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:
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。
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:
答案 1 :(得分:1)
我认为你在寻找的东西就像VC ++中的CRectTracker
(http://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。