C#版坦克大战

坦克大战V1.0——made by JINLIYANG1.以picturebox为画板,实现了,画面流畅,稳定。2.实现了敌军tank一定的智能。3.实现了,保存,打开功能。4.修复了部分BUG,使得游戏更加稳定。5.采用tank类、bullet类、obstacle类,使代码层次更加清晰。tank.cs
摘要由CSDN通过智能技术生成
坦克大战V1.0——made by JIN LI YANG
1.以picturebox为画板,实现了,画面流畅,稳定。
2.实现了敌军tank一定的智能。
3.实现了,保存,打开功能。
4.修复了部分BUG,使得游戏更加稳定。

5.采用tank类、bullet类、obstacle类,使代码层次更加清晰。

tank.cs

namespace TankBattle
{
    class Tank
    {
        private int width;    //坦克的宽度
        private int height;   //坦克的高度 
        private int x;
        private int y;
        private int type;//坦克的类型(2---5敌方,6己方)
        private int direct;//0--上,1--下,2--左,3--右 4 静止
        private int speed = 2;
        private bool canMove = false;//坦克能否移动
        private int bornTime = 0;//出生时间 小于50,不能移动
        //我方坦克位图数组
        Bitmap[] myTankBmp = new Bitmap[4];
        //敌方坦克位图数组
        Bitmap[,] enemyTankBmp = new Bitmap[6, 4];
        Bitmap[] exploreBmp = new Bitmap[5];//爆炸位图
        Bitmap[] bornBmp = new Bitmap[4];//产生位图
        private int exploreCount = 0;//
        public void newBmp()
        {
            int i;
            myTankBmp[0] = new Bitmap("Images/Player1NormalUp1.gif");
            myTankBmp[1] = new Bitmap("Images/Player1NormalDown1.gif");
            myTankBmp[2] = new Bitmap("Images/Player1NormalLeft1.gif");
            myTankBmp[3] = new Bitmap("Images/Player1NormalRight1.gif");
            for (i = 0; i < 4; i++)
                myTankBmp[i].MakeTransparent(Color.Black);

            enemyTankBmp[2, 0] = new Bitmap("Images//AIFastUp1.gif");
            enemyTankBmp[2, 1] = new Bitmap("Images//AIFastDown1.gif");
            enemyTankBmp[2, 2] = new Bitmap("Images//AIFastLeft1.gif");
            enemyTankBmp[2, 3] = new Bitmap("Images//AIFastRight1.gif");

            enemyTankBmp[3, 0] = new Bitmap("Images//AINormalUp1.gif");
            enemyTankBmp[3, 1] = new Bitmap("Images//AINormalDown1.gif");
            enemyTankBmp[3, 2] = new Bitmap("Images//AINormalLeft1.gif");
            enemyTankBmp[3, 3] = new Bitmap("Images//AINormalRight1.gif");

            enemyTankBmp[4, 0] = new Bitmap("Images//AIStrongUp1.gif");
            enemyTankBmp[4, 1] = new Bitmap("Images//AIStrongDown1.gif");
            enemyTankBmp[4, 2] = new Bitmap("Images//AIStrongLeft1.gif");
            enemyTankBmp[4, 3] = new Bitmap("Images//AIStrongRight1.gif");
            for (int j = 2; j < 5; j++)
                for (i = 0; i < 4; i++)
                    enemyTankBmp[j, i].MakeTransparent(Color.Black);
            exploreBmp[0] = new Bitmap("Images//Boom1.gif");
            exploreBmp[1] = new Bitmap("Images//Boom2.gif");
            exploreBmp[2] = new Bitmap("Images//Boom3.gif");
            exploreBmp[3] = new Bitmap("Images//Boom4.gif");
            exploreBmp[4] = new Bitmap("Images//Boom5.gif");
            for (i = 0; i < 5; i++)
                exploreBmp[i].MakeTransparent(Color.Black);

            bornBmp[0] = new Bitmap("Images//born1.gif");
            bornBmp[1] = new Bitmap("Images//born2.gif");
            bornBmp[2] = new Bitmap("Images//born3.gif");
            bornBmp[3] = new Bitmap("Images//born4.gif");
            for (i = 0; i < 4; i++)
                bornBmp[i].MakeTransparent(Color.Black);
        }
        public Tank()
        {
            this.width = 30;
            this.height = 30;
            this.direct = 0;
            newBmp();
        }
        public Tank(int tank_type)//构造函数
        {
            Random r = new Random();
            this.direct = r.Next(0, 4);//产生0—3的数
            this.width = 30;
            this.height = 30;
            this.x = r.Next(0, 420);//产生0—420的数
            this.y = 30;//
            this.type = tank_type;
            newBmp();
        }
        public int Y//Y属性
        {
            get
            {
                return y;
            }
            set
            {
                y = value;
            }
        }
        public int X//X属性
        {
            get
            {
                return x;
            }
            set
            {
                x = value;
            }
        }
        public int Type//type属性
        {
            get { return type; }
            set
            {
                if (type >= 0 && type <= 6)
                {
                    type = value;
                }
            }
        }
        public int Direct//direct属性
        {
            get
            {
                return direct;
            }
            set
            {
                direct = value;
            }
        }
        public bool CanMove
        {
            get
            {
                return canMove;
            }
            set
            {
                canMove = value;
            }
        }
        public int BornTime//
        {
            get
            {
                return bornTime;
            }
            set
            {
                bornTime = value;
            }
        }
        public int ExploreCount//
        {
            get
            {
                return exploreCount;
            }
            set
            {
                exploreCount = value;
            }
        }
        public void PlaySound(string wavFile)//播放音乐
        {
            SoundPlayer soundPlayer = new SoundPlayer(wavFile);
            soundPlayer.Play();
        }
        public void Draw(Graphics g)//根据坦克类型选择不同图片
        {
            if (bornTime < 50)
            {
                bornTime++;
                canMove = false;
                return;
            }
            else
                bornTime++;
            Move();

            Rectangle Rect = new Rectangle(x, y, 30, 30);
            if (type == 6)
                g.DrawImage(myTankBmp[direct], Rect);
            else
                g.DrawImage(enemyTankBmp[type, direct], Rect);
        }
        public void Explore(Graphics g)//坦克爆炸动画
        {
                Rectangle Rect = new Rectangle(x, y, 30, 30);
                g.DrawImage(exploreBmp[exploreCount%5], Rect);
                exploreCount++;
                PlaySound("Sounds//Bomb.WAV");
        }
        public void Born(Graphics g)//tank产生动画
        {
            if (bornTime < 48)
            {
                Rectangle Rect = new Rectangle(x, y, 30, 30);
                switch (bornTime % 8)
                {
                    case 0:
                    case 1:
                        g.DrawImage(bornBmp[0], Rect);
                        break;
                    case 2:
                    case 3:
                        g.DrawImage(bornBmp[1], Rect);
                        break;
                    case 4:
                    case 5:
                        g.DrawImage(bornBmp[2], Rect);
                        break;
                    case 6:
                    case 7:
                        g.DrawImage(bornBmp[3], Rect);
                        break;
                }
                bornTime++;
            }
        }
        //键按下的方法
        public void KeyDown(KeyEventArgs e)
        {
            if (e.KeyCode == Keys.W || e.KeyCode == Keys.Up)
            {
                direct = 0;
                canMove = true;
            }
            else if (e.KeyCode == Keys.S || e.KeyCode == Keys.Down)
            {
                direct = 1;
                canMove = true;
            }
            else if (e.KeyCode == Keys.A || e.KeyCode == Keys.Left)
            {
                direct = 2;
                canMove = true;
            }
            else if (e.KeyCode == Keys.D || e.KeyCode == Keys.Right)
            {
                direct = 3;
                canMove = true;
            }

        }
        public void KeyUp(KeyEventArgs e)
        {
            if (e.KeyCode == Keys.W || e.KeyCode == Keys.Up)
            {
                canMove = false;
            }
            else if (e.KeyCode == Keys.S || e.KeyCode == Keys.Down)
            {
                canMove = false;
            }
            else if (e.KeyCode == Keys.A || e.KeyCode == Keys.Left)
            {
                canMove = false;
            }
            else if (e.KeyCode == Keys.D || e.KeyCode == Keys.Right)
            {
                canMove = false;
            }
  
  • 0
    点赞
  • 13
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值