我正在编写一个简单的基于控制台的游戏。在游戏中,我有两个功能应该移动两件事 - 一个球拍和一个球。 但是当我使用两个具有Thread.sleep的循环时,游戏不起作用。如何使用Thread.sleep的两个循环并使其正常运行?
我的代码:
class Program
{
static void Ball()
{
}
static void Main(string[] args)
{
int x = 10; int y = 10;
int dx = 1; int dy = 1;
ConsoleKeyInfo Exit = new ConsoleKeyInfo();
do
{
Console.SetCursorPosition(x, y);
Console.WriteLine(" ");
x += dx;
y += dy;
Console.SetCursorPosition(x, y);
Console.Write("*");
Thread.sleep(95);
if (x > 77) dx = -dx;
if (x < 2) dx = -dx;
if (y > 22) dy = -dy;
if (y < 2) dy = -dy;
} while (true);
int a = 2;
int b = 23;
int da = 1;
Console.SetCursorPosition(a, b);
Console.Write(" ");
if (Console.KeyAvailable)
{
ConsoleKeyInfo k = Console.ReadKey(true);
if (k.Key == ConsoleKey.LeftArrow) a = a - da;
else if (k.Key == ConsoleKey.RightArrow) a = a + da;
if (a > 78) a = -da;
if (a < 2) a = -da;
Thread.Sleep(200);
}
Console.SetCursorPosition(a, b);
Console.Write("~~~~~~~~~~");
}
}
答案 0 :(得分:0)
当我运行您提供的示例代码时,应用程序将运行。也就是说,球(*)将在屏幕周围移动。您是否期望球在屏幕上移动,并且在按下箭头时要划动并移动球拍?如果是这样,你应该看看你是如何循环的。我看到的问题是你有一个绘制球的循环,你的循环永远不会结束,因此你的代码不会绘制球拍和/或反映你的箭头键变化。您是否期望Thread.Sleep暂停循环并允许您绘制/移动球拍?
更新:
namespace ConsoleGame
{
class Ball {
private static Ball _instance;
private int _a = 10, _b = 10;
private int _dx = 1, _dy = 1;
private int _timer = 0;
private int _milliseconds = 1000;
private Ball() { }
public static Ball Instance {
get {
if(_instance == null) {
_instance = new Ball();
}
return _instance;
}
}
/// <summary>
/// Move the ball on screen
/// </summary>
/// <param name="speed">The refresh/draw speed of the screen</param>
public void Move(int speed) {
if (_timer >= _milliseconds) {
// Set the cursor position to the current location of the ball
Console.SetCursorPosition(_a, _b);
// Clear the ball from the screen
Console.WriteLine(" ");
_a += _dx;
_b += _dy;
// Set a new locatio for the ball
Console.SetCursorPosition(_a, _b);
// Draw the new ball location on screen
Console.Write("*");
if (_a > 77) _dx = -_dx;
if (_a < 2) _dx = -_dx;
if (_b > 22) _dy = -_dy;
if (_b < 2) _dy = -_dy;
} else {
_timer = _timer + speed;
}
}
}
class Paddle {
private int _x = 2, _y = 23, _da = 1;
public int x {
get {
if (_x > (Console.BufferWidth - "~~~~~~~~~~".Length)) x = -_da;
if (_x < 2) x = -_da;
if (_x < 0) x = 2;
return _x;
}
set { _x = value; }
}
private static Paddle _instance;
private Paddle() { }
public static Paddle Instance {
get {
if (_instance == null) {
_instance = new Paddle();
}
return _instance;
}
}
/// <summary>
/// Move the Paddle on screen
/// </summary>
/// <param name="direction">Direction to move the paddle (Left = -1, Right = 1, Do Not Move = 0)</param>
public void Move(int direction) {
Console.SetCursorPosition(x, _y);
Console.Write(" ");
x = x - direction;
Console.SetCursorPosition(x, _y);
Console.Write("~~~~~~~~~~");
}
}
class Program {
private static int PaddleDirection = 0;
static void Main(string[] args) {
Thread ConsoleKeyListener = new Thread(new ThreadStart(ListerKeyBoardEvent));
ConsoleKeyListener.Name = "KeyListener";
ConsoleKeyListener.Start();
//ConsoleKeyListener.IsBackground = true;
int speed = 50;
do {
Console.Clear();
Ball.Instance.Move(speed);
Paddle.Instance.Move(PaddleDirection);
PaddleDirection = 0; // You can remove this line to make the paddle loop left/right on the screen after key press.
Thread.Sleep(speed);
} while (true);
}
private static void ListerKeyBoardEvent() {
do {
ConsoleKeyInfo k = Console.ReadKey(true);
if (k.Key == ConsoleKey.LeftArrow) PaddleDirection = 1;
else if (k.Key == ConsoleKey.RightArrow) PaddleDirection = -1;
else PaddleDirection = 0;
Console.ReadKey(false);
} while (true);
}
}
}