我创造了一个改良的Pacman,但是我想在Pacman的口中添加一个火弩射击。我的代码是:
namespace TestingPacman
{
class Firebolt
{
Bitmap firebolt0 = null;
Bitmap firebolt1 = null;
public Point fireboltposition;
int fireboltwidth = 0;
int fireboltheight = 0;
public Firebolt(int x, int y)
{
fireboltposition.X = x;
fireboltposition.Y = y;
if (firebolt0 == null)
firebolt0 = new Bitmap("firebolt0.gif");
if (firebolt1 == null)
firebolt1 = new Bitmap("firebolt1.gif");
int fireboltwidth = firebolt0.Width;
int fireboltheight = firebolt0.Height;
}
public Rectangle GetFrame()
{
Rectangle Labelrec = new Rectangle(fireboltposition.X, fireboltposition.Y, fireboltwidth, fireboltheight);
return Labelrec;
}
public void Draw(Graphics g)
{
Rectangle fireboltdecR = new Rectangle(fireboltposition.X, fireboltposition.Y, fireboltwidth, fireboltheight);
Rectangle fireboltsecR = new Rectangle(0, 0, fireboltwidth, fireboltheight);
g.DrawImage(firebolt0, fireboltdecR, fireboltsecR, GraphicsUnit.Pixel);
}
}
我怎样才能使挡风玻璃沿着pacman面向的方向移动? 我有一个form1,当我按下“F”时,它会发射一根火弩箭 但它似乎无法产生火弩图像。那是为什么?
namespace TestingPacman
{
public partial class Form1 : Form
{
// int inc = 0;
Eater TheEater = new Eater(100,100);
TimeDisplay time = new TimeDisplay();
int sec = 0;
Score score = new Score();
int countofeaten=0;
Random r = new Random();
private List<Label> redlabels = new List<Label>();
private List<Label> bluelabels = new List<Label>();
Firebolt firebolt;
List<Firebolt> listfirebolt = new List<Firebolt>();
private void Form1_Paint(object sender, PaintEventArgs e)
{
Graphics g = e.Graphics;
g.FillRectangle(Brushes.White, 0, 0, this.ClientRectangle.Width, ClientRectangle.Height);
TheEater.Draw(g);
foreach(Firebolt f in listfirebolt)
f.Draw(g);
}
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
timer1.Enabled = true;
string result = e.KeyData.ToString();
Invalidate(TheEater.GetFrame());
switch (result)
{
case "D1":
if (TheEater.eaterwidth >= 9 && TheEater.eaterheight >= 9)
{
TheEater.eaterwidth++;
TheEater.eaterheight++;
}
break;
case "F":
listfirebolt.Add(firebolt = new Firebolt(TheEater.Position.X, TheEater.Position.Y));
Invalidate(firebolt.GetFrame());
break;
case "D2":
if (TheEater.eaterwidth > 10 && TheEater.eaterheight > 10)
{
TheEater.eaterwidth--;
TheEater.eaterheight--;
}
break;
case "D9": TheEater.inc=TheEater.inc+2;
break;
case "D0": TheEater.inc=TheEater.inc-2;
break;
case "Left":
TheEater.MoveLeft(ClientRectangle);
Invalidate(TheEater.GetFrame());
break;
case "Right":
TheEater.MoveRight(ClientRectangle);
Invalidate(TheEater.GetFrame());
break;
case "Up":
TheEater.MoveUp(ClientRectangle);
Invalidate(TheEater.GetFrame());
break;
case "Down":
TheEater.MoveDown(ClientRectangle);
Invalidate(TheEater.GetFrame());
break;
default:
break;
}
RemoveifIntersected();
}
label2.Text = score.Iskore.ToString();
}
private void timer1_Tick(object sender, EventArgs e)
{
label1.Text = time.FormatTime(sec++);
}
}
}
答案 0 :(得分:8)
Jeo,你在代码中缺少的是“时间”的概念,据我所知,你的游戏只会在按键时作出反应。你真正需要的是一种在游戏中消磨时间的机制。这几乎总是在重复调用称为“游戏循环”的游戏中完成。这是一个可能适合您的游戏循环的快速示例
class Mob
{
float XPos;
float YPos;
float XVel;
float YVel;
}
List<Mob> EveryThingMovable = new List<Mob>();
void GameLoop() //This loop is called 30 times every second... use a timer or whatever, there are far more sophisticated models, but for a first attaempt at a game it's easiest.
{
MoveEverybody(); //make a function that moves everything that can move
//Later you will have to add collision detection to stop pacman from moving through walls
CollideFireballs(); //Check if a fireball hits the bad guys
//More game stuff...
}
void MoveEverybody()
{
foreach(Mob dude in EverythingMovable)
{
ifDoesntHitWall(dude)
{
dude.XPos += dude.XVel;
dude.YPos += dude.YVel;
}
}
}
无论如何,阅读游戏循环的想法,我认为这是你没有通过的最大的冲击,以便继续前进。