我很抱歉有关这个游戏的常见问题,但我不知道在我的游戏中何处以及如何实现游戏循环。我希望游戏循环能够像这样工作:
Settings();
if (startClicked == true)
{
Spawn();
}
while (enemyKilled == true)
{
Spawn();
}
这是我的代码:
public partial class Form1 : Form
{
public int score1 = 0;
public PictureBox enemy = new PictureBox();
public PictureBox missile = new PictureBox();
public int enemyX;
public int enemyY;
public int missileX;
public int missileY;
public bool enemyKilled;
public bool startClicked;
public Form1()
{
InitializeComponent();
logo.Visible = false;
startbutton.Visible = false;
spaceship.Visible = false;
score.Visible = false;
labelEnemyX.Visible = false;
labelEnemyY.Visible = false;
labelMissileX.Visible = false;
labelMissileY.Visible = false;
}
private void Settings()
{
logo.Visible = true;
startbutton.Visible = true;
score.Text = Convert.ToString(score1);
}
private void Spawn()
{
enemy.Visible = true;
missile.Visible = true;
System.Timers.Timer enemyMove = new System.Timers.Timer();
enemyMove.Interval = 100;
Random enemyPosition = new Random();
int enemyX = enemyPosition.Next(30, 400);
int enemyY = enemy.Location.Y;
enemy.Location = new Point(enemyX, 0);
enemy.Image = WindowsFormsApplication16.Properties.Resources.Enemy2;
enemy.Width = 36;
enemy.Height = 29;
this.Controls.Add(enemy);
enemyMove.Elapsed += (sender, args) =>
{
enemy.Location = new Point(enemyX, enemy.Location.Y + 2);
enemyX = enemy.Location.X;
enemyY = enemy.Location.Y;
labelEnemyX.Text = Convert.ToString(enemyX);
labelEnemyY.Text = Convert.ToString(enemyY);
if (enemyY <= -10)
{
enemyKilled = false;
}
}; enemyMove.Start();
}
private void AddScore()
{
if (enemyKilled == true)
{
score1++;
score.Text = Convert.ToString(score1);
}
}
private void MissileMove()
{
System.Timers.Timer missileMove = new System.Timers.Timer();
missileMove.Interval = 30;
missileMove.Elapsed += (sender, args) =>
{
if (missile.Location.Y >= -30)
{
missile.Location = new Point(missile.Location.X, missile.Location.Y - 15);
missileX = missile.Location.X;
missileY = missile.Location.Y;
labelMissileX.Text = Convert.ToString(missileX);
labelMissileY.Text = Convert.ToString(missileY);
int enemyToMissileLocationX = Convert.ToInt32(labelEnemyX.Text);
int enemyToMissileLocationY = Convert.ToInt32(labelEnemyY.Text);
if ((missileX - enemyToMissileLocationX <= 20 && missileY - enemyToMissileLocationY <= 20 && missileX - enemyToMissileLocationX >= 0 && missileY - enemyToMissileLocationY >= 0) || (enemyToMissileLocationX - missileX <= 20 && enemyToMissileLocationY - missileY <= 20 && enemyToMissileLocationX - missileX >= 0 && enemyToMissileLocationY - missileY >= 0))
{
missile.Visible = false;
enemy.Visible = false;
enemyKilled = true;
}
}
}; missileMove.Start();
}
void Form1_Load(object sender, EventArgs e)
{
Settings();
if (startClicked == true)
{
Spawn();
}
while (enemyKilled == true)
{
Spawn();
}
}
private void startbutton_Click(object sender, EventArgs e)
{
this.startClicked = true;
logo.Visible = false;
startbutton.Visible = false;
spaceship.Visible = true;
score.Visible = true;
startbutton.Enabled = false;
}
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Right)
{
if (spaceship.Location.X <= 370)
{
spaceship.Location = new Point(spaceship.Location.X + 10, spaceship.Location.Y);
}
}
if (e.KeyCode == Keys.Left)
{
if (spaceship.Location.X >= 0)
{
spaceship.Location = new Point(spaceship.Location.X - 10, spaceship.Location.Y);
}
}
if (e.KeyCode == Keys.Space)
{
missile.Image = WindowsFormsApplication16.Properties.Resources.Missile;
missile.Height = 42;
missile.Width = 12;
missile.Location = new Point(spaceship.Location.X + 28, spaceship.Location.Y + 15);
this.Controls.Add(missile);
MissileMove();
}
}
}
更新
private void MissileMove()
{
System.Timers.Timer missileMove = new System.Timers.Timer();
missileMove.Interval = 30;
missileMove.Elapsed += (sender, args) =>
{
if (missile.Location.Y >= -30)
{
missile.Location = new Point(missile.Location.X, missile.Location.Y - 15);
missileX = missile.Location.X;
missileY = missile.Location.Y;
labelMissileX.Text = Convert.ToString(missileX);
labelMissileY.Text = Convert.ToString(missileY);
int enemyToMissileLocationX = Convert.ToInt32(labelEnemyX.Text);
int enemyToMissileLocationY = Convert.ToInt32(labelEnemyY.Text);
if ((missileX - enemyToMissileLocationX <= 20 && missileY - enemyToMissileLocationY <= 20 && missileX - enemyToMissileLocationX >= 0 && missileY - enemyToMissileLocationY >= 0) || (enemyToMissileLocationX - missileX <= 20 && enemyToMissileLocationY - missileY <= 20 && enemyToMissileLocationX - missileX >= 0 && enemyToMissileLocationY - missileY >= 0))
{
missile.Visible = false;
enemy.Visible = false;
enemyKilled = true;
System.Threading.Thread.Sleep(100);
Application.DoEvents();
Spawn();
}
}
}; missileMove.Start();
尝试用这个类来做这个,是的,它再一次产生了敌人,但动画被窃听,我可以看到敌人从一个位置跳到另一个位置。 谢谢你的帮助。
答案 0 :(得分:2)
我的建议是在Form_Load
(或main
函数中使用函数实现游戏循环,如果您熟悉将其集成到Windows窗体应用程序中),但添加调用在循环内部Application.DoEvents
以确保窗口仍然响应移动和大小调整以及按钮单击等事件。除此之外,您可能需要澄清当前解决方案遇到的问题,以便获得更完整和详细的答案。
答案 1 :(得分:1)
这看起来像Windows窗体。因此,我建议您有一个后台线程,该线程在while循环中运行并处理游戏的所有移动/更新逻辑。复杂的部分将管理Windows表单线程和游戏线程之间的状态。您将需要确保您是按钮点击等的事件处理程序,更新游戏状态是以线程安全的方式执行,因为它们将在GUI线程上。游戏循环线程需要在GUI上更新状态,这将需要所谓的marshelling,因为只允许GUI线程访问窗体上存在的控件,如按钮等。
线程管理,线程安全和marshelling的主题我将留给你研究。
这假设它是某种实时游戏,而不是基于回合。如果它是基于回合的,那么你真的不需要游戏循环。您可以通过使用状态图和纯粹的事件驱动设计来实现相同的目标。