TUTORIAL GAME PUZZLE
KOMPONEN TOOLBOX :
NO
|
KOMPONEN
|
PROPERTIS
|
KETERANGAN
|
1
|
FORM
|
NAME
TEXT
|
FORM1
|
2
|
LABEL 1
|
NAME
TEXT
|
LABEL1
SILAHKAN KLIK DISINI UNTUK BERMAIN PUZZLE
|
3
|
BUTTON1
|
NAME
TEXT
|
BUTTON
MAIN
|
KOMPONEN
TOOLBOX :
NO
|
KOMPONEN
|
PROPERTIS
|
KETERANGAN
|
1
|
FORM
|
NAME
TEXT
|
FORM1
PUZZLE
|
2
|
BUTTON1
|
NAME
TEXT
|
BUTTON1
1
|
3
|
BUTTON2
|
NAME
TEXT
|
BUTTON2
2
|
4
|
BUTTON3
|
NAME
TEXT
|
BUTTON3
3
|
5
|
BUTTON4
|
NAME
TEXT
|
BUTTON4
4
|
6
|
BUTTON5
|
NAME
TEXT
|
BUTTON5
5
|
7
|
BUTTON6
|
NAME
TEXT
|
BUTTON6
6
|
8
|
BUTTON7
|
NAME
TEXT
|
BUTTON7
7
|
9
|
BUTTON8
|
NAME
TEXT
|
BUTTON8
8
|
10
|
BUTTON9
|
NAME
TEXT
|
BUTTON9
|
11
|
BUTTON10
|
NAME
TEXT
|
BUTTON10
ACAK
|
12
|
BUTTON11
|
NAME
TEXT
|
BUTTON11
STOP
|
13
|
BUTTON12
|
NAME
TEXT
|
BUTTON12
EXIT
|
14
|
BUTTON13
|
NAME
TEXT
|
BUTTON13
RESTART
|
15
|
LABEL1
|
NAME
TEXT
|
LABEL1
TIME :
|
16
|
LABEL2
|
NAME
TEXT
|
LABEL2
MINUTES
|
17
|
LABEL3
|
NAME
TEXT
|
LABEL3
TIME
LEFT :
|
18
|
LABEL4
|
NAME
TEXT
|
LABEL4
|
19
|
TEXTBOX1
|
NAME
TEXT
|
TEXTBOX1
|
20
|
TIMER1
|
NAME
TEXT
|
TIMER1
|
21
|
TIMER2
|
NAME
TEXT
|
TIMER2
|
ANALISIS
LISTING :
Public Class Form1
Private Sub
Button1_Click(ByVal sender As System.Object, ByVal
e As System.EventArgs) Handles
Button1.Click
Form2.Show()
Me.Hide()
BackColor = Color.AntiqueWhite
End Sub
Tombol untuk pindah ke form
berikutnya dengan menghilangkan form sebeumnya
Memberi warna pada form 2
End Class
Public Class Form2
Dim smt As
String
Dim acak As
Integer
Dim gambar As
Object
Dim timeleft As
TimeSpan
Dim starttime As
DateTime
Dim ttlMins As
Integer
Untuk mendeklarasikan
Private Sub
Button10_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles
Button10.Click
Timer1.Enabled = True
acak = Rnd() * 10
End Sub
Mengaktifkan timer dan
mengacak puzzle
Private Sub
Button11_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles
Button11.Click
Timer1.Enabled = False
Button11.Enabled = False
Button12.Enabled = True
Timer2.Interval = 1000
Timer2.Enabled = True
ttlMins = Integer.Parse(TextBox1.Text)
starttime = Now.AddMinutes(ttlMins)
timeleft = starttime.Subtract(Now)
Label4.Text = Format(timeleft.Minutes, "#0") & "
Mins" & " " & Format(timeleft.Seconds, "00") & "
Secs"
End Sub
Memberhentikan puzzle yang di
acak serta mengaktifkan timer
Private Sub
Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles
Button1.Click
If
Button2.Text = "" Then
gambar = Button1.BackgroundImage
Button1.BackgroundImage =
Button2.BackgroundImage
Button2.BackgroundImage = gambar
smt = Button1.Text
Button1.Text = Button2.Text
Button2.Text = smt
ElseIf
Button4.Text = "" Then
gambar = Button1.BackgroundImage
Button1.BackgroundImage =
Button4.BackgroundImage
Button4.BackgroundImage = gambar
smt = Button1.Text
Button1.Text = Button4.Text
Button4.Text = smt
End If
Memberi perinth untuk
memindahkan puzzle pada button1
If
Button1.Text = "1" And Button2.Text = "2"
And Button3.Text = "3"
And Button4.Text = "4"
And Button5.Text = "5"
And Button6.Text = "6"
And Button7.Text = "7"
And Button8.Text = "8"
And Button9.Text = ""
Then
MsgBox("SELAMAT")
End If
End Sub
Memberi msgbox ketika kita
bisa menyusun dengan benar dan urut yang bertuliskan “SELAMAT”
Private Sub
Button2_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles
Button2.Click
If
Button1.Text = "" Then
gambar = Button2.BackgroundImage
Button2.BackgroundImage =
Button2.BackgroundImage
Button1.BackgroundImage = gambar
smt = Button2.Text
Button2.Text = Button1.Text
Button1.Text = smt
ElseIf
Button3.Text = "" Then
gambar = Button2.BackgroundImage
Button2.BackgroundImage =
Button3.BackgroundImage
Button3.BackgroundImage = gambar
smt = Button2.Text
Button2.Text = Button3.Text
Button3.Text = smt
ElseIf
Button5.Text = "" Then
gambar = Button5.BackgroundImage
Button5.BackgroundImage =
Button2.BackgroundImage
Button2.BackgroundImage = gambar
smt = Button5.Text
Button5.Text = Button2.Text
Button2.Text = smt
Memberi perinth untuk
memindahkan puzzle pada button2
End If
If
Button1.Text = "1" And Button2.Text = "2"
And Button3.Text = "3"
And Button4.Text = "4"
And Button5.Text = "5"
And Button6.Text = "6"
And Button7.Text = "7"
And Button8.Text = "8"
And Button9.Text = ""
Then
MsgBox("SELAMAT")
End If
End Sub
Memberi msgbox ketika kita
bisa menyusun dengan benar dan urut bertuliska “SELAMAT”
Private Sub
Button3_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles
Button3.Click
If
Button2.Text = "" Then
gambar = Button3.BackgroundImage
Button3.BackgroundImage =
Button2.BackgroundImage
Button2.BackgroundImage = gambar
smt = Button3.Text
Button3.Text = Button2.Text
Button2.Text = smt
ElseIf
Button6.Text = "" Then
gambar = Button3.BackgroundImage
Button3.BackgroundImage =
Button6.BackgroundImage
Button6.BackgroundImage = gambar
smt = Button3.Text
Button3.Text = Button6.Text
Button6.Text = smt
End If
Memberi perinth untuk
memindahkan puzzle pada button3
If
Button1.Text = "1" And Button2.Text = "2"
And Button3.Text = "3"
And Button4.Text = "4"
And Button5.Text = "5"
And Button6.Text = "6"
And Button7.Text = "7"
And Button8.Text = "8"
And Button9.Text = ""
Then
MsgBox("SELAMAT")
End If
End Sub
Memberi msgbox ketika kita
bisa menyusun dengan benar dan urut beruliska “SELAMAT”
Private Sub
Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles
Timer1.Tick
gambar = Button9.BackgroundImage
Button9.BackgroundImage =
Button4.BackgroundImage
Button4.BackgroundImage = gambar
smt = Button9.Text
Button9.Text = Button4.Text
Button4.Text = smt
gambar = Button9.BackgroundImage
Button9.BackgroundImage =
Button3.BackgroundImage
Button3.BackgroundImage = gambar
smt = Button9.Text
Button9.Text = Button3.Text
Button3.Text = smt
gambar = Button2.BackgroundImage
Button2.BackgroundImage =
Button7.BackgroundImage
Button7.BackgroundImage = gambar
smt = Button2.Text
Button2.Text = Button7.Text
Button7.Text = smt
gambar = Button2.BackgroundImage
Button2.BackgroundImage =
Button6.BackgroundImage
Button6.BackgroundImage = gambar
smt = Button2.Text
Button2.Text = Button6.Text
Button6.Text = smt
gambar = Button3.BackgroundImage
Button3.BackgroundImage =
Button8.BackgroundImage
Button8.BackgroundImage = gambar
smt = Button3.Text
Button3.Text = Button8.Text
Button8.Text = smt
gambar = Button3.BackgroundImage
Button3.BackgroundImage =
Button1.BackgroundImage
Button1.BackgroundImage = gambar
smt = Button3.Text
Button3.Text = Button1.Text
Button1.Text = smt
gambar = Button5.BackgroundImage
Button5.BackgroundImage =
Button8.BackgroundImage
Button8.BackgroundImage = gambar
smt = Button5.Text
Button5.Text = Button8.Text
Button8.Text = smt
gambar = Button5.BackgroundImage
Button5.BackgroundImage =
Button7.BackgroundImage
Button7.BackgroundImage = gambar
smt = Button5.Text
Button5.Text = Button7.Text
Button7.Text = smt
gambar = Button6.BackgroundImage
Button6.BackgroundImage =
Button1.BackgroundImage
Button1.BackgroundImage = gambar
smt = Button6.Text
Button6.Text = Button1.Text
Button1.Text = smt
End Sub
Untuk mengacak gambar dengan
acak dengan bantuan timer
Private Sub
Button4_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles
Button4.Click
If
Button1.Text = "" Then
gambar = Button4.BackgroundImage
Button4.BackgroundImage =
Button1.BackgroundImage
Button1.BackgroundImage = gambar
smt = Button4.Text
Button4.Text = Button1.Text
Button1.Text = smt
ElseIf
Button5.Text = "" Then
gambar = Button4.BackgroundImage
Button4.BackgroundImage =
Button5.BackgroundImage
Button5.BackgroundImage = gambar
smt = Button4.Text
Button4.Text = Button5.Text
Button5.Text = smt
ElseIf
Button7.Text = "" Then
gambar = Button4.BackgroundImage
Button4.BackgroundImage =
Button7.BackgroundImage
Button7.BackgroundImage = gambar
smt = Button4.Text
Button4.Text = Button7.Text
Button7.Text = smt
End If
Memberi perinth untuk
memindahkan puzzle pada button4
If Button1.Text
= "1" And
Button2.Text = "2" And Button3.Text = "3"
And Button4.Text = "4"
And Button5.Text = "5"
And Button6.Text = "6"
And Button7.Text = "7"
And Button8.Text = "8"
And Button9.Text = ""
Then
MsgBox("SELAMAT")
End If
End Sub
Memberi msgbox ketika kita
bisa menyusun dengan benar dan urut bertuliskan “SELAMAT”
Private Sub
Button5_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles
Button5.Click
If
Button2.Text = "" Then
gambar = Button5.BackgroundImage
Button5.BackgroundImage =
Button2.BackgroundImage
Button2.BackgroundImage = gambar
smt = Button5.Text
Button5.Text = Button2.Text
Button2.Text = smt
ElseIf
Button4.Text = "" Then
gambar = Button5.BackgroundImage
Button5.BackgroundImage =
Button4.BackgroundImage
Button4.BackgroundImage = gambar
smt = Button5.Text
Button5.Text = Button4.Text
Button4.Text = smt
ElseIf
Button6.Text = "" Then
gambar = Button5.BackgroundImage
Button5.BackgroundImage =
Button6.BackgroundImage
Button6.BackgroundImage = gambar
smt = Button5.Text
Button5.Text = Button6.Text
Button6.Text = smt
ElseIf
Button8.Text = "" Then
gambar = Button5.BackgroundImage
Button5.BackgroundImage =
Button8.BackgroundImage
Button8.BackgroundImage = gambar
smt = Button5.Text
Button5.Text = Button8.Text
Button8.Text = smt
End If
Memberi perinth untuk
memindahkan puzzle pada button5
If
Button1.Text = "1" And Button2.Text = "2"
And Button3.Text = "3"
And Button4.Text = "4"
And Button5.Text = "5"
And Button6.Text = "6"
And Button7.Text = "7"
And Button8.Text = "8"
And Button9.Text = ""
Then
MsgBox("SELAMAT")
End If
End Sub
Memberi msgbox ketika kita
bisa menyusun dengan benar dan urut bertuliskan “SELAMAT”
Private Sub
Button6_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles
Button6.Click
If
Button3.Text = "" Then
gambar = Button6.BackgroundImage
Button6.BackgroundImage =
Button3.BackgroundImage
Button3.BackgroundImage = gambar
smt = Button6.Text
Button6.Text = Button3.Text
Button3.Text = smt
ElseIf
Button5.Text = "" Then
gambar = Button6.BackgroundImage
Button6.BackgroundImage =
Button5.BackgroundImage
Button5.BackgroundImage = gambar
smt = Button6.Text
Button6.Text = Button5.Text
Button5.Text = smt
ElseIf
Button9.Text = "" Then
gambar = Button6.BackgroundImage
Button6.BackgroundImage =
Button9.BackgroundImage
Button9.BackgroundImage = gambar
smt = Button6.Text
Button6.Text = Button9.Text
Button9.Text = smt
End If
Memberi perinth untuk
memindahkan puzzle pada button6
If
Button1.Text = "1" And Button2.Text = "2"
And Button3.Text = "3"
And Button4.Text = "4"
And Button5.Text = "5"
And Button6.Text = "6"
And Button7.Text = "7"
And Button8.Text = "8"
And Button9.Text = ""
Then
MsgBox("SELAMAT")
End If
End Sub
Memberi msgbox ketika kita
bisa menyusun dengan benar dan urut
Private Sub
Button7_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles
Button7.Click
If
Button4.Text = "" Then
gambar = Button7.BackgroundImage
Button7.BackgroundImage =
Button4.BackgroundImage
Button4.BackgroundImage = gambar
smt = Button7.Text
Button7.Text = Button4.Text
Button4.Text = smt
ElseIf
Button8.Text = "" Then
gambar = Button7.BackgroundImage
Button7.BackgroundImage =
Button8.BackgroundImage
Button8.BackgroundImage = gambar
smt = Button7.Text
Button7.Text = Button8.Text
Button8.Text = smt
End If
Memberi perinth untuk
memindahkan puzzle pada button7
If
Button1.Text = "1" And Button2.Text = "2"
And Button3.Text = "3"
And Button4.Text = "4"
And Button5.Text = "5"
And Button6.Text = "6"
And Button7.Text = "7"
And Button8.Text = "8"
And Button9.Text = ""
Then
MsgBox("SELAMAT")
End If
End Sub
Memberi msgbox ketika kita
bisa menyusun dengan benar dan urut bertuliskan “SELAMAT”
Private Sub
Button8_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles
Button8.Click
If
Button7.Text = "" Then
gambar = Button8.BackgroundImage
Button8.BackgroundImage =
Button7.BackgroundImage
Button7.BackgroundImage = gambar
smt = Button8.Text
Button8.Text = Button7.Text
Button7.Text = smt
ElseIf
Button5.Text = "" Then
gambar = Button8.BackgroundImage
Button8.BackgroundImage =
Button5.BackgroundImage
Button5.BackgroundImage = gambar
smt = Button8.Text
Button8.Text = Button5.Text
Button5.Text = smt
ElseIf
Button9.Text = "" Then
gambar = Button8.BackgroundImage
Button8.BackgroundImage =
Button9.BackgroundImage
Button9.BackgroundImage = gambar
smt = Button8.Text
Button8.Text = Button9.Text
Button9.Text = smt
End If
Memberi perinth untuk
memindahkan puzzle pada button8
If
Button1.Text = "1" And Button2.Text = "2"
And Button3.Text = "3"
And Button4.Text = "4"
And Button5.Text = "5"
And Button6.Text = "6"
And Button7.Text = "7"
And Button8.Text = "8"
And Button9.Text = ""
Then
MsgBox("SELAMAT")
End If
End Sub
Memberi msgbox ketika kita
bisa menyusun dengan benar dan urut bertuliskan “SELAMAT”
Private Sub
Button9_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles
Button9.Click
If
Button6.Text = "" Then
gambar = Button9.BackgroundImage
Button9.BackgroundImage =
Button6.BackgroundImage
Button6.BackgroundImage = gambar
smt = Button9.Text
Button9.Text = Button6.Text
Button6.Text = smt
ElseIf
Button8.Text = "" Then
gambar = Button9.BackgroundImage
Button9.BackgroundImage =
Button8.BackgroundImage
Button8.BackgroundImage = gambar
smt = Button9.Text
Button9.Text = Button8.Text
Button8.Text = smt
End If
Memberi perinth untuk
memindahkan puzzle pada button9
If
Button1.Text = "1" And Button2.Text = "2"
And Button3.Text = "3"
And Button4.Text = "4"
And Button5.Text = "5"
And Button6.Text = "6"
And Button7.Text = "7"
And Button8.Text = "8"
And Button9.Text = ""
Then
MsgBox("SELAMAT")
End If
End Sub
Memberi msgbox ketika kita
bisa menyusun dengan benar dan urut bertuliskan “SELAMAT”
Private Sub
Button12_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles
Button12.Click
Close()
End Sub
Mengeluarkan dari permaian
game tersebut(exit)
Private Sub
Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles
MyBase.Load
CenterToScreen()
End Sub
Menampilkan form1 dengan
posisi berada ditengah screen
Private Sub Button13_Click(ByVal
sender As System.Object,
ByVal e As
System.EventArgs) Handles
Button13.Click
Button10.Enabled = True
Button11.Enabled = True
Button1.Text = "1"
Button2.Text = "2"
Button3.Text = "3"
Button4.Text = "4"
Button5.Text = "5"
Button6.Text = "6"
Button7.Text = "7"
Button8.Text = "8"
Button9.Text = ""
Timer2.Enabled = False
End Sub
Memberi perintah untuk memulai
ulang dan puzzle tertata rapi seperti semula
Private Sub
Timer2_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles
Timer2.Tick
timeLeft = startTime.Subtract(Now)
If Not timeLeft.Milliseconds < 0 Then
Label4.Text =
Format(timeleft.Minutes, "#0")
& " Mins" & " "
& Format(timeleft.Seconds, "00")
& " Secs"
Untuk memberi waktu pada label
4 sampai habis hitugan mundur
Else
Timer2.Enabled = False
If
MsgBox("Wanna Try Again?",
vbQuestion + vbYesNo, "Game Over!")
= vbYes Then
Button10.Enabled = True
Button11.Enabled = True
Button1.Text = "1"
Button2.Text = "2"
Button3.Text = "3"
Button4.Text = "4"
Button5.Text = "5"
Button6.Text = "6"
Button7.Text = "7"
Button8.Text = "8"
Button9.Text = ""
Timer2.Enabled = False
Label4.Text = ""
TextBox1.Text = ""
Else
Close()
End If
End If
Ketika timer habis akan keluar
msgbox , ketika kita memilih yes maka puzzle akan tersusu rapi lagi seperti
awal mula main game ini
End Sub
Private Sub
TextBox1_keypress(ByVal sender As System.Object, ByVal e As System.Windows.Forms.KeyPressEventArgs) Handles
TextBox1.KeyPress
Dim a As Boolean = Char.IsDigit(e.KeyChar)
If Not a Then e.Handled
= True
End Sub
End Class
Memberi perintah supaya di
textbox1 hanya bisa diisi dengan angka.