如何在表单中呈现对象时“可伸缩”

时间:2014-01-01 15:46:14

标签: c# winforms visual-studio-2010 xna xna-4.0

我使用与此示例相同的方式在Winform中渲染我的游戏:WinForms Series 1: Graphics Device

在我的游戏中,我有一些对象,例如我已经可以放置和移动的矩形,在我的游戏世界中,一旦创建。我的项目是一个关卡编辑器。

我想做的是让每个对象“相当大”或“可扩展”(对不起,如果这不是正确的词),就像我们常用的每个软件一样,我的意思是: enter image description here

我有一个类:

public abstract class GameObject
{
    protected Vector2 position_ = Vector2.Zero;
    protected float rotation_ = 0.0f;
    protected Vector2 scale_ = Vector2.One;
    protected float depth_ = 0.0f;

    protected bool is_passable_ = true;

    protected GameObject(
        Vector2 starting_position)
    {
        this.position_ = starting_position;
    }

    [DisplayName("Position")]
    public virtual Vector2 Position
    {
        get { return position_; }
        set { position_ = value; }
    }

    [BrowsableAttribute(false)]
    public abstract Rectangle PositionRectangle
    {
        get;
    }

    [BrowsableAttribute(false)]
    public abstract Rectangle SelectionRectangle
    {
        get;
    }

    [DisplayName("Scale")]
    public abstract Vector2 Scale
    {
        get;
        set;
    }

    [BrowsableAttribute(false)]
    public virtual float Depth
    {
        get { return depth_; }
        set { depth_ = value; }
    }

    [DisplayName("IsPassable?")]
    public bool IsPassable
    {
        get { return is_passable_; }
        set { is_passable_ = value; }
    }

    [BrowsableAttribute(false)]
    public abstract Vector2 TextureSize
    {
        get;
    }

    public abstract void Update(GameTime gameTime);
    public abstract void Draw(SpriteBatch spriteBatch);
}

一旦类被实例化,我认为这样做的形式是:( gameWrapper是用样本创建的控件,用于在表单内绘制游戏)

private void gameWrapper_MouseClick_1(object sender, MouseEventArgs e)
{
    Vector2 mouse_xy = new Vector2(e.Location.X, e.Location.Y);
    GameObject obj = gameWrapper.GetObjectByPosition(mouse_xy);
    propertyGrid1.SelectedObject = obj;
    if (obj != null)
        gameWrapper.SelectObject(obj);
    else gameWrapper.Unselect();

    propertyGrid1.Refresh();
 }

Inside gameWrapper:

public SelectObject(GameObject obj)
{
     List<Vector2> 4verticesList = new List();
     //
     // Code to add 4 vertices coordinates of the SelectionRectangle to 4verticesList
     //         

     foreach (Vector2 vertex_xy in 4VerticesList)
        DrawLittleRectangle(vertex_xy);
}

这正是我的想法。使用函数绘制小按钮/矩形,然后处理它们的点击。

是否已经编写了一些代码来实现此行为?实际上我并不担心对象会如何调整大小,而只是担心estetic按钮。

2 个答案:

答案 0 :(得分:6)

我做到了!

主要功能:

private void DrawObjectSelection(SpriteBatch spriteBatch, Rectangle r)
{
    r = Telecamera.Transform(r);

    Vector2 v1 = new Vector2(r.X, r.Y);
    Vector2 v2 = new Vector2(r.X + r.Width, r.Y);
    Vector2 v3 = new Vector2(r.X, r.Y + r.Height);
    Vector2 v4 = new Vector2(r.X + r.Width, r.Y + r.Height);

    //The side rectangle
    DrawEmptyRectangle(spriteBatch, v1, v2, v3, v4);

    //4 squares at vertices
    DrawFilledSquare(spriteBatch, v1);
    DrawFilledSquare(spriteBatch, v2);
    DrawFilledSquare(spriteBatch, v3);
    DrawFilledSquare(spriteBatch, v4);

    //the other 4 in the middle of every side
    float height = v4.Y - v1.Y;
    float width = v2.X - v1.X;

    DrawFilledSquare(spriteBatch, new Vector2(v1.X, v1.Y + height / 2));
    DrawFilledSquare(spriteBatch, new Vector2(v2.X, v2.Y + height / 2));
    DrawFilledSquare(spriteBatch, new Vector2(v1.X + width / 2, v1.Y));
    DrawFilledSquare(spriteBatch, new Vector2(v1.X + width / 2, v4.Y));
}

使用以下功能:

private void DrawLine(
    SpriteBatch spriteBatch,
    float width,
    Vector2 point1, Vector2 point2)
{
    float angle = (float)Math.Atan2(point2.Y - point1.Y, point2.X - point1.X);
    float length = Vector2.Distance(point1, point2);

    spriteBatch.Draw(
        grid_texture,
        point1,
        null,
        selection_color,
        angle,
        Vector2.Zero,
        new Vector2(length, width),
        SpriteEffects.None,
        0);
}

private void DrawEmptyRectangle(
    SpriteBatch spriteBatch,
    Vector2 v1,
    Vector2 v2,
    Vector2 v3,
    Vector2 v4)
{
    /*
     * V1****V2
     * *      *
     * *      *
     * V3****V4
     */

    DrawLine(spriteBatch, 1.0f, v1, v2);
    DrawLine(spriteBatch, 1.0f, v1, v3);
    DrawLine(spriteBatch, 1.0f, v2, v4);
    DrawLine(spriteBatch, 1.0f, v3, v4);
}

private void DrawFilledSquare(
    SpriteBatch spriteBatch,
    Vector2 c_pos) //With center position
{
    int lato = 8;

    spriteBatch.Draw(
        grid_texture,
        new Rectangle(
            (int)c_pos.X - lato/2,
            (int)c_pos.Y - lato/2,
            lato,
            lato),
            selection_color);

}

当我想绘制它时,我只需要一个矩形,例如:

//...

DrawObjectSelection(spriteBatch, Camera.Transform(gameObject1.PositionRectangle));

//...

唯一缺少的是处理每个广场的点击次数。这是通过一个简单的“包含”测试和鼠标位置来完成的。

结果屏幕:

A screen of the result

答案 1 :(得分:1)

我认为你在寻找的东西就像VC ++中的CRectTrackerhttp://msdn.microsoft.com/en-us/library/41731bbw.aspx)。不幸的是,仍然没有C#等价物。您可以查看以下链接以获取初学者。

http://www.codeproject.com/Articles/8765/C-Rect-Tracker