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。
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。
这
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。