在 Windows 窗体中实现游戏循环

本文关键字:游戏 循环 实现 Windows 窗体 | 更新日期: 2023-09-27 18:36:20

我很抱歉经常有关于这个游戏的问题,但我不知道在我的游戏中在哪里以及如何实现gameloop。我希望游戏循环像这样工作:

Settings();
if (startClicked == true)
{
    Spawn();
}
while (enemyKilled == true)
{
    Spawn();
}

这是我的代码:

public partial class Form1 : Form
{
    public int score1 = 0;
    public PictureBox enemy = new PictureBox();
    public PictureBox missile = new PictureBox();
    public int enemyX;
    public int enemyY;
    public int missileX;
    public int missileY;
    public bool enemyKilled;
    public bool startClicked;
    public Form1()
    {
        InitializeComponent();
        logo.Visible = false;
        startbutton.Visible = false;
        spaceship.Visible = false;
        score.Visible = false;
        labelEnemyX.Visible = false;
        labelEnemyY.Visible = false;
        labelMissileX.Visible = false;
        labelMissileY.Visible = false;
    }
    private void Settings()
    {
        logo.Visible = true;
        startbutton.Visible = true;
        score.Text = Convert.ToString(score1);
    }
    private void Spawn()
    {
        enemy.Visible = true;
        missile.Visible = true;
        System.Timers.Timer enemyMove = new System.Timers.Timer();
        enemyMove.Interval = 100;
        Random enemyPosition = new Random();
        int enemyX = enemyPosition.Next(30, 400);
        int enemyY = enemy.Location.Y;
        enemy.Location = new Point(enemyX, 0);
        enemy.Image = WindowsFormsApplication16.Properties.Resources.Enemy2;
        enemy.Width = 36;
        enemy.Height = 29;
        this.Controls.Add(enemy);
        enemyMove.Elapsed += (sender, args) =>
            {
                enemy.Location = new Point(enemyX, enemy.Location.Y + 2);
                enemyX = enemy.Location.X;
                enemyY = enemy.Location.Y;
                labelEnemyX.Text = Convert.ToString(enemyX);
                labelEnemyY.Text = Convert.ToString(enemyY);
                if (enemyY <= -10)
                {
                    enemyKilled = false;
                }
            }; enemyMove.Start();
    }
    private void AddScore()
    {
        if (enemyKilled == true)
        {
            score1++;
            score.Text = Convert.ToString(score1);
        }
    }
    private void MissileMove()
    {
        System.Timers.Timer missileMove = new System.Timers.Timer();
        missileMove.Interval = 30;
        missileMove.Elapsed += (sender, args) =>
            {
                if (missile.Location.Y >= -30)
                {
                    missile.Location = new Point(missile.Location.X, missile.Location.Y - 15);
                    missileX = missile.Location.X;
                    missileY = missile.Location.Y;
                    labelMissileX.Text = Convert.ToString(missileX);
                    labelMissileY.Text = Convert.ToString(missileY);
                    int enemyToMissileLocationX = Convert.ToInt32(labelEnemyX.Text);
                    int enemyToMissileLocationY = Convert.ToInt32(labelEnemyY.Text);
                    if ((missileX - enemyToMissileLocationX <= 20 && missileY - enemyToMissileLocationY <= 20 && missileX - enemyToMissileLocationX >= 0 && missileY - enemyToMissileLocationY >= 0) || (enemyToMissileLocationX - missileX <= 20 && enemyToMissileLocationY - missileY <= 20 && enemyToMissileLocationX - missileX >= 0 && enemyToMissileLocationY - missileY >= 0))
                    {
                        missile.Visible = false;
                        enemy.Visible = false;
                        enemyKilled = true;
                    }
                }
            }; missileMove.Start();
    }
    void Form1_Load(object sender, EventArgs e)
    {
        Settings();
        if (startClicked == true)
        {
            Spawn();
        }
        while (enemyKilled == true)
        {
            Spawn();
        }
    }
    private void startbutton_Click(object sender, EventArgs e)
    {
        this.startClicked = true;
        logo.Visible = false;
        startbutton.Visible = false;
        spaceship.Visible = true;
        score.Visible = true;
        startbutton.Enabled = false;
    }
    private void Form1_KeyDown(object sender, KeyEventArgs e)
    {
        if (e.KeyCode == Keys.Right)
        {
            if (spaceship.Location.X <= 370)
            {
                spaceship.Location = new Point(spaceship.Location.X + 10, spaceship.Location.Y);
            }
        }
        if (e.KeyCode == Keys.Left)
        {
            if (spaceship.Location.X >= 0)
            {
                spaceship.Location = new Point(spaceship.Location.X - 10, spaceship.Location.Y);
            }
        }
        if (e.KeyCode == Keys.Space)
        {
            missile.Image = WindowsFormsApplication16.Properties.Resources.Missile;
            missile.Height = 42;
            missile.Width = 12;
            missile.Location = new Point(spaceship.Location.X + 28, spaceship.Location.Y + 15);
            this.Controls.Add(missile);
            MissileMove();
        }
    }
}

更新:

    private void MissileMove()
    {
        System.Timers.Timer missileMove = new System.Timers.Timer();
        missileMove.Interval = 30;
        missileMove.Elapsed += (sender, args) =>
            {
                if (missile.Location.Y >= -30)
                {
                    missile.Location = new Point(missile.Location.X, missile.Location.Y - 15);
                    missileX = missile.Location.X;
                    missileY = missile.Location.Y;
                    labelMissileX.Text = Convert.ToString(missileX);
                    labelMissileY.Text = Convert.ToString(missileY);
                    int enemyToMissileLocationX = Convert.ToInt32(labelEnemyX.Text);
                    int enemyToMissileLocationY = Convert.ToInt32(labelEnemyY.Text);
                    if ((missileX - enemyToMissileLocationX <= 20 && missileY - enemyToMissileLocationY <= 20 && missileX - enemyToMissileLocationX >= 0 && missileY - enemyToMissileLocationY >= 0) || (enemyToMissileLocationX - missileX <= 20 && enemyToMissileLocationY - missileY <= 20 && enemyToMissileLocationX - missileX >= 0 && enemyToMissileLocationY - missileY >= 0))
                    {
                        missile.Visible = false;
                        enemy.Visible = false;
                        enemyKilled = true;
                        System.Threading.Thread.Sleep(100);
                        Application.DoEvents();
                        Spawn();
                    }
                }
            }; missileMove.Start();

尝试在类中执行此操作,是的,它再次生成敌人,但动画被窃听,我可以看到敌人从一个位置跳到另一个位置。谢谢你的帮助。

在 Windows 窗体中实现游戏循环

我的建议是实现游戏循环,就像在 Form_Load 这样的函数中一样(如果您熟悉将其集成到 Windows 窗体应用程序中,则为 main 函数),但在循环中添加对Application.DoEvents的调用,以确保窗口仍然响应移动、调整大小和单击按钮等事件。除此之外,您可能需要澄清当前解决方案遇到的问题,以获得更完整和详细的答案。

看起来像一个Windows窗体。 因此,我建议您有一个后台线程,该线程在 while 循环中运行并处理游戏的所有移动/更新逻辑。 复杂的部分将是管理 Windows 窗体线程和游戏线程之间的状态。 您需要确保你是按钮单击等的事件处理程序,更新游戏状态以线程安全的方式进行,因为它们将在 GUI 线程上。 游戏循环线程将需要更新 GUI 上的状态,这将需要所谓的 marshelling,因为只允许 GUI 线程访问窗体上存在的控件,如按钮等。

线程

管理、线程安全和脱壳等主题我将留给您研究。

这假设它是某种实时游戏,而不是回合制游戏。 如果它是回合制的,那么你真的不需要游戏循环。 您可以通过使用状态图和纯事件驱动的设计来实现相同的目标。