A while back I made a brickbreaker game with out the bricks. Its a picturebox bouncing on the sides of the form and the whole goal is to keep it from hitting the bottom of the form. Now I'm fed up with that, I want to further myself by adding bricks that I can break and keep score. I have something I came up with, but it will only add 1 picturebox.
Dim pb As New PictureBox Dim locX As Integer = 75 Dim locY As Integer = 100
[Code].....
I did wrap a try/catch inside the do until. My plan is to add one row, then reset my locX, finally move to a different row(locY) and do the same thing.
I nedd to find a time saving way to controll multiple pictureboxes at once, sometimes 25-50 at once. They are numbered in consecutive order, PictureBox1, PictureBox2, ect. there are over 700 of them in this matrix. Is ther a shorter way of coding their hide, or show function? This is the only way I have to do it.
how to move 5 picture boxes at the same time. Like making them bounce on the walls of the form and each other.
Here is my Code
Public Class Form2 Dim xSpeed, ySpeed As Integer Dim iClicks As Integer
[Code]....
The problem is that the picture boxes do move but, they move at the same time. For example if Pb1 hits the left side of the form all of the other Picture Boxes will to.
I recently posted a problem with a game that I am making, I have worked on it but have become stuck. I am having trouble with creating an object from my class what I need to do is apply this class to multiple picture boxes so that I can have them moving on screen at the same time. I am unsure on whether or not I have set up the class correctly and am unsure on how to apply it to multiple picture boxes.
This is the class: Public Class enemycar Inherits PictureBox Private speed As Integer Private xposition As New Random [Code] .....
I create multiple dynamic pictureboxes and it are to many to add them all manually, is there a way I can e.g. use an integer which adds up every time a new picturebox is made. Then I want to add the same code to every picturebox. Now it creates the picturebox and moves it to the next spot and doesn't create a second. I am using this code if its helpfull:
Using the code below I can create multiple pictureboxes dynamically on a form. What I can't figure out how to do is determine when the user selects one by clicking on it. If I use mousedown events I have to hard code in the subroutine the name of the picturebox, which I don't know until the user selects it.
Private Sub AddNewPictureToolStripMenuItem_Click(ByVal sender As System.Object,
Is it possible to modify this section of code to select multiple instances of pictureboxes, so that I can drag them all together. At the moment I have to do one at a time, and when there's more than half a dozen, its a bit tedious. I've added the Control key to distinguish it from single drag'n'Drop, but.
'using Left mousebutton and Control to multi drag & drop e.Button = MouseButtons.Left And My.Computer.Keyboard.CtrlKeyDown Then newPictureBox = DirectCast(sender, PictureBox)
I wonder how you can make a picturebox selectable at runtime and also change the size and location during runtime?
Well I know how i can change the location of a picture box during runtime but that is only with a picturebox that is already defined in the form before runtime.
So I write an event for that particular Picturebox.
But now i want to do the same thing with a picturebox that a user can add during runtime and then the user should be able to select and move the picturebox.
So now i can't add code to the picturebox event so I wonder how you should do this. ( Maybe with reflection?)
And what if the user added 10 picture boxes and selects a certain picturebox. How do you make it possible that the picturebox the user clicks on is selected?
Should you store each picture box location on the Panel and then when the user clicks on a certain pixel in the panel where a certain picture box is it get's selected?
I have this code. credits to jmchiney. My goal is when I press a certain key, the picturebox corresponding to that key should be moved to a certain location. Exactly like in the text twist game.
I have a code running and doing what I want but It is only applicable for single letter. For example the word alabama. all letters without duplicates are placed properly but for letter a, only one letter a is being accepted and moved. that goes for all letters.
Here is the
Dim pb As New PictureBox Select Case (e.KeyChar) Case CChar(letterPicbox1.Tag)
[Code].....
Another one. when a certain letter is already placed to the location I set and once I press again the same letter, the location changes. What I want is when I already gave pictureboxA a location and then I press "a" which correspond to pictureboxA again it should be stationary and check if there are other letter "a" in my pictureboxes and move the next detected letter "a" to the next position. Like i said. just like text twist game.
I have a VB2005 project that displays 16 pictureboxes in a 4x4 grid which display CD album covers. In VB6 I could set up a control array i.e. picCD(0) to picCD(15), which made drawing the CD covers a snap. How do I accomplish this in VB2005?
It seems extremely cumbersome to have code like: If Len(path(0)) < 1 Then If Not IsNothing(PictureBox1.Image) Then PictureBox1.Image.Dispose() PictureBox1.Image = Nothing End If [Code] .....
I am developing an application with multiple picture boxes, each displaying a line graph. I want to be able to have a label following the mousepointer showing xy coordinates of the point. I also want to allow a user to zoom in on a specific picture box by double clicking on it. The code does what I want as written (changes backcolor so I know double click event fires) except moving the position of the label to follow the mouse pointer.
However if if uncomment the line in the MouseMoved sub: LB.Location = New Point(e.X, e.Y) Then the label moves as desired however the double click event no longer fires.
Public Class Form1 Dim PB As New PictureBox, LB As New Label Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load Me.Controls.Add(PB) With PB [Code] .....
If i place 20 different buttons on my form, how can i hide them using the for each function or any other function instead of writing the following for each button[code].;..
I've tried hiding one tabpage in the form and it was somehow successful. However, it was not the one i'm planning to do with my program. I don't know if there exists any code that could make the tabpages(two actually) automatically hide when the form loads and would only be visible after some passing some conditions.
I am creating a photo hunt game for grades 6-9 in summer camp. I want them to alter an image in paint then create two picture boxes. I want to put in ovals with no fill color to mark the differences in the picture but VB.net won't let me send the images behind the ovals.
I'm curious if it is possible to hide a group of text boxes from view in a form until a particular condition is met, and to have a custom set of text boxes for that condition. To give an example; I want radio buttons offering choices for a manner of searching records, the user selects one and then a specific set of text boxes are displayed for the user to utilize, if a different option is chosen a different set of text boxes will be shown. Is this something that can be done?
how to hide exe into task-manager in windows 7 using vb.net windows application?I want exe is hide into task-manager in windows 7 & windows vista machine using vb.net(windows application)
what i'm trying to do is make sort of a picturebox game. I have a picturebox name p1 that i got to move with the arrow keys on the keyboard. What I was tryna do next was to have it so that whenever I pressed the spacebar on that a new picturebox would be created, originate from p1's location and then go up 5 pixels at a time. so here's my code that i tried;
Dim Loc As Point Dim shot2 As New PictureBox If e.KeyCode = Windows.Forms.Keys.Space Then shot2.Visible = True
[code].....
I have that under the keydown event by the way. So even thou vb didnt have conflicts with my code. But when I press the spacebar nothing happens.
I want to create a chess table, and I've made one with a FlowLayoutPanel and 64 PictureBoxes but I have a little problem. After i add the PictureBoxes I hava a gap beetwen them and I don't want to have it, i've tried 2 posibilities but nothing, I will put an exemple from my code
Private Sub init_table() Dim color As Integer = 0 Dim boundX = 0
For counter As Integer = 0 To gamecontrol.unitlist.Count - 1 If gamecontrol.unitlist(counter).isAlive = True Then 'create picturebox if not already existing
i'm making a program and a need to put some pictureboxes in an array, when i try debugging it gives me an error, i can't figure out what its having trouble with :S
Public Class Form1 Dim itemArrayXO() As Color = {picXO1.BackColor, picXO2.BackColor} Public Sub XO_Check(ByVal x As Integer)
[Code].....
(you may notice there are only 2 pictures in there, thats because im trying to get it to work before i go typing it all out)
I am developing a Blackjack game in VB.Net using Visual Studio 2008. I have Picture boxes to display the players cards. The issue I have is that when the player chooses to hit , the third card stacks properly over the first two, but on the forth hit,the picturebox(which contains the forth card) appears under the third card. The same happens for the fourth , fifth, and sixth card . I have looked at the properties for the picturebox hoping there was some kind of index (similiar to zindex in css) to order the cards so they would would "stack" on top of one another but leaving the numbers of the cards visible, to no avail as I am here posting I have a screenie of the situation to better illuminate my struggle.
If you look at the picturebox with the 8 of diamonds card in it , everything is fine, but you will notice that the 10, 4, and 8 of clubs is underneath. I would like these cards to stack as the 4 of clubs, the 9 of diamonds and the 8 of diamond did.
I am haveing a big problem with object orientated programming I just can not seem to understand it fully I can use it for simple tasks but I am trying to use it to create enemys in my game that move automatically.I want to be able to put the moving logic in to a class and then apply it to as many pictureboxes that want in my game i also want the class to add enemys automatically. The enemys are cars and I have the moving logic but as I said am unable to figure out how to put it in a class and call it sucsesflly. If anyone could help me with this it would be very appriciated as this has been stressing me out for weeks.
i'm creating a game like text twist. that when i press letter a, i need to determine which picturebox contains letter a and display it to different location. that also goes to the proceeding letter a's. for example, i have a jumbled letters "aamba". in my code, it only gets the first letter a and removes it form the screen, it's nowhere to be found. and it won't recognize that i still have other letter a's i'm pretty sure about the location that i set it to be placed.here is my
(it's kind of brute force i think) ElseIf e.KeyChar = Chr(97) Then counter1 = 0[code].....
im doing a project in which im basically trying to make an etch-a-sketch style program.
I am using a 5x5 pixel picture box as the 'cursor' and have made the program so that i can move the picture box with the arrow keys. I am currently trying to work out how to make a trail of identical picture boxes (from an array of picture boxes) appear wherever the cursor has been using this code
Case Keys.Left CurrentLoc = New Point(PictureBox1.Location.X, PictureBox1.Location.Y) If Not PictureBox1.Location.X - 5 < 0 Then
[Code]....
Basically, im trying to make a trail by moving the original picturebox and the inserting an identical picturebox in the original's previous position. However, the new identical ones do not display