雷霆战机
1,#region #endregion:设置代码缩进
2,FromFile:从指定的文件创建image
3,sizemode:图片平铺:拉伸 stretchImage
4,Panel:相当于一个容器,可以装除过本身的对象
5,XAML:可扩展应用程序标记语言
6,XML:可扩展标记语言
7,HerizontalcontentAlignment:文本水平居中
verticalAlignment:文本垂直居中
8,RadialGradientBrush:径向渐变
LinearGradientBrush:线性渐变
9,随机
Random r=new Random();
int index=r.Next(3);3的意思是索引最大取到2
10,添加图片
Image img=new Image();
图片路径: img.Source=new BitmapImage(new Uri(“路径”),Urikind.Relative);
11,事件中的参数:
sender:哪个对象的事件,sender就是谁
e:代表和当前事件有关的第三方对象
12,未将对象引用设置到对象的实例:
解决方法:给对象添加一个标签
雷霆战机案例
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.navigation;
using System.Windows.Shapes;
using System.Windows.Threading;
namespace 大战
{
/// <summary>
/// MainWindow.xaml 的交互逻辑
/// </summary>
public partial class MainWindow : Window
{
public MainWindow()
{
Initializecomponent();
}
//设置飞机索引
int planeindex = 1;
//设置场景的索引
int spotindex = 1;
//控制子弹的生成
DispatcherTimer controlPlayer = new DispatcherTimer();
DispatcherTimer controlBullet = new DispatcherTimer();
//控制敌机的生成
DispatcherTimer EnemyCreate = new DispatcherTimer();
//控制敌机移动
DispatcherTimer fly3move = new DispatcherTimer();
//控制boss生成
DispatcherTimer BossEnemy = new DispatcherTimer();
//控制boss移动
DispatcherTimer bossmove = new DispatcherTimer();
private void Window_Loaded(object sender, RoutedEventArgs e)
{
//飞机名称的颜色
PlaneName.Foreground = new LinearGradientBrush(colors.Cyan, Colors.Plum, 45);
//场景名称的颜色
SpotName.Foreground = new LinearGradientBrush(Colors.Cyan, Colors.Plum, 45);
GameMain.MouseMove += GameMain_MouseMove;
GameMain.MouseLeftButtonDown += GameMain_MouseLeftButtonDown;
//第一种写法
//controlPlayer.Interval = new timespan(0,0,0,0,10);
//第二种写法
//子弹
controlPlayer.Interval = TimeSpan.FromMilliseconds(10);
controlPlayer.Tick += ControlPlayer_Tick;
controlBullet.Interval = TimeSpan.FromMilliseconds(10);
controlBullet.Tick += ControlBullet_Tick;
//敌机
EnemyCreate.Interval = TimeSpan.FromMilliseconds(10);
EnemyCreate.Tick += EnemyCreate_Tick;
//敌机移动
fly3move.Interval = TimeSpan.FromMilliseconds(10);
fly3move.Tick += Fly3move_Tick;
//boss移动
bossmove.Interval = TimeSpan.FromMilliseconds(10);
bossmove.Tick += Bossmove_Tick;
//给对象添加一个标签
MainBG.Tag = "BG";
Player.Tag = "player";
}
#region 子弹发射
/// <summary>
/// 计算子弹发射的频率
/// </summary>
int rate = 50;
private void ControlPlayer_Tick(object sender, EventArgs e)
{
rate++;
//首先确定鼠标左键处于按下
MouseButtonState state = Mouse.LeftButton;
if (state == MouseButtonState.Pressed)
{
if (rate >= 50)
{
rate = 0;
//制造子弹
Image bullet = new Image();
//给这个子弹image添加一个标签为"zd"
bullet.Tag = "zd";
bullet.Width = 10;
bullet.Height = 20;
bullet.Source = new BitmapImage(new Uri("img/Game/Bullet/Pbullet.png", UriKind.Relative));
Canvas.SetTop(bullet, Canvas.GetTop(Player) - bullet.Height);
Canvas.SetLeft(bullet, (Canvas.GetLeft(Player) + Player.Width / 2 - bullet.Width / 2));
GameMain.children.Add(bullet);
}
else
{
rate = 50;
}
}
}
#endregion
#region 游戏开始界面
private void btnStart_MouseEnter(object sender, MouseEventArgs e)
{
Mouse.OverrideCursor = Cursors.Hand;
btnStart.Source = new BitmapImage(new Uri("img/start/BG/UI_start_on.png",
UriKind.Relative));
}
private void btnStart_MouseLeave(object sender, MouseEventArgs e)
{
Mouse.OverrideCursor = Cursors.Arrow;
btnStart.Source = new BitmapImage(new Uri("img/start/BG/UI_start.png",
UriKind.Relative));
}
private void btnStart_MouseDown(object sender, MouseButtonEventArgs e)
{
startUI.Visibility = Visibility.hidden;
StartAnim.Visibility = Visibility.Visible;
}
#endregion
#region 游戏过渡动画界面
private void CG1_MouseDown(object sender, MouseButtonEventArgs e)
{
CG1.Visibility = Visibility.Hidden;
}
private void CG2_MouseDown(object sender, MouseButtonEventArgs e)
{
CG2.Visibility = Visibility.Hidden;
}
private void CG3_MouseDown(object sender, MouseButtonEventArgs e)
{
StartAnim.Visibility = Visibility.Hidden;
UserSet.Visibility = Visibility.Visible;
}
#endregion
#region 游戏设置界面
//左右键以及选择飞机
private void SelectLeftPlane_MouseEnter(object sender, MouseEventArgs e)
{
SelectLeftPlane.Source = new BitmapImage(new Uri("img/start/User/BtnLeft1.png",
UriKind.Relative));
}
private void SelectLeftPlane_MouseLeave(object sender, MouseEventArgs e)
{
SelectLeftPlane.Source = new BitmapImage(new Uri("img/start/User/BtnLeft0.png",
UriKind.Relative));
}
private void SelectLeftPlane_MouseDown(object sender, MouseButtonEventArgs e)
{
planeindex--;
if (planeindex == 0)
{
planeindex = 3;
}
SetPlaneName();
}
private void SelectRightPlane_MouseEnter(object sender, MouseEventArgs e)
{
SelectRightPlane.Source = new BitmapImage(new Uri("img/start/User/BtnRight1.png",
UriKind.Relative));
}
private void SelectRightPlane_MouseLeave(object sender, MouseEventArgs e)
{
SelectRightPlane.Source = new BitmapImage(new Uri("img/start/User/BtnRight0.png",
UriKind.Relative));
}
private void SelectRightPlane_MouseDown(object sender, MouseButtonEventArgs e)
{
planeindex++;
if (planeindex >= 4)
{
planeindex = 1;
}
SetPlaneName();
}
//飞机名称
private void SetPlaneName()
{
PlaneBox.Source = new BitmapImage(new Uri("img/start/User/plane" + planeindex + ".png", UriKind.Relative));
switch (planeindex)
{
case 1:
PlaneName.Content = "Lay战机";
break;
case 2:
PlaneName.Content = "Cai战机";
break;
case 3:
PlaneName.Content = "JJ战机";
break;
default:
break;
}
}
//左右键以及点击左右键选择的地点
private void SpotLeft_MouseEnter(object sender, MouseEventArgs e)
{
SpotLeft.Source = new BitmapImage(new Uri("img/start/User/BtnLeft1.png", UriKind.Relative));
}
private void SpotLeft_MouseLeave(object sender, MouseEventArgs e)
{
SpotLeft.Source = new BitmapImage(new Uri("img/start/User/BtnLeft0.png", UriKind.Relative));
}
private void SpotLeft_MouseDown(object sender, MouseButtonEventArgs e)
{
spotindex--;
if (spotindex == 0)
{
spotindex = 3;
}
SetSpotName();
}
private void SpotRight_MouseEnter(object sender, MouseEventArgs e)
{
SpotRight.Source = new BitmapImage(new Uri("img/start/User/BtnRight1.png", UriKind.Relative));
}
private void SpotRight_MouseLeave(object sender, MouseEventArgs e)
{
SpotRight.Source = new BitmapImage(new Uri("img/start/User/BtnRight0.png", UriKind.Relative));
}
private void SpotRight_MouseDown(object sender, MouseButtonEventArgs e)
{
spotindex++;
if (spotindex >= 4)
{
spotindex = 1;
}
SetSpotName();
}
//地点区域
private void SetSpotName()
{
SpotBox.Source = new BitmapImage(new Uri("img/start/User/spot" + spotindex + ".png", UriKind.Relative));
switch (spotindex)
{
case 1:
SpotName.Content = "黑色世界";
break;
case 2:
SpotName.Content = "蓝色世界";
break;
case 3:
SpotName.Content = "红色世界";
break;
default:
break;
}
}
//确定按钮
private void BtnBegin_MouseEnter(object sender, MouseEventArgs e)
{
BtnBegin.Width = 150;
BtnBegin.Height = 60;
Canvas.SetLeft(BtnBegin, Canvas.GetLeft(BtnBegin) - 4);
Canvas.SetTop(BtnBegin, Canvas.GetTop(BtnBegin) - 3.5);
}
private void BtnBegin_MouseLeave(object sender, MouseEventArgs e)
{
BtnBegin.Width = 142;
BtnBegin.Height = 53;
Canvas.SetLeft(BtnBegin, Canvas.GetLeft(BtnBegin) + 4);
Canvas.SetTop(BtnBegin, Canvas.GetTop(BtnBegin) + 3.5);
}
private void BtnBegin_MouseDown(object sender, MouseButtonEventArgs e)
{
UserSet.Visibility = Visibility.Hidden;
GameMain.Visibility = Visibility.Visible;
controlBullet.Start();
controlPlayer.Start();
EnemyCreate.Start();
fly3move.Start();
bossmove.Start();
SetGame();
}
//GameMain确定选择的飞机、场景
void SetGame()
{
switch (planeindex)
{
case 1:
Player.Source = new BitmapImage(new Uri("img/Game/Plane/plane1.png", UriKind.Relative));
break;
case 2:
Player.Source = new BitmapImage(new Uri("img/Game/Plane/plane2.png", UriKind.Relative));
break;
case 3:
Player.Source = new BitmapImage(new Uri("img/Game/Plane/plane3.png", UriKind.Relative));
break;
default:
break;
}
switch (spotindex)
{
case 1:
MainBG.Source = new BitmapImage(new Uri("img/start/User/spot1.png", UriKind.Relative));
break;
case 2:
MainBG.Source = new BitmapImage(new Uri("img/start/User/spot2.png", UriKind.Relative));
break;
case 3:
MainBG.Source = new BitmapImage(new Uri("img/start/User/spot3.png", UriKind.Relative));
break;
default:
break;
}
}
#endregion
#region 玩家操作界面
private void GameMain_MouseMove(object sender, MouseEventArgs e)
{
Mouse.OverrideCursor = Cursors.None;
//控制飞机图片跟随鼠标移到
//方法中填写,计算鼠标位置的坐标系对象
Point position = e.GetPosition(GameMain);
double planeX = position.X - Player.Width / 2;
double planeY = position.Y - Player.Height / 2;
Canvas.SetLeft(Player, planeX);
Canvas.SetTop(Player, planeY);
//判断飞机碰到左边缘
if (position.X <= Player.Width / 2)
{
Canvas.SetLeft(Player, 0);
}
if (position.X >= GameMain.Width - Player.Width / 2)
{
Canvas.SetLeft(Player, GameMain.Width - Player.Width);
}
if (position.Y <= Player.Height / 2)
{
Canvas.SetTop(Player, 0);
}
if (position.Y >= GameMain.Height - Player.Height / 2)
{
Canvas.SetTop(Player, GameMain.Height - Player.Height);
}
}
private void GameMain_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
////制造子弹
//Image bullet = new Image();
////给这个子弹image添加一个标签为"zd"
//bullet.Tag = "zd";
//bullet.Width = 10;
//bullet.Height = 20;
//bullet.Source = new BitmapImage(new Uri("img/Game/Bullet/Pbullet.png", UriKind.Relative));
//Canvas.SetTop(bullet, Canvas.GetTop(Player) - bullet.Height);
//Canvas.SetLeft(bullet, (Canvas.GetLeft(Player) + Player.Width / 2 - bullet.Width / 2));
//GameMain.Children.Add(bullet);
}
private void ControlBullet_Tick(object sender, EventArgs e)
{
//遍历:在一个集合里面找对象
foreach (UIElement element in GameMain.Children)
{
//强制转换:element as Image
Image bulletImg = element as Image;
//判断找到的这个对象是子弹
if (bulletImg.Tag.ToString() == "zd")
{
Canvas.SetTop(bulletImg, Canvas.GetTop(bulletImg) - 10);
//判断子弹飞出游戏区域
if (Canvas.GetTop(bulletImg) <= -bulletImg.Height)
{
GameMain.Children.Remove(bulletImg);
break;
}
//判断子弹击中敌机
foreach (UIElement enyelement in GameMain.Children)
{
Image enemying = enyelement as Image;
if (enemying.Tag.ToString() == "nmy3")
{
//判断子弹的高度和每一辆敌机的高度达到一致
if (Canvas.GetTop(bulletImg) <= Canvas.GetTop(enemying) + enemying.Height / 2)
{
//证明水平位置击中了敌机
if (Canvas.GetLeft(bulletImg) >= Canvas.GetLeft(enemying) - bulletImg.Width / 2 &&
Canvas.GetLeft(bulletImg) <= Canvas.GetLeft(enemying) + enemying.Width - bulletImg.Width / 2)
{
//实现爆炸的动画播放
Image bombImg = new Image();
bombImg.Width = 50;
bombImg.Height = 50;
bombImg.Tag = "fly";
bombImg.Source = new BitmapImage(new Uri("img/Game/Bomb/0.png", UriKind.Relative));
Canvas.SetLeft(bombImg, (Canvas.GetLeft(enemying) + enemying.Width / 2 - bombImg.Width / 2));
Canvas.SetTop(bombImg, (Canvas.GetTop(enemying) + enemying.Height / 2 - bombImg.Height / 2));
GameMain.Children.Add(bombImg);
DispatcherTimer bombTimer = new DispatcherTimer();
bombTimer.Interval = TimeSpan.FromMilliseconds(10);
bombTimer.Tag = bombImg;
bombTimer.Tick += BombTimer_Tick;
bombTimer.Start();
GameMain.Children.Remove(bulletImg);
GameMain.Children.Remove(enemying);
//跳出这个事件
return;
}
}
}
}
}
}
}
int index = 0;
private void BombTimer_Tick(object sender, EventArgs e)
{
//通过sender获取到产生这个事件的对象timer
DispatcherTimer timer = sender as DispatcherTimer;
//能够拿到timer也就意味着能够通过timer的Tag属性获取到和timer同时生成的image
Image img = timer.Tag as Image;
index++;
img.Source = new BitmapImage(new Uri("img/Game/Bomb/" + index + ".png", UriKind.Relative));
if (index == 31)
{
index = 0;
GameMain.Children.Remove(img);
timer.Stop();
}
}
#endregion
#region 敌机的生成
//用来计算时间
int enemyRate = 0;
//计算敌机生成的频率
int createRate = 100;
//boss生成
int BossRate = 0;
int Bosscreate = 1000;
//随机产生敌机
Random r = new Random();
private void EnemyCreate_Tick(object sender, EventArgs e)
{
enemyRate++;
//判断时间达到一秒钟,可以生成一架敌机
if (enemyRate >= createRate)
{
enemyRate = 0;
//生成一架飞机
CreateEnemy();
}
BossRate++;
//判断时间达到一秒钟,可以生成一架boss机
if (BossRate >= Bosscreate)
{
BossRate = 0;
//生成一架boss
BossPlayer();
}
}
/// <summary>
/// 生成敌机方法
/// </summary>
void CreateEnemy()
{
Image normalEnemy = new Image();
normalEnemy.Tag = "nmy3";
normalEnemy.Width = 50;
normalEnemy.Height = 35;
normalEnemy.Stretch = Stretch.Fill;
int enemyindex = r.Next(3);
switch (enemyindex)
{
case 0:
normalEnemy.Source = new BitmapImage(new Uri("img/Game/Enemy/Enemy1.png", UriKind.Relative));
break;
case 1:
normalEnemy.Source = new BitmapImage(new Uri("img/Game/Enemy/Enemy2.png", UriKind.Relative));
break;
case 2:
normalEnemy.Source = new BitmapImage(new Uri("img/Game/Enemy/Enemy3.png", UriKind.Relative));
break;
default:
break;
}
//计算生成的随机位置
Point enemyPos = new Point(r.Next(Convert.ToInt32(GameMain.Width - normalEnemy.Width)), -normalEnemy.Height);
Canvas.SetLeft(normalEnemy, enemyPos.X);
Canvas.SetTop(normalEnemy, enemyPos.Y);
GameMain.Children.Add(normalEnemy);
}
/// <summary>
/// 控制第三种类型敌机刚生成向下方移动
/// </summary>
double enemy3y = 1;
//定义一个变量 记录小兵的个数
int smallplayer = 0;
/// <summary>
/// 生成boss机的方法
/// </summary>
private void Fly3move_Tick(object sender, EventArgs e)
{
foreach (UIElement element in GameMain.Children)
{
Image enemyImg = element as Image;
if (enemyImg.Tag.ToString() == "nmy3")
{
Canvas.SetTop(enemyImg, Canvas.GetTop(enemyImg) + enemy3y);
if (Canvas.GetTop(enemyImg) >= GameMain.Height)
{
//判断敌机落到最下面自己的飞机消失
smallplayer++;
if (smallplayer >= 5)
{
GameMain.Children.Remove(Player);
messageBox.Show("Game Over");
fly3move.Stop();
}
GameMain.Children.Remove(enemyImg);
break;
}
}
}
}
void BossPlayer()
{
Image BossEnemy = new Image();
BossEnemy.Tag = "nmy2";
BossEnemy.Width = 70;
BossEnemy.Height = 50;
BossEnemy.Stretch = Stretch.Fill;
int Bossindex = r.Next(3);
switch (Bossindex)
{
case 0:
BossEnemy.Source = new BitmapImage(new Uri("img/Game/Enemy/EnemyB.png", UriKind.Relative));
break;
case 1:
BossEnemy.Source = new BitmapImage(new Uri("img/Game/Enemy/EnemyT.png", UriKind.Relative));
break;
case 2:
BossEnemy.Source = new BitmapImage(new Uri("img/Game/Enemy/EnemyBlood.png", UriKind.Relative));
break;
default:
break;
}
//计算生成的随机位置
Point enemyPos = new Point(r.Next(Convert.ToInt32(GameMain.Width - BossEnemy.Width)), 0);
Canvas.SetLeft(BossEnemy, enemyPos.X);
Canvas.SetTop(BossEnemy, enemyPos.Y);
GameMain.Children.Add(BossEnemy);
}
double flyL = 1;
private void Bossmove_Tick(object sender, EventArgs e)
{
foreach (UIElement element in GameMain.Children)
{
Image BossEnemy = element as Image;
if (BossEnemy.Tag.ToString() == "nmy2")
{
Canvas.SetLeft(BossEnemy, Canvas.GetLeft(BossEnemy) + flyL);
if (Canvas.GetLeft(BossEnemy)>=GameMain.Width-BossEnemy.Width)
{
flyL = -1;
}
if (Canvas.GetLeft(BossEnemy)<=0)
{
flyL = 1;
}
}
}
}
#endregion
}
}
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