我正在尝试使用WPF创建一个非常简单的游戏Simon和WiiMote版本。我坚持的是如何使它基于回合,程序阻塞,直到GUI完成显示序列。
这是我到目前为止的代码(主要基于这里的答案:WPF - sequential animation simple example):
public partial class Window1 : Window
{
public enum SimonSquare { BLUE = 1, GREEN = 3, RED = 5, YELLOW = 7 };
List<int> _correctSequence;
int _currentLevel = 1;
Random random = new Random();
Wiimote _wiiMote;
List<int> _squaresEntered;
private IEnumerator<Action> _actions;
Rectangle blueRect;
Rectangle redRect;
Rectangle greenRect;
Rectangle yellowRect;
AutoResetEvent autoEvent;
public Window1()
{
InitializeComponent();
blueRect = new Rectangle() { Fill =
System.Windows.Media.Brushes.Blue, Name = "Blue"};
redRect = new Rectangle() { Fill =
System.Windows.Media.Brushes.Red, Name = "Red" };
greenRect = new Rectangle() { Fill =
System.Windows.Media.Brushes.Green, Name = "Green" };
yellowRect = new Rectangle() { Fill =
System.Windows.Media.Brushes.Yellow, Name = "Yellow" };
UniformGrid1.Children.Add(new Rectangle() { Fill =
System.Windows.Media.Brushes.LightGray });
UniformGrid1.Children.Add(blueRect);
UniformGrid1.Children.Add(new Rectangle() { Fill =
System.Windows.Media.Brushes.LightGray });
UniformGrid1.Children.Add(redRect);
UniformGrid1.Children.Add(new Rectangle() { Fill =
System.Windows.Media.Brushes.LightGray });
UniformGrid1.Children.Add(greenRect);
UniformGrid1.Children.Add(new Rectangle() { Fill =
System.Windows.Media.Brushes.LightGray });
UniformGrid1.Children.Add(yellowRect);
UniformGrid1.Children.Add(new Rectangle() { Fill =
System.Windows.Media.Brushes.LightGray });
//connectWiiRemote();
}
private void Window_Loaded(object sender, RoutedEventArgs e)
{
_actions = AnimationSequence().GetEnumerator();
autoEvent = new AutoResetEvent(false);
Thread thread = new Thread(RunNextAction);
thread.Start();
autoEvent.WaitOne(); // need to block here somehow!
int x = 5;
}
IEnumerable<Action> AnimationSequence()
{
getSequence();
foreach(int square in _correctSequence)
{
if(square == (int) SimonSquare.BLUE)
yield return () => animateCell(blueRect, Colors.Blue);
else if(square == (int) SimonSquare.RED)
yield return () => animateCell(redRect, Colors.Red);
else if (square == (int)SimonSquare.GREEN)
yield return () => animateCell(greenRect, Colors.Green);
else if (square == (int)SimonSquare.YELLOW)
yield return () => animateCell(yellowRect, Colors.Yellow);
}
}
private void animateCell(Rectangle rectangle, Color fromColor)
{
this.Dispatcher.BeginInvoke(new Action(delegate
{
Color toColor = Colors.White;
ColorAnimation ani = new ColorAnimation(toColor,
new Duration(TimeSpan.FromMilliseconds(300)));
ani.AutoReverse = true;
SolidColorBrush newBrush = new SolidColorBrush(fromColor);
ani.BeginTime = TimeSpan.FromSeconds(2);
rectangle.Fill = newBrush;
ani.Completed += (s, e) => RunNextAction();
newBrush.BeginAnimation(SolidColorBrush.ColorProperty, ani);
}));
}
private void RunNextAction()
{
if (_actions.MoveNext())
_actions.Current();
else
{
autoEvent.Set();
_currentLevel++;
}
}
private void getSequence()
{
_correctSequence = new List<int>();
int[] values =
Enum.GetValues(typeof(SimonSquare)).Cast<int>().ToArray();
for (int i = 0; i < _currentLevel + 2; i++)
{
_correctSequence.Add(values[random.Next(values.Length)]);
}
}
}
但是,autoSet的waitOne / set无法正常工作。它当前调用RunNextAction一次,但随后无限期地阻塞waitOne。我做错了什么?
编辑: 让我试着改写一下这个问题。如果我拿出Threading和AutoResetEvent,在Window_Loaded中我有:
private void Window_Loaded(object sender, RoutedEventArgs e)
{
_actions = AnimationSequence().GetEnumerator();
RunNextAction(); // shows all of the flashing squares
// need to wait here until the flashing squares are all shown
// process player's events etc.
}
当我运行上面的代码时,它会调用RunNextAction一次,它会一直调用自己直到显示所有的方块(看起来像是在它自己的线程上),但WindowLoaded方法仍在继续。在我调用RunNextAction()之后,我需要阻止Window_Loaded,直到RunNextAction完全完成。
答案 0 :(得分:1)
你不应该在Dispatcher Thread上调用WaitOne !!
你在Dispatcher Thread本身上调用WaitOne,调度程序线程是WPF APP的主线程,如果你阻塞它,任何对Dispatcher.BeginInvoke或Invoke的调用将永远不会被调用,它将无限期地等待。
相反,更好的方法是将动画移动到另一个名为“AnimationDialog”的窗口并将其加载为模态对话框。
private void window_loaded(object sender, EventArgs e){
AnimationDialog dialog = new AnimationDialog();
dialog.Owner = this;
dialog.ShowDialog(); // this will wait here
}
在AnimationDialog窗口中......
private void Window_Loaded(object sender, EventArgs e){
StartAnimationThread();
// dont do any wait or block here at all...
}
// in your end of animation call "EndAnimation()"
private void EndAnimation(){
Dispatcher.BeginInvoke()((Action)delegate(){
this.DialogResult = true;
// this will stop this dialog and
// and execute the parent window's
// code where showdialog was called...
}
)
}
答案 1 :(得分:0)
我可能误解了你的问题,因为这似乎很简单。在Window_Loaded事件中,删除thread.Start();
之后的所有内容。添加名为_ImDoneSimonizing
的类级变量,并将其初始化为false
。对于接收用户输入的任何方法,请将其包装在代码中:
if (_ImDoneSimonizing)
{
// do whatever
}
动画完成后,将_ImDoneSimonizing
设为true
。
另外两点:
答案 2 :(得分:0)
AutoResetEvent正在执行它的设计,阻止线程执行直到调用Set()。这可能只是意味着你没有调用Set()。也许你的迭代器没有按照你期望的方式工作(尽管没有测试它看起来没问题)。
你是否在其他地方调用Window_Loaded?
答案 3 :(得分:0)
您可以通过抽取Windows消息队列来解决此问题。基本上,如果您将回调发布到消息队列,则调用线程将阻塞,直到呈现完成。这是一篇解释如何操作的文章:http://graemehill.ca/wpf-rendering-thread-synchronization