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。