我正在制作一个Windows游戏的2D游戏,我有一个问题...... 所以,我有一个Panel,其中所有的“地面”瓷砖(PictureBox [])都是...但不仅仅是设置PictureBox.Image,我需要在“Ground Tiles”上方有另一个Panel,所以它可以看起来就像玩家背后的东西......但是那个面板需要透明,它的图片框需要看起来才能产生效果,但它没有...我把Tiles(PictureBox)放在Panel里面的原因,它是因为我想让镜头聚焦在玩家身上的幻觉(意味着玩家并没有真正移动,其移动的是面板)。
有人能帮帮我吗?我知道它看起来很复杂......抱歉......
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using World;
namespace World
{
public partial class LoadWorld : Form
{
public int TileSizeX = 30;
public int TileSizeY = 30;
public int TileT = 2500;
public int TileX = 49;
public int TileY = 49
//Here's the problematic panel
public Panel PropPanel = new Panel();
public PictureBox[] WorldTile = new PictureBox[2500];
public PictureBox[] PropTile = new PictureBox[2500];
public static Dictionary<PictureBox, int[]> tileProp = new Dictionary<PictureBox, int[]>();
public LoadWorld()
{
InitializeComponent();
}
private void LoadWorld_Load(object sender, EventArgs e)
{
//settings of the PropPanel
PropPanel.BorderStyle = BorderStyle.None;
PropPanel.BringToFront();
PropPanel.BackColor = Color.Transparent;
PropPanel.Visible = true;
PropPanel.Name = "PropPanel";
PropPanel.TabIndex = 0;
int valueA = 0;
int valueX = 0;
int valueY = 0;
foreach (PictureBox pictureBoxValue in WorldTile)
{
if(valueY < TileY)
{
if(valueX < TileX)
{
WorldTile[valueA] = new PictureBox()
{
Size = new Size(TileSizeX, TileSizeY),
Location = new Point(valueX * 30, valueY * 30),
BackgroundImage = new Bitmap("Sprites/null.png"),
Visible = true,
Name = "tile" + valueA
};
WorldMap.Controls.Add(WorldTile[valueA]);
valueA = valueA + 1;
valueX = valueX + 1;
}
else if(valueX == TileX)
{
WorldTile[valueA] = new PictureBox()
{
Size = new Size(TileSizeX, TileSizeY),
Location = new Point(valueX * 30, valueY * 30),
BackgroundImage = new Bitmap("Sprites/null.png"),
Visible = true,
Name = "tile" + valueA,
};
WorldMap.Controls.Add(WorldTile[valueA]);
valueA = valueA + 1;
valueY = valueY + 1;
valueX = 0;
}
}
else if(valueY == TileY)
{
if (valueX < TileX)
{
WorldTile[valueA] = new PictureBox()
{
Size = new Size(TileSizeX, TileSizeY),
Location = new Point(valueX * 30, valueY * 30),
BackgroundImage = new Bitmap("Sprites/null.png"),
Visible = true,
Name = "tile" + valueA,
};
WorldMap.Controls.Add(WorldTile[valueA]);
valueX = valueX + 1;
valueA = valueA + 1;
}
else if (valueX == TileX)
{
WorldTile[valueA] = new PictureBox()
{
Size = new Size(TileSizeX, TileSizeY),
Location = new Point(valueX * 30, valueY * 30),
BackgroundImage = new Bitmap("Sprites/null.png"),
Visible = true,
Name = "tile" + valueA,
};
WorldMap.Controls.Add(WorldTile[valueA]);
}
}
}
SetGroundTiles();
SetPropTiles();
}
public void SetGroundTiles()
{
SGT(1, "grass");
SGT(2, "DirtPathVSideL");
SGT(3, "DirtPathCenter");
SGT(4, "DirtPathVSideR");
//Road
SGT(9, "SidewalkMiddle");
SGT(10, "Asphalt");
SGT(11, "Asphalt");
SGT(12, "Asphalt2YL");
SGT(13, "Asphalt");
SGT(14, "Asphalt");
SGT(15, "GrassConcreteHL");
SGT(59, "SidewalkMiddle");
SGT(60, "Asphalt");
SGT(61, "Asphalt");
SGT(62, "Asphalt2YL");
SGT(63, "Asphalt");
SGT(64, "Asphalt");
SGT(65, "GrassConcreteHL");
SGT(109, "SidewalkMiddle");
SGT(110, "Asphalt");
SGT(111, "Asphalt");
SGT(112, "Asphalt2YL");
SGT(113, "Asphalt");
SGT(114, "Asphalt");
SGT(115, "GrassConcreteHL");
}
public void SetPropTiles()
{
SPT(9, "SmallTree2", true, false);
SPT(60, "SmallTree1", false, true);
}
public void SGT (int valueA, string texture)
{
WorldTile[valueA].BackgroundImage = new Bitmap("Sprites/" + texture + ".png");
}
public void SPT(int valueA, string texture, bool Collide, bool IsOverlaying)
{
PropTile[valueA] = new PictureBox
{
Name = "Panel" + valueA,
Image = new Bitmap("Sprites/" + texture + ".png"),
Location = WorldTile[valueA].Location,
Size = WorldTile[valueA].Size,
Visible = true,
BackColor = Color.Transparent,
};
//Where PropPanel is being used
PropTile[valueA].BorderStyle = BorderStyle.None;
PropPanel.BringToFront();
PropPanel.Controls.Add(PropTile[valueA]);
WorldMap.Controls.Add(PropPanel);
}
}
}
就像在另一个面板上覆盖透明面板一样...... 我试图让第二个面板透明但它的图像没有出现。
This may help you to understand
我想要做的基本上是3层面板...
PropTextures(就像玩家背后的东西一样)
播放器纹理/ PropTextures(与对象碰撞)
地面纹理(玩家可以走或不走的地方)
答案 0 :(得分:0)
PictureBox控件不提供透明度,即您尝试使用它的方式。如果你继续使用目前的方法,我认为你不会有太多运气。
所以这里是替代方法的提示。如果您在使用PictureBox控件等操作时遇到困难,那么您可以自己进行渲染。创建一个DoubleBuffered的UserControl,并在Paint事件中,为每个sprite调用Graphics.DrawImage将每个图像渲染到正确的位置。这种技术的好处在于,当以这种方式绘制精灵时,您将获得正确的alpha校正合成。只要务必对它们进行分类,以便从后到前画出它们,然后画上&#34;使用前景精灵的背景精灵。