walk.Enabled = False
PictureBox4.Image = My.Resources.dino_spring
End If
End If
If PictureBox4.Top <= 76 Then
If e.KeyValue = Keys.Down Then
smooth_jump.Enabled = False
speed = 5
End If
End If
End Sub
Private Sub Form17_Load(sender As Object, e As EventArgs) Handles MyBase.Load
Dim sr As New System.IO.StreamReader("test.txt")
Dim sr2 As New System.IO.StreamReader("test.txt")
Dim i As Integer = 0
Dim curline As Integer = 0
Dim ran As Integer = 0
Dim rnd As Integer = 1
'komt een woord uit
Do Until sr.EndOfStream = True
sr.ReadLine()
i += 1
Loop
sr.Dispose()
sr.Close()
rnd = 1
ran = rnd * i
highscore.Text = "Best score: " & sr2.ReadLine()
punts = sr2.ReadLine()
i += 1
namelabel.Text = "Best player" & sr2.ReadLine()
playername = sr2.ReadLine()
'woord opslaan
TextBox1.Size = Me.Size
PictureBox1.Location = New Point(839, 140)
startplace()
Label2.Visible = False
Label3.Visible = False
Label4.Visible = False
Label5.Visible = False
Label6.Visible = False
Best_Score.Enabled = False
Spelers.Enabled = False
Cactus_plaatsen.Enabled = False
Grond_bewegen.Enabled = False
Punten_en_snelheid.Enabled = False
Walk.Enabled = False
smooth_jump.Enabled = False
End Sub
Private Sub Cactus_plaatsen_Tick(sender As Object, e As EventArgs) Handles Cactus_plaatsen.Tick
gameover()
movecactus()
End Sub
Private Sub Timer1_Tick(sender As Object, e As EventArgs) Handles Grond_bewegen.Tick
checkcactus()
PictureBox1.Left -= snelheid
PictureBox2.Left -= snelheid
PictureBox3.Left -= snelheid
If PictureBox3.Left <= -530 Then
PictureBox3.Left = 845
End If
If PictureBox1.Left <= -530 Then
PictureBox1.Left = 845
End If
If PictureBox2.Left <= -315 Then
PictureBox2.Left = 1060
End If
End Sub
Private Sub Spelers_Tick(sender As Object, e As EventArgs) Handles Spelers.Tick
If up = False Then
ts += 1
PictureBox4.Top += speed
If ts = 35 Then
up = Nothing
End If
End If
If up = True Then
ms += 1
If ms = 35 Then
ms = 0
up = False
End If
End If
If up = True Then
PictureBox4.Top -= speed
End If
If up = Nothing Then
End If
If PictureBox4.Top >= 92 Then
speed = 0
PictureBox4.Top = 92
Walk.Enabled = True
End If
If speed = 0 Then
smooth_jump.Enabled = True
End If
End Sub
Private Sub createarray()
picturebox(0) = PictureBox5
picturebox(1) = PictureBox6
picturebox(2) = PictureBox7
picturebox(3) = PictureBox8
picturebox(4) = PictureBox9
End Sub
Private Sub gameover()
For i = 0 To 7
If PictureBox4.Bounds.IntersectsWith(Label2.Bounds) Then
tried()
Label2.Left = -10
End If
If PictureBox4.Bounds.IntersectsWith(Label3.Bounds) Then
tried()
Label3.Left = -10
End If
If PictureBox4.Bounds.IntersectsWith(Label4.Bounds) Then
tried()
Label4.Left = -10
End If
If PictureBox4.Bounds.IntersectsWith(Label5.Bounds) Then
tried()
Label5.Left = -10
End If
If PictureBox4.Bounds.IntersectsWith(Label6.Bounds) Then
tried()
Label6.Left = -10
End If
Next
End Sub
Private Sub deadmsg()
Spelers.Enabled = False
Cactus_plaatsen.Enabled = False
Grond_bewegen.Enabled = False
Punten_en_snelheid.Enabled = False
Walk.Enabled = False
MsgBox("GAME OVER")
Form3.Show()
Me.Close()
End Sub
Private Sub tekstt()
Dim name As String = TextBox1.Text
Dim score As String = Label1.Text
Using objreader As New System.IO.StreamWriter("test.txt", True)
objreader.WriteLine(name)
objreader.WriteLine(score)
End Using
End Sub
Private Sub movecactus()
PictureBox5.Left -= snelheid
PictureBox6.Left -= snelheid
PictureBox7.Left -= snelheid
PictureBox8.Left -= snelheid
PictureBox9.Left -= snelheid
Label2.Left -= snelheid
Label3.Left -= snelheid
Label4.Left -= snelheid
Label5.Left -= snelheid
Label6.Left -= snelheid
End Sub
Private Sub checkcactus()
For i = 2 To 6
If snelheid = i Then
If PictureBox5.Left <= -100 Then
PictureBox5.Left= 2100
Label2.Left= PictureBox5.Left + 10
End If
If PictureBox6.Left <= -100 Then
PictureBox6.Left = 2100
Label3.Left = PictureBox6.Left + 10
End If
If PictureBox7.Left <= -100 Then
PictureBox7.Left = 2100
Label4.Left = PictureBox7.Left + 10
End If
If PictureBox8.Left <= -100 Then
PictureBox8.Left = 2100
Label5.Left = PictureBox8.Left + 10
End If
If PictureBox9.Left <= -100 Then
PictureBox9.Left = 2100
Label6.Left = PictureBox9.Left + 10
End If
End If
Next
End Sub
Private Sub startplace()
PictureBox5.Location = New Point(1750, 112)
PictureBox6.Location = New Point(350, 112)
PictureBox7.Location = New Point(700, 112)
PictureBox8.Location = New Point(1050, 112)
PictureBox9.Location = New Point(1400, 112)
Label2.Location = New Point(1760, 118)
Label3.Location = New Point(360, 118)
Label4.Location = New Point(710, 118)
Label5.Location = New Point(1060, 118)
Label6.Location = New Point(1410, 118)
End Sub
Private Sub Walk_Tick(sender As Object, e As EventArgs) Handles Walk.Tick
jk += 1
If jk = 5 Then
PictureBox4.Image = My.Resources.dino_links
End If
If jk = 10 Then
PictureBox4.Image = My.Resources.dino_rechts
jk = 0
End If
End Sub
Private Sub Punten_en_snelheid_Tick(sender As Object, e As EventArgs) Handles Punten_en_snelheid.Tick
punten += 1
If punten = 5 Then
punten = 0
punts += 1
check += 1
Label1.Text = "Score: " & punts
End If
If check = 200 Then
check = 0
snelheid += 1
If snelheid = 5 Then
snelheid = 4
End If
End If
End Sub
Private Sub Smooth_jump_Tick(sender As Object, e As EventArgs) Handles smooth_jump.Tick
If PictureBox4.Top <= 50 Then
speed = 3
End If
If PictureBox4.Top <= 20 Then
speed = 1
End If
End Sub
Private Sub tried()
Dim top As String = TextBox1.Text
If punts > highscores Then
Using My.Computer.FileSystem.OpenTextFileWriter("test.txt", False)
End Using
tekstt()
deadmsg()
End If
End Sub
Private Sub TextBox1_KeyPress(sender As Object, e As KeyPressEventArgs) Handles TextBox1.KeyPress
If Asc(e.KeyChar) = 13 Then
TextBox1.Hide()
TextBox1.Visible = False
Spelers.Enabled = True
Cactus_plaatsen.Enabled = True
Grond_bewegen.Enabled = True
Punten_en_snelheid.Enabled = True
Walk.Enabled = True
smooth_jump.Enabled = True
End If
If Asc(e.KeyChar) = 27 Then
TextBox1.Text = ""
End If
End Sub
Private Sub TextBox1_KeyDown(sender As Object, e As KeyEventArgs) Handles TextBox1.KeyDown
If e.KeyValue = Keys.Escape Then
Me.Close()
Form3.Show()
End If
If PictureBox4.Top >= 90 Then
If e.KeyValue = Keys.Space Or Keys.Up Then
speed = 3
up = True
Walk.Enabled = False
PictureBox4.Image = My.Resources.dino_spring
End If
End If
If PictureBox4.Top <= 76 Then
If e.KeyValue = Keys.Down Then
smooth_jump.Enabled = False
speed = 5
End If
End If
End Sub
End Class