我试图制作一个基于回合的游戏,我想做到这一点,以便用户能够从头开始定义回合数量。我做了这个,以便用户将一个数字输入到一个文本框中,然后一个按钮将该数字放入一个名为length的变量中,使用" length = Convert.ToInt32(textBox1.Text)& #34 ;.不幸的是,我不确定如何从Form1类访问这个长度变量,以便我可以设置轮数。有人可以指点我正确的方向吗?我尝试过做SpeedDialog.length(SpeedDialog是一个Windows表单设计器类,我从中获取信息),但它似乎不起作用,说我不能引用非静态类。我可以通过使SpeedDialog静态来解决这个问题(我不是想,但我可能错了)?非常感谢!我真的很感激!
这是我的Form1课程:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Runtime.InteropServices;
using System.Threading;
namespace BrickO1
{
public partial class Form1 : Form
{
private const int kNumberOfTries = 3;
public int rounds;
private Ball TheBall = new Ball();
private Paddle ThePaddle = new Paddle();
private Paddle TheOtherPaddle = new Paddle();
// private System.Windows.Forms.Timer timer1;
private Score TheScore = null;
private Score TheOtherScore = null;
private Thread oThread = null; //thread is used to run sounds independently
[DllImport("winmm.dll")]
public static extern long PlaySound(String lpszName, long hModule, long dwFlags);
//method PlaySound must be imported from the .dll file winmm
public Form1()
{
InitializeComponent();
ThePaddle.Position.X = 5;
ThePaddle.Position.Y = this.ClientRectangle.Bottom - ThePaddle.Height;
TheOtherPaddle.Position.X = 5;
TheOtherPaddle.Position.Y = 0;
// this.ClientRectangle refers to the current container (the instance of Form1)
TheBall.Position.Y = this.ClientRectangle.Bottom - 200;
TheScore = new Score(ClientRectangle.Right - 30, ClientRectangle.Bottom - 40);
TheOtherScore = new Score(ClientRectangle.Right - 30, ClientRectangle.Bottom - 370);
//positions the score - 0 at this moment
// choose Level
SpeedDialog dlg = new SpeedDialog();
/* makes sure that, if the DialogResult property of the button "OK" is on,
the SpeedDialog form appears and stays on the screen, and timer's Interval
gets an appropriate value */
if (dlg.ShowDialog() == DialogResult.OK)
{
timer1.Interval = dlg.Speed;
}
}
private string m_strCurrentSoundFile = "BallOut.wav"; //sound file is initialized
public void PlayASound() //method to play a sound; to be called by a thread
{
if (m_strCurrentSoundFile.Length > 0)
{
PlaySound(Application.StartupPath + "\\" + m_strCurrentSoundFile, 0, 0);
/* the above gives full path to the location of the sound file from the startup path
of the executable file: Application.StartupPath */
}
m_strCurrentSoundFile = "";
oThread.Abort(); //aborts the tread playing sound
}
public void PlaySoundInThread(string wavefile) //creates and starts a new thread to play a sound
{
m_strCurrentSoundFile = wavefile;
oThread = new Thread(new ThreadStart(PlayASound)); //calls the method PlayASound
oThread.Start();
}
private void Form1_Paint(object sender, System.Windows.Forms.PaintEventArgs e) //method to draw Form1
{
Graphics g = e.Graphics;
g.FillRectangle(Brushes.White, 0, 0, this.ClientRectangle.Width, this.ClientRectangle.Height);
TheScore.Draw(g);
TheOtherScore.Draw(g);
ThePaddle.Draw(g);
TheOtherPaddle.Draw(g);
TheBall.Draw(g);
}
private void CheckForCollision()
{
if (TheBall.Position.X < 0) // hit the left side, switch polarity
{
TheBall.XStep *= -1;
TheBall.Position.X += TheBall.XStep;
PlaySoundInThread("WallHit.wav");
}
if (TheBall.Position.Y < 0) // hit the top of the form
{
//Lost the ball for 2nd paddle
TheScore.Increment();
if(TheScore.Count == SpeedDialog.length)
{
MessageBox.Show("Congrats! Player 1 wins!");
Application.Exit();
}
Reset();
PlaySoundInThread("BallOut.wav");
}
if (TheBall.Position.X > this.ClientRectangle.Right - TheBall.Width) // hit the right side, switch polarity
{
TheBall.XStep *= -1;
TheBall.Position.X += TheBall.XStep;
PlaySoundInThread("WallHit.wav");
}
if (TheBall.Position.Y > this.ClientRectangle.Bottom - TheBall.YStep) // lost the ball!
{
TheOtherScore.Increment();
if (TheScore.Count == SpeedDialog.length)
{
MessageBox.Show("Congrats! Player 2 wins!");
Application.Exit();
}
Reset();
PlaySoundInThread("BallOut.wav");
}
int hp = HitsPaddle(TheBall.Position); //check if the ball hit the paddle
if (hp > -1)// checks if the ball is not lost
{
PlaySoundInThread("PaddleHit.wav");
switch (hp) //new direction of the ball depends on which quarter of the paddle is hit
{
case 1:
TheBall.XStep = -7;
TheBall.YStep = -3;
break;
case 2:
TheBall.XStep = -5;
TheBall.YStep = -5;
break;
case 3:
TheBall.XStep = 5;
TheBall.YStep = -5;
break;
default:
TheBall.XStep = 7;
TheBall.YStep = -3;
break;
}
}
int hp2 = HitsPaddle2(TheBall.Position); //check if the ball hit the paddle
if (hp2 > -1)// checks if the ball is not lost
{
PlaySoundInThread("PaddleHit.wav");
switch (hp2) //new direction of the ball depends on which quarter of the paddle is hit
{
case 1:
TheBall.XStep = -7;
TheBall.YStep = 3;
break;
case 2:
TheBall.XStep = -5;
TheBall.YStep = 5;
break;
case 3:
TheBall.XStep = 5;
TheBall.YStep = 5;
break;
default:
TheBall.XStep = 7;
TheBall.YStep = 3;
break;
}
}
}
private int HitsPaddle(Point p)
{
Rectangle PaddleRect = ThePaddle.GetBounds(); //current position of the paddle
if (p.Y >= this.ClientRectangle.Bottom - (PaddleRect.Height + TheBall.Height))//If the ball has hit the paddle according to its y value
{
if ((p.X > PaddleRect.Left) && (p.X < PaddleRect.Right)) //ball hits the paddle (horizontally)!
{
if ((p.X > PaddleRect.Left) && (p.X <= PaddleRect.Left + PaddleRect.Width / 4))
return 1; //hits leftmost quarter of the paddle
else if ((p.X > PaddleRect.Left + PaddleRect.Width / 4) && (p.X <= PaddleRect.Left + PaddleRect.Width / 2))
return 2; //hits the second quarter of the paddle
else if ((p.X > PaddleRect.Left + PaddleRect.Width / 2) && (p.X <= PaddleRect.Right - PaddleRect.Width / 2))
return 3; //hits the third quarter of the paddle
else
return 4; //hits the rightmost quarter of the paddle
}
}
return -1;
}
private int HitsPaddle2(Point q)
{
Rectangle Paddle2Rect = TheOtherPaddle.GetBounds(); //current position of the paddle
if (q.Y <= this.ClientRectangle.Top + Paddle2Rect.Height)
{
if ((q.X > Paddle2Rect.Left) && (q.X < Paddle2Rect.Right)) //ball hits the paddle!
{
if ((q.X > Paddle2Rect.Left) && (q.X <= Paddle2Rect.Left + Paddle2Rect.Width / 4))
return 1; //hits leftmost quarter of the paddle
else if ((q.X > Paddle2Rect.Left + Paddle2Rect.Width / 4) && (q.X <= Paddle2Rect.Left + Paddle2Rect.Width / 2))
return 2; //hits the second quarter of the paddle
else if ((q.X > Paddle2Rect.Left + Paddle2Rect.Width / 2) && (q.X <= Paddle2Rect.Right - Paddle2Rect.Width / 2))
return 3; //hits the third quarter of the paddle
else
return 4; //hits the rightmost quarter of the paddle
}
}
return -1;
}
private void Reset() //resets the ball, stops timer, and redraws the main form
{
TheBall.XStep = 5;
TheBall.YStep = 5;
TheBall.Position.Y = this.ClientRectangle.Bottom - 190;
TheBall.Position.X = 5;
timer1.Stop();
TheBall.UpdateBounds();
Invalidate(TheBall.GetBounds());
}
private void timer1_Tick(object sender, System.EventArgs e) //runs one round of the game, when started
{
TheBall.UpdateBounds(); //gets the ball position
Invalidate(TheBall.GetBounds()); //redraws the ball
TheBall.Move(); //moves the ball
TheBall.UpdateBounds(); //updates position of the ball
Invalidate(TheBall.GetBounds()); //redraws the boll
CheckForCollision(); //checks for collision
Invalidate(TheScore.GetFrame()); //redraws the score
Invalidate(TheOtherScore.GetFrame());
}
private void Form1_KeyDown(object sender, System.Windows.Forms.KeyEventArgs e)
{
string result = e.KeyData.ToString();
Invalidate(ThePaddle.GetBounds());
switch (result)
{
case "Left":
ThePaddle.MoveLeft();
Invalidate(ThePaddle.GetBounds());
if (timer1.Enabled == false) //starts the game if it does not run yet
timer1.Start();
break;
case "Right":
ThePaddle.MoveRight(ClientRectangle.Right);
Invalidate(ThePaddle.GetBounds());
if (timer1.Enabled == false) //starts the game if it does not run yet
timer1.Start();
break;
case "Z":
TheOtherPaddle.MoveLeft();
Invalidate(TheOtherPaddle.GetBounds());
if (timer1.Enabled == false) //starts the game if it does not run yet
timer1.Start();
break;
case "C":
TheOtherPaddle.MoveRight(ClientRectangle.Right);
Invalidate(TheOtherPaddle.GetBounds());
if (timer1.Enabled == false) //starts the game if it does not run yet
timer1.Start();
break;
default:
break;
}
}
private void Form1_Load(object sender, EventArgs e)
{
}
}
}
这里是SpeedDialog课程:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace BrickO1
{
public partial class SpeedDialog : Form
{
public int Speed = 250;
private static int length = 0;
public SpeedDialog()
{
InitializeComponent();
}
private void SlowRadio_CheckedChanged(object sender, EventArgs e)
{
}
private void button1_Click(object sender, System.EventArgs e)
{
if (SlowRadio.Checked)
Speed = 100;
else if (MediumRadio.Checked)
Speed = 100;
else
Speed = 50;
length = Convert.ToInt32(textBox1.Text);
if(length == 0)
{
length = 5;
}
}
public int SelectedLength { get{ return length; }}
private void groupBox1_Enter(object sender, EventArgs e)
{
}
private void SpeedDialog_Load(object sender, EventArgs e)
{
}
private void groupBox2_Enter(object sender, EventArgs e)
{
}
private void maskedTextBox1_MaskInputRejected(object sender, MaskInputRejectedEventArgs e)
{
}
private void textBox1_TextChanged(object sender, EventArgs e)
{
}
}
}
再次感谢!!!