首先,了解下WinForm做游戏的基本思路:
做游戏需要的最基本的两个元素,一个是屏幕,另一个就是在屏幕的移动的对象了。
然后,了解下parint事件,WinForm的对象都是继承至Control类的,而Control类中包含一个事件PaintEventHandler Paint,paint翻译过来就是喷绘,类似于绘画,当容器刷新时,就等于重新喷绘一次图像,就会触发此事件。
有了这些,就可以开始做游戏了。
先是定义一个元素(本文是小鸡),这个元素包含一张图片,和X坐标和Y坐标,然后将元素按其坐标,添加进屏幕(WinForm窗口或者其他容器,本文使用PictureBox)中,这样就屏幕就会在刚才定义的X坐标和Y坐标处,出现一个元素的图像。
然后,定义一个定时器timer,每30毫秒运行一次,每次运行都要刷新屏幕。自然屏幕刷新就会触发paint事件啦,本文中的paint事件为GamepictureBox_Paint
那么怎么移动小鸡呢?很简单,在定时器timer的事件里(本文为timer1_Tick)将元素的X坐标改变一下就可以了,然后timer里会进行容器刷新,容器刷新就会触发
paint事件,然后在paint事件里,重新定位下小鸡的X坐标就行了。
不多说了,上代码。
Form页面代码如下:
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 Chicken.Properties; namespace Chicken { public partial class MyG : Form { Element Chicken;//小鸡类 Road GameRoad;//陆块类 public int RoadCount;//陆块数 public int Length;//陆块长度 int EndX;//设置终点X EventHandler TimerHandler;//时间控制手柄 bool TimerHandlerbool;//是否已传递时间手柄 EventHandler AgainGame;//时间控制手柄 int GamePicX; int GamePicY; public MyG() { InitializeComponent(); Initial(20, Resources.Bird.Width + 10);//陆块长度为小鸡长度加10 50个陆块 } private void Initial(int Rcount, int Len) { AgainGame += new EventHandler(AgainGame_Start);//实例化重新开始手柄 TimerHandler += new EventHandler(Timer_Enabled);//实例化时间手柄 RoadCount = Rcount;//陆块数 Length = Len;//陆块长度 TimerHandlerbool = false;//未已传递时间手柄 Chicken = new Element(0, 100-Resources.Bird.Height); GameRoad = new Road(RoadCount, Len); GamePicX = 0; GamePicY = 0; Point p = new Point(); p.Offset(GamePicX, GamePicY); GamepictureBox.Location = p; } private void InitialLand(Graphics g) { //Pen pen = new Pen(Color.Green); for (int i = 0; i < GameRoad.ListRoad.Count; i++) { RoadItem Item = GameRoad.ListRoad[i]; if (Item.type == 1)//如果类型为1 是陆块是陆地 { Image img = GameRoad.LandImgList[Item.imageIndex]; g.DrawImage(img, new Rectangle( Item.start.X, Item.end.Y, Item.end.X - Item.start.X, img.Height ) );//画陆块 } } EndX = GameRoad.ListRoad.ElementAt(RoadCount - 1).end.X;//设置终点X this.GamepictureBox.Width = EndX; } /// <summary> /// 时间控制函数 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void Timer_Enabled(object sender, EventArgs e) { TimerHandler -= new EventHandler(Timer_Enabled); timer1.Enabled = false; Dead D = new Dead(AgainGame); D.Show(); } /// <summary> /// 游戏开始控制函数 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void AgainGame_Start(object sender, EventArgs e) { AgainGame -= new EventHandler(AgainGame_Start); Initial(RoadCount, Length); timer1.Enabled = true; } private void timer1_Tick(object sender, EventArgs e) { //设置屏幕移动 if ((Chicken.x + this.GamepictureBox.Location.X) > this.Width / 2 && (this.GamepictureBox.Width + this.GamepictureBox.Location.X) > this.Width) { int OffX = 1; if (Chicken.IsSpeedUp) { OffX = 2; } GamePicX = GamePicX - OffX; Point p = GamepictureBox.Location; p.Offset(GamePicX, GamePicY); GamepictureBox.Location = p; } if (Chicken.x + Chicken.bmp.Width / 2 >= EndX) { timer1.Enabled = false; Replay R = new Replay(AgainGame); R.Show(); } int CurrentRoadsIndex = Chicken.x / Length;//获取当前为第几个陆块 if (CurrentRoadsIndex >= RoadCount) { CurrentRoadsIndex = RoadCount - 1; }//如果大于定义总陆块数 设置为最大数 if (CurrentRoadsIndex < 0) { CurrentRoadsIndex = 0; } if (GameRoad.ListRoad.ElementAt(CurrentRoadsIndex).type == 0)//如果当前陆块为空 { // Y坐标等于空陆块Y坐标 if ((Chicken.y + Chicken.bmp.Height) == GameRoad.ListRoad.ElementAt(CurrentRoadsIndex).start.Y) { int DepthEndX = GameRoad.ListRoad.ElementAt(CurrentRoadsIndex).end.X;//X下落点为当前陆块的X if (CurrentRoadsIndex + 1 <= RoadCount - 1)//如果下一个陆块存在 { if (GameRoad.ListRoad.ElementAt(CurrentRoadsIndex + 1).type == 0)//如果下一个陆块也是空 { DepthEndX = GameRoad.ListRoad.ElementAt(CurrentRoadsIndex + 1).end.X;//X下落点为下一个陆块的X } } if (Chicken.x + Chicken.bmp.Width < DepthEndX)//对象的坐标加对象的宽度 小于空陆块的尾坐标 { Chicken.IsFalling = true;//下降 if (!TimerHandlerbool) { Chicken.GetHandler(TimerHandler);//传递时间控制手柄 TimerHandlerbool = true; } } } } GamepictureBox.Refresh(); } private void GamepictureBox_Paint(object sender, PaintEventArgs e) { Chicken.Draw(e.Graphics); InitialLand(e.Graphics); } private void MyG_KeyDown(object sender, KeyEventArgs e) { if (e.KeyData == Keys.Right) { Chicken.IsRuning = true; } if (e.KeyData == Keys.Space && Chicken.IsRuning) { Chicken.IsSpeedUp = true; } if (e.KeyData == Keys.Up) { Chicken.IsJumping = true; } int CurrentRoadsIndex = Chicken.point.X / Length;//当前陆块 if (e.KeyData == Keys.Left) { Chicken.Back = true; } } private void MyG_KeyUp(object sender, KeyEventArgs e) { Chicken.IsRuning = false; Chicken.IsSpeedUp = false; Chicken.Back = false; } private void GamepictureBox_MouseDown(object sender, MouseEventArgs e) { Chicken.x = e.X; Chicken.y = e.Y; } } }
元素类,定义几个变量来控制对象,注释还算比较多,就不一一解释了,如下:
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Drawing; using Chicken.Properties; namespace Chicken { class Element { public int x; public int y; public int JumpHeight = 0;//跳跃高度 private bool JumpTop = false;//是否跳到最高点 public int FallHeight = 0;//跳跃高度 public bool FallDepth = false;//是否跳到最高点 public int BasicSpeed = 1;//基本速度 public bool IsRuning = false;//是否移动 public bool Back = false;//是否后退 public bool IsJumping = false;//是否跳跃 public bool IsSpeedUp = false;//是否加速 public bool IsFalling = false;//是否降落 public Image bmp;//对象图形 public Image img;//对象图形 暂不使用 public Point point;//坐标 暂不使用 public EventHandler TimerHandler; public Element(int x, int y) { bmp = Resources.Bird; this.x = x; this.y = y; } public Element(int x,int y,Image img) { bmp = Resources.Bird; this.x = x; this.y = y; this.img = img; } public void Draw(Graphics G) { G.DrawImage(bmp, x, y); Move(); } public void Move() { if (IsFalling) { IsSpeedUp = false; IsJumping = false; IsRuning = false; if (!FallDepth) { this.y += BasicSpeed * 2; FallHeight += BasicSpeed * 2; } if (FallHeight == 50) { FallDepth = true; IsFalling = false; TimerHandler(null, null); }//如果下降了50 则下降完成 不在下降 } if (Back) { bmp = Resources.BirdBack; this.x -= BasicSpeed; } if (IsSpeedUp) { bmp = Resources.Bird; this.x += BasicSpeed*3; } else if (IsRuning) { bmp = Resources.Bird; this.x += BasicSpeed; } if (IsJumping) { if (!JumpTop) { this.y += BasicSpeed * (-2); JumpHeight += BasicSpeed * (2); } else { this.y += BasicSpeed * 2; JumpHeight += BasicSpeed * (-2); } if (JumpHeight == 30) { JumpTop = true; }//如果跳跃了30 则跳跃到顶部 不在上升 if (JumpHeight == 0) { JumpTop = false; IsJumping = false; }//如果回到地面 不在下降 跳跃结束 } } public void GetHandler(EventHandler TimerHandler) { this.TimerHandler = TimerHandler; } } }
然后,创建陆块类,如下:
using System; using System.Collections.Generic; using System.Text; using System.Drawing; using Chicken.Properties; namespace Chicken { class Road { private Random rand = new Random(); public List<Image> LandImgList = new List<Image>(); public List<RoadItem> ListRoad = new List<RoadItem>(); public int RoadY = 100;//陆地的Y坐标 /// <summary> /// 构建陆地 /// </summary> /// <param name="Number">陆块数量 必须大于2</param> /// <param name="Length">陆块长度</param> public Road(int Number, int Length) { if (Length < 2) return; RoadItem StartItem = new RoadItem(0, Length); StartItem.imageIndex = 0;//选择陆块的图像 0为第一个平地 1为第二个左倾斜 2为第三个右倾斜 StartItem.type = 1; ListRoad.Add(StartItem);//先添加一个陆块 第一个路块必须是陆地 for (int i = 0; i < Number - 2; i++) { int Temp = rand.Next(0, 3); int Index = 0;//选择陆块的图像 0为第一个平地 1为第二个左倾斜 2为第三个右倾斜 这里暂时不使用 int Ang = 0; if (Temp == 0) { Ang = -20; Index = 2; } else if (Temp == 1) { Ang = 0; Index = 0; } else { Ang = 20; Index = 1; } RoadItem CItem = new RoadItem(Ang, Length); //CItem.imageIndex = Index;获取随机陆块的图片 这样获取Y值需要写一个一元一次方程获取 CItem.imageIndex = 0;//这里设置全为第一个图像 这样获取Y值比较方便 if (rand.Next(0, 4) == 1)//4分之1的可能性为空陆块 CItem.type = 0; else CItem.type = 1; ListRoad.Add(CItem);//添加中间的陆块 添加进陆块列表 } RoadItem EndItem = new RoadItem(0, Length); EndItem.imageIndex = 0;//选择陆块的图像 0为第一个平地 1为第二个左倾斜 2为第三个右倾斜 EndItem.type = 1; ListRoad.Add(EndItem);//添加最后一个陆块 for (int i = 0; i < ListRoad.Count; i++) { RoadItem DrawItem = ListRoad[i]; if (i == 0) { DrawItem.start = new Point(0, RoadY); } else { DrawItem.start = ListRoad[i - 1].end; } DrawItem.end = new Point(DrawItem.start.X + DrawItem.length, RoadY); } //为每一个陆块 定义 起始和终止向量坐标 LandImgList.Add(Resources.land); //为陆块使用的图片列表 赋值 } } public class RoadItem { public int angle; public int length;//陆块长度 public int type;//0为空,1为陆地 public int imageIndex = 0;//使用的图片 /// <summary> /// 构建路块 /// </summary> /// <param name="angle"></param> /// <param name="length">陆块长度</param> public RoadItem(int angle, int length) { this.angle = angle; this.length = length; } public Point start;//陆块起始坐标 public Point end;//陆块终止坐标 } }
辅助类,这两个类是两个窗口,我闲MessageBox不太好看,就换了个窗口,但貌似也没好看到那里去。。。哈哈
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 Chicken { public partial class Replay : Form { EventHandler Again; public Replay(EventHandler Again) { this.Again = Again; InitializeComponent(); } private void button1_Click(object sender, EventArgs e) { this.Close(); Again(null, null); } } }
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 Chicken { public partial class Dead : Form { EventHandler Again; public Dead(EventHandler Again) { this.Again = Again; InitializeComponent(); } private void button1_Click(object sender, EventArgs e) { this.Close(); Again(null, null); } } }
这两个类是死亡窗口和重新开始窗口。
源代码下载地址http://download.csdn.net/detail/kiba518/4355712
源代码中,和文中的代码稍微有点不一样,如果我记得没错是这里,如下:
if (Chicken.x + Chicken.bmp.Width / 2 >= EndX)
是修改,如果鸡身的一半以上超过终点,到达终点,游戏结束。这个源码上传时没修改这里。
不过不影响运行啦,但是还有一些小BUG。。
如果想升级这个游戏也很简答,比如,定义一个炮弹类,随机发一个。
当炮弹的矩形和小鸡的矩形相碰撞了,就死亡啦,矩形相撞有函数的,有兴趣的朋友可以自己扩展。
补充:上是跳跃,左右可以移动,空格是加速,鼠标全屏飞。。。。
开发环境:VS2008。
代码很简单,可以复制到别的环境中运行。