今天这套主题,仅仅是通过改进让游戏更加有趣,游戏中的细节永远是耐人寻味,有的游戏团队为此付诸努力甚至成为整个项目的成功关键。
我们将在本次完成加血、背景、更加完美的碰撞,让游戏变得更加有趣。
首先改进碰撞范围,对于主角来说,并不需要完全的碰撞,而只有身体的部分,所以将Rect设置的小一点,例如Width = 32, Height = 36
我们再加上一个食物类,让游戏中有加血的方法,具体效果如下:
食物类的代码如下:
![](https://i-blog.csdnimg.cn/blog_migrate/cdec0645add3fc3c328197dda5c76203.gif)
public
class
ClassFood : Canvas
{
private Rectangle _rectangle = new Rectangle()
{
private Rectangle _rectangle = new Rectangle()
{ Width
=
32
, Height
=
32
, Stroke
=
new
SolidColorBrush(Colors.Green) };
Image Food;
ImageSource[] FoodFrames = new ImageSource[ 4 ];
public ClassFood()
{
Food = new Image();
BitmapImage bitmap = new BitmapImage( new Uri( @" Src/food.png " , UriKind.Relative));
bitmap.ImageOpened += new EventHandler < RoutedEventArgs > (bitmap_ImageOpened);
Food.Source = bitmap;
this .Children.Add(Food);
this .Children.Add(_rectangle);
}
private static int _framecont = 0 ;
void bitmap_ImageOpened( object sender, RoutedEventArgs e)
{
Food.Source = sender as BitmapImage;
for ( int i = 0 ; i < 4 ; i ++ )
{
WriteableBitmap wb = new WriteableBitmap( 32 , 32 );
wb.Render(Food, new TranslateTransform() { X = - 32 * i, Y = 0 });
wb.Invalidate();
FoodFrames[i] = (ImageSource)wb;
}
Food.Source = FoodFrames[_framecont];
_framecont ++ ;
if (_framecont >= 4 )
_framecont = 0 ;
}
/// <summary>
/// 移动速度
/// </summary>
public double Speed = 1 ;
public double X
{
get { return Canvas.GetLeft( this ); }
set { Canvas.SetLeft( this , value); }
}
public double Y
{
get { return Canvas.GetTop( this ); }
set { Canvas.SetTop( this , value); }
}
public Rect MyRect
{
get
{
return new Rect(X, Y, _rectangle.Width, _rectangle.Height);
}
}
}
Image Food;
ImageSource[] FoodFrames = new ImageSource[ 4 ];
public ClassFood()
{
Food = new Image();
BitmapImage bitmap = new BitmapImage( new Uri( @" Src/food.png " , UriKind.Relative));
bitmap.ImageOpened += new EventHandler < RoutedEventArgs > (bitmap_ImageOpened);
Food.Source = bitmap;
this .Children.Add(Food);
this .Children.Add(_rectangle);
}
private static int _framecont = 0 ;
void bitmap_ImageOpened( object sender, RoutedEventArgs e)
{
Food.Source = sender as BitmapImage;
for ( int i = 0 ; i < 4 ; i ++ )
{
WriteableBitmap wb = new WriteableBitmap( 32 , 32 );
wb.Render(Food, new TranslateTransform() { X = - 32 * i, Y = 0 });
wb.Invalidate();
FoodFrames[i] = (ImageSource)wb;
}
Food.Source = FoodFrames[_framecont];
_framecont ++ ;
if (_framecont >= 4 )
_framecont = 0 ;
}
/// <summary>
/// 移动速度
/// </summary>
public double Speed = 1 ;
public double X
{
get { return Canvas.GetLeft( this ); }
set { Canvas.SetLeft( this , value); }
}
public double Y
{
get { return Canvas.GetTop( this ); }
set { Canvas.SetTop( this , value); }
}
public Rect MyRect
{
get
{
return new Rect(X, Y, _rectangle.Width, _rectangle.Height);
}
}
}
可以看出,这个部分的代码和固体类有很接近的地方,所以我们也同样的写一个组,来管理和创建整个食物动画
![](https://i-blog.csdnimg.cn/blog_migrate/cdec0645add3fc3c328197dda5c76203.gif)
public
class
ClassFoodGroup :Canvas
{
Random _random = new Random(( int )DateTime.Now.Ticks);
public ClassFoodGroup( int max)
{
int segment = ( int )(MainPage.ScreenWidth - 64 ) / max * 2 ;
for ( int i = 0 ; i < max; i ++ )
{
ClassFood food = new ClassFood();
this .Children.Add(food);
food.X = _random.Next(segment * i, segment * (i + 1 ));
food.Y = _random.Next(( int )MainPage.ScreenHeight - 64 ) + MainPage.ScreenHeight;
}
DispatcherTimer dispatcherTimer = new DispatcherTimer();
dispatcherTimer.Tick += new EventHandler(TickGameFrameLoop);
dispatcherTimer.Interval = TimeSpan.FromMilliseconds( 10 ); // 重复间隔
dispatcherTimer.Start();
}
private void TickGameFrameLoop( object sender, EventArgs e)
{
foreach (UIElement s in this .Children)
{
if (s is ClassFood)
{
ClassFood cloud = (s as ClassFood);
if (cloud.Y >= - 32 )
cloud.Y -= cloud.Speed;
else
cloud.Y = _random.Next( 400 - 64 ) + 400 ;
}
}
}
}
{
Random _random = new Random(( int )DateTime.Now.Ticks);
public ClassFoodGroup( int max)
{
int segment = ( int )(MainPage.ScreenWidth - 64 ) / max * 2 ;
for ( int i = 0 ; i < max; i ++ )
{
ClassFood food = new ClassFood();
this .Children.Add(food);
food.X = _random.Next(segment * i, segment * (i + 1 ));
food.Y = _random.Next(( int )MainPage.ScreenHeight - 64 ) + MainPage.ScreenHeight;
}
DispatcherTimer dispatcherTimer = new DispatcherTimer();
dispatcherTimer.Tick += new EventHandler(TickGameFrameLoop);
dispatcherTimer.Interval = TimeSpan.FromMilliseconds( 10 ); // 重复间隔
dispatcherTimer.Start();
}
private void TickGameFrameLoop( object sender, EventArgs e)
{
foreach (UIElement s in this .Children)
{
if (s is ClassFood)
{
ClassFood cloud = (s as ClassFood);
if (cloud.Y >= - 32 )
cloud.Y -= cloud.Speed;
else
cloud.Y = _random.Next( 400 - 64 ) + 400 ;
}
}
}
}
然后加入到游戏的主循环当中,进行检测判定:
foreach
(ClassFood food
in
foodgroup.Children)
{
Rect rt = food.MyRect;
rt.Intersect(herorect);
if ( ! double .IsInfinity(rt.Height) && ! double .IsInfinity(rt.Width))
{
flyerlife.Add( 10 );
food.Y = - 32 ;
break ;
}
}
{
Rect rt = food.MyRect;
rt.Intersect(herorect);
if ( ! double .IsInfinity(rt.Height) && ! double .IsInfinity(rt.Width))
{
flyerlife.Add( 10 );
food.Y = - 32 ;
break ;
}
}
好了,F5运行一下,看看效果,相信你会觉得有点意思了,当然了,其他部分的代码需要工程支持,还是先下载代码直接看吧:)
还有一些小细节需要增加,比如背景,背景天空的加入可以让游戏更加丰满,但是背景是有一定的要求的,它肯定不可能一直在上升,于是我们搞了一个背景类来处理内部逻辑。
![](https://i-blog.csdnimg.cn/blog_migrate/cdec0645add3fc3c328197dda5c76203.gif)
public
class
ClassBackGroup:Canvas
{
// 天空的高度,在这里顺便了解一下在Silverlight里取得图片的宽高
private int skyHeight = 1000 ;
public ClassBackGroup()
{
Image _Image = new Image();
BitmapImage bitmap = new BitmapImage( new Uri( @" Src/sky.jpg " , UriKind.Relative)) ;
bitmap.ImageOpened += new EventHandler < RoutedEventArgs > (bitmap_ImageOpened);
_Image.Source = bitmap;
this .Children.Add(_Image);
DispatcherTimer dispatcherTimer = new DispatcherTimer();
dispatcherTimer.Tick += new EventHandler(TickBackGroupLogic);
dispatcherTimer.Interval = TimeSpan.FromMilliseconds( 40 ); // 重复间隔
dispatcherTimer.Start();
}
// 在这个完成事件中可以取得bitmap的高度,同样宽度也可以用类似的方式
void bitmap_ImageOpened( object sender, RoutedEventArgs e)
{
skyHeight = (sender as BitmapSource).PixelHeight;
}
public void TickBackGroupLogic( object sender, EventArgs e)
{
// 如果移动大于屏幕减去天空的高度,那么就不能再动了
if (Y < 400 - skyHeight)
Y -= Speed;
}
public double Speed = 0.5 ;
public double Y
{
get { return Canvas.GetTop( this ); }
set { Canvas.SetTop( this , value); }
}
}
{
// 天空的高度,在这里顺便了解一下在Silverlight里取得图片的宽高
private int skyHeight = 1000 ;
public ClassBackGroup()
{
Image _Image = new Image();
BitmapImage bitmap = new BitmapImage( new Uri( @" Src/sky.jpg " , UriKind.Relative)) ;
bitmap.ImageOpened += new EventHandler < RoutedEventArgs > (bitmap_ImageOpened);
_Image.Source = bitmap;
this .Children.Add(_Image);
DispatcherTimer dispatcherTimer = new DispatcherTimer();
dispatcherTimer.Tick += new EventHandler(TickBackGroupLogic);
dispatcherTimer.Interval = TimeSpan.FromMilliseconds( 40 ); // 重复间隔
dispatcherTimer.Start();
}
// 在这个完成事件中可以取得bitmap的高度,同样宽度也可以用类似的方式
void bitmap_ImageOpened( object sender, RoutedEventArgs e)
{
skyHeight = (sender as BitmapSource).PixelHeight;
}
public void TickBackGroupLogic( object sender, EventArgs e)
{
// 如果移动大于屏幕减去天空的高度,那么就不能再动了
if (Y < 400 - skyHeight)
Y -= Speed;
}
public double Speed = 0.5 ;
public double Y
{
get { return Canvas.GetTop( this ); }
set { Canvas.SetTop( this , value); }
}
}
最后做一点点的修改,将辅助的线条全部隐蔽,运行效果就是如下了:
基本上已经出来一个游戏的大概形状,在这个基础上,可以做一些修改就变成了更加丰富的游戏,预计在Flyer07就结束这套纯用代码实现的Silverlight小游戏。
本文转自nowpaper 51CTO博客,原文链接:http://blog.51cto.com/nowpaper/712583