Class TForm2c4 (unit Unit2c4) |
Inherits from
TForm
procedure BtnColorClick(Sender: TObject);
set the tag and the caption of the button according to their previous value
procedure BtnInfoClick(Sender: TObject);
drop a coin (and let the CPU react
procedure BtnNewClick(Sender: TObject);
adapt the Hint according to the Position
procedure BtnPlayerClick(Sender: TObject);
start a new game
procedure FormCreate(Sender: TObject);
CPU can make a line of 3 coins
procedure ImageFieldMouseDown(Sender: TObject; Button: TMouseButton;
Shift: TShiftState; X, Y: Integer);
change the focus rectangle
procedure ImageFieldMouseMove(Sender: TObject; Shift: TShiftState; X,
Y: Integer);
start a new game
procedure ScrollLevelChange(Sender: TObject);
set the tag, caption and color of the button according to their previous value
procedure CoinAni(Col: Byte);
procedure FieldCheck(Col: Byte);
check dropped coin for a line
function FieldDirection(Col, Row, ColorCheck: Byte; OffsetX, OffsetY: ShortInt;
var FoundLine: array of TPoint): Byte;
give the control to P1
procedure FieldFocus(Col: Byte);
disable the playing field for input
procedure FieldInit;
draw a new one
function FieldRow(Col: Byte): Byte;
return the length of the found line
procedure FieldTagFill;
let the CPU drop a coin
procedure FieldTransfer(Col, Row, Value: Byte);
indicate that a cell in the row is true
procedure KeyMessage(var Msg: TMsg; var Handled: Boolean);
transfer a slot from the source image to the playing field
procedure PlayerChange;
they can't be used to tab between buttons, only to play the game
function PlayerCheck(Col, Row: Byte): Byte;
return the row
procedure PlayerCoin;
update the part of the Image that has been altered
procedure PlayerCPU;
let the CPU play
BevelImage : TBevel;
BtnColor : TBitBtn;
BtnInfo : TBitBtn;
BtnNew : TBitBtn;
BtnPlayer : TBitBtn;
CheckPlayer : TCheckBox;
ImageCount : TImage;
ImageField : TImage;
ImageSource : TImage;
ScrollLevel : TScrollBar;
procedure BtnColorClick(Sender: TObject);
set the tag and the caption of the button according to their previous value
procedure BtnInfoClick(Sender: TObject);
drop a coin (and let the CPU react
procedure BtnNewClick(Sender: TObject);
adapt the Hint according to the Position
procedure BtnPlayerClick(Sender: TObject);
start a new game
procedure FormCreate(Sender: TObject);
CPU can make a line of 3 coins
procedure ImageFieldMouseDown(Sender: TObject; Button: TMouseButton;
Shift: TShiftState; X, Y: Integer);
change the focus rectangle
procedure ImageFieldMouseMove(Sender: TObject; Shift: TShiftState; X,
Y: Integer);
start a new game
procedure ScrollLevelChange(Sender: TObject);
set the tag, caption and color of the button according to their previous value
procedure CoinAni(Col: Byte);
procedure FieldCheck(Col: Byte);
check dropped coin for a line
function FieldDirection(Col, Row, ColorCheck: Byte; OffsetX, OffsetY: ShortInt;
var FoundLine: array of TPoint): Byte;
give the control to P1
procedure FieldFocus(Col: Byte);
disable the playing field for input
procedure FieldInit;
draw a new one
function FieldRow(Col: Byte): Byte;
return the length of the found line
procedure FieldTagFill;
let the CPU drop a coin
procedure FieldTransfer(Col, Row, Value: Byte);
indicate that a cell in the row is true
procedure KeyMessage(var Msg: TMsg; var Handled: Boolean);
transfer a slot from the source image to the playing field
procedure PlayerChange;
they can't be used to tab between buttons, only to play the game
function PlayerCheck(Col, Row: Byte): Byte;
return the row
procedure PlayerCoin;
update the part of the Image that has been altered
procedure PlayerCPU;
let the CPU play
BevelImage : TBevel;
BtnColor : TBitBtn;
BtnInfo : TBitBtn;
BtnNew : TBitBtn;
BtnPlayer : TBitBtn;
CheckPlayer : TCheckBox;
ImageCount : TImage;
ImageField : TImage;
ImageSource : TImage;
ScrollLevel : TScrollBar;