**主要应用的是tiemr_tick控件执行界面的刷新
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Drawing.Imaging;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace Game
{
public partial class Form1 : Form
{
Bitmap paper;
Graphics g;
Falcon falcon;
const float speed = 6;
List<GameObject> objs;
public Form1()
{
InitializeComponent();
}
//Start()
private void Form1_Load(object sender, EventArgs e)
{
//初始化
this.SetBounds(
0,
0,
Screen.PrimaryScreen.Bounds.Width,
Screen.PrimaryScreen.Bounds.Height);
paper = new Bitmap(
Screen.PrimaryScreen.Bounds.Width,
Screen.PrimaryScreen.Bounds.Height,
PixelFormat.Format32bppArgb);
g = Graphics.FromImage(paper);
falcon = new Falcon();
objs = new List<GameObject>();
objs.Add(falcon);
; timer1.Start();
}
//Update()
private void timer1_Tick(object sender, EventArgs e)
{
g.Clear(Color.Gold);
//更新方向
ChangeDirection();
//渲染
foreach (var item in objs)
{
item.Draw(g);
}
box.Image = paper;
}
enum Direction
{
None, Up, Down, Left, Right,
UpLeft, UpRight, DownLeft, DownRight
};
private Direction direct = Direction.None;
private bool wDown = false;
private bool aDown = false;
private bool sDown = false;
private bool dDown = false;
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Escape)
Application.Exit();
//移动飞机
if (e.KeyCode == Keys.W)
wDown = true;
if (e.KeyCode == Keys.A)
aDown = true;
if (e.KeyCode == Keys.S)
sDown = true;
if (e.KeyCode == Keys.D)
dDown = true;
//发射子弹
if (e.KeyCode == Keys.J)
{
for (int i = 11; i < 12; i++)
{
Bullet bullet = new Bullet();
bullet.X = falcon.X - 683 + i * 60;
bullet.Y = falcon.Y;
objs.Add(bullet);
}
}
if (e.KeyCode == Keys.K)
{
for (int i = 11; i < 12; i++)
{
Enemy enemy = new Enemy();
enemy.X = falcon.X - 646 + i * 60;
enemy.Y = falcon.Y + 50;
objs.Add(enemy);
}
}
if (e.KeyCode == Keys.L)
{
for (int i = 11; i < 12; i++)
{
Bullet1 bullet1 = new Bullet1();
bullet1.X = falcon.X - 683 + i * 60;
bullet1.Y = falcon.Y;
objs.Add(bullet1);
}
}
if (e.KeyCode == Keys.L)
{
for (int i = 11; i < 12; i++)
{
Bullet2 bullet2 = new Bullet2();
bullet2.X = falcon.X - 683 + i * 60;
bullet2.Y = falcon.Y;
objs.Add(bullet2);
}
}
if (e.KeyCode == Keys.L)
{
for (int i = 11; i < 12; i++)
{
Bullet3 bullet3 = new Bullet3();
bullet3.X = falcon.X - 683 + i * 60;
bullet3.Y = falcon.Y;
objs.Add(bullet3);
}
}
}
private void Form1_KeyUp(object sender, KeyEventArgs e)
{
//direct = Direction.None;
if (e.KeyCode == Keys.W)
wDown = false;
if (e.KeyCode == Keys.A)
aDown = false;
if (e.KeyCode == Keys.S)
sDown = false;
if (e.KeyCode == Keys.D)
dDown = false;
}
private void ChangeDirection()
{
bool UpLeft = wDown && aDown;
bool UpRight = wDown && dDown;
bool DownLeft = sDown && aDown;
bool DownRight = sDown && dDown;
if (UpLeft)
{
direct = Direction.UpLeft;
falcon.X -= speed;
falcon.Y -= speed;
}
else if (UpRight)
{
direct = Direction.UpRight;
falcon.X += speed;
falcon.Y -= speed;
}
else if (DownLeft)
{
direct = Direction.DownLeft;
falcon.X -= speed;
falcon.Y += speed;
}
else if (DownRight)
{
direct = Direction.DownRight;
falcon.X += speed;
falcon.Y += speed;
}
else if (wDown)
{
direct = Direction.Up;
falcon.Y -= speed;
}
else if (aDown)
{
direct = Direction.Left;
falcon.X -= speed;
}
else if (sDown)
{
direct = Direction.Down;
falcon.Y += speed;
}
else if (dDown)
{
direct = Direction.Right;
falcon.X += speed;
}
else
{
direct = Direction.None;
}
}
}
public abstract class GameObject
{
public float X = 800;
public float Y = 400;
public abstract void Draw(Graphics g);
}
public class Falcon : GameObject
{
Bitmap falcon;
public Falcon()
{
falcon = new Bitmap("falcon.png");
}
public override void Draw(Graphics g)
{
g.DrawImage(falcon, X, Y, falcon.Width, falcon.Height);
}
}
public class Bullet : GameObject
{
Bitmap bullet;
public Bullet()
{
bullet = new Bitmap("bullet.png");
}
public override void Draw(Graphics g)
{
Y -= 30;
g.DrawImage(bullet, X, Y, bullet.Width, bullet.Height);
}
}
public class Enemy : GameObject
{
Bitmap enemy;
public Enemy()
{
enemy = new Bitmap("big.png");
}
public override void Draw(Graphics g)
{
Y -= 5;
g.DrawImage(enemy, X, Y, enemy.Width, enemy.Height);
}
}
public class Bullet1 : GameObject
{
Bitmap bullet1;
public Bullet1()
{
bullet1 = new Bitmap("bullet.png");
}
public override void Draw(Graphics g)
{
Y -= 20;
X += 20;
g.DrawImage(bullet1, X, Y, bullet1.Width, bullet1.Height);
}
}
public class Bullet2 : GameObject
{
Bitmap bullet2;
public Bullet2()
{
bullet2 = new Bitmap("bullet.png");
}
public override void Draw(Graphics g)
{
Y -= 20;
X -= 20;
g.DrawImage(bullet2, X, Y, bullet2.Width, bullet2.Height);
}
}
public class Bullet3 : GameObject
{
Bitmap bullet3;
public Bullet3()
{
bullet3 = new Bitmap("bullet.png");
}
public override void Draw(Graphics g)
{
Y -= 20;
g.DrawImage(bullet3, X, Y, bullet3.Width, bullet3.Height);
}
}
}
能实现这样一种毛坯游戏