项目01【回合制04游戏】Visual C#

双击Program.cs

修改这里

修改为

拖拽PictureBox到对话控制框中

拉伸

双击GameManage中的KeyDown右侧空白处

将以下代码放在GameManage.cs中

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;

namespace vs_Runmap
{
    public partial class GameManage : Form
    {
        Player[] player = new Player[3];
        //地图数组
        Map[] map = new Map[2];


        //计数器
        public int animation_ctrl = 0;

        public GameManage()
        {
            InitializeComponent();
        }

        private void GameManage_KeyDown(object sender, KeyEventArgs e)
        {
            Player.key_ctrl(player, map, e);
            Map.drawMap(map, player, pictureBox1.CreateGraphics(), new Rectangle(0, 0, pictureBox1.Width, pictureBox1.Height));


        }

        private void GameManage_Load(object sender, EventArgs e)
        {
            player[0] = new Player();
            player[0].bitmap = new Bitmap(@"r1.png");
            player[0].bitmap.SetResolution(100, 100);
            player[0].is_active = 1;

            player[1] = new Player();
            player[1].bitmap = new Bitmap(@"r2.png");
            player[1].bitmap.SetResolution(100, 100);
            player[1].is_active = 1;

            player[2] = new Player();
            player[2].bitmap = new Bitmap(@"r3.png");
            player[2].bitmap.SetResolution(100, 100);
            player[2].is_active = 1;


            /*map[0] = new Map();
            map[0].bitmap_path = "map1.png";
            map[0].bitmap = new Bitmap(@"map1.png");

            map[1] = new Map();
            map[1].bitmap_path = "map2.png";
            map[1].bitmap = new Bitmap(@"map2.png");*/

            map[0] = new Map();
            map[0].bitmap_path = "map1.png";
            map[0].shade_path = "map1_shade.png";
            map[0].block_path = "map1_block.png";
            map[0].back_path = "map1_back.png";

            map[1] = new Map();
            map[1].bitmap_path = "map2.png";
            map[1].shade_path = "map2_shade.png";
            map[1].block_path = "map2_block.png";
            map[1].back_path = "map1_back.png";

            Map.change_map(map, player, 0, 100, 350, 1);//1:所有 2:所有  3:切换地图   4:  5:
        }

       
    }
}

将以下代码放在Player.cs中

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;

namespace vs_Runmap
{
    class Player
    {
        public int x = 0;
        public int y = 0;
        public int face = 1;
        public Bitmap bitmap;

        //当前角色
        public static int current_player = 0;
        //是否在队伍中
        public int is_active = 0;


        public int anm_frame = 0;
        public long last_walk_time = 0;
        public long walk_interval = 100;
        public int speed = 20;

        public Player()
        {
            bitmap = new Bitmap(@"r1.png");
            bitmap.SetResolution(100, 100);
        }
        //下面三个函数相当于提取器
        public static int get_pos_x(Player[] player)
        {
            return player[current_player].x;
        }

        public static int get_pos_y(Player[] player)
        {
            return player[current_player].y;
        }

        public static int get_pos_f(Player[] player)
        {
            return player[current_player].face;
        }


        public static void key_change_player(Player[] player)
        {
            for (int i = current_player + 1; i < player.Length; i++)
            {
                if (player[i].is_active == 1)
                {
                    set_player(player, current_player, i);
                    return;
                }
            }
            for (int i = 0; i < current_player; i++)
            {
                if (player[i].is_active == 1)
                {
                    set_player(player, current_player, i);
                    return;
                }
            }

        }

        public static void set_player(Player[] player, int oldindex, int newindex)
        {
            current_player = newindex;
            player[newindex].x = player[oldindex].x;
            player[newindex].y = player[oldindex].y;
            player[newindex].face = player[oldindex].face;
        }


        //键盘控制
        public static void key_ctrl(Player[] player, Map[] map, KeyEventArgs e)
        {
            Player p = player[current_player];
            if (e.KeyCode == Keys.Tab)
            {
                key_change_player(player);
            }

            //通过键位的判断,实现角色的位移
            switch (e.KeyCode)
            {
                case Keys.Left://左
                    if (Map.can_through(map, p.x - p.speed, p.y))
                    {
                        p.x -= 5;
                        p.face = 2;
                    }

                    break;
                case Keys.Up://上
                    if (Map.can_through(map, p.x, p.y - p.speed))
                    {
                        p.y -= 5;
                        p.face = 4;
                    }

                    break;
                case Keys.Right://右
                    if (Map.can_through(map, p.x + p.speed, p.y))
                    {
                        p.x += 5;
                        p.face = 3;
                    }

                    break;
                case Keys.Down://下
                    if (Map.can_through(map, p.x, p.y + p.speed))
                    {
                        p.y += 5;
                        p.face = 1;
                    }

                    break;
                default:
                    break;
            }
            p.anm_frame = p.anm_frame + 1;
            if (p.anm_frame >= int.MaxValue)
            {
                p.anm_frame = 0;
            }
            p.last_walk_time = Comm.Time();
        }

        public static void set_pos(Player[] player, int x, int y, int face)
        {
            player[current_player].x = x;
            player[current_player].y = y;
            player[current_player].face = face;
        }


        //绘制角色
        //按钮的点击事件触发程序
        public static void DrawHero(Player[] player, Graphics g, int map_sx, int map_sy)
        {

            Player p = player[current_player];
            //0 =x   y=bitmap1.Height / 4 * (face - 1)
            //width= bitmap1.Width / 4  height=bitmap1.Height / 4
            Rectangle rl = new Rectangle(p.bitmap.Width / 4 * (p.anm_frame % 4), p.bitmap.Height / 4 * (p.face - 1),
                p.bitmap.Width / 4, p.bitmap.Height / 4);
            Bitmap bitmapRec = p.bitmap.Clone(rl, p.bitmap.PixelFormat);

            /*Graphics g1 = g;
            //创建缓冲区域
            BufferedGraphicsContext bgc = BufferedGraphicsManager.Current;
            //缓冲区图形对象
            BufferedGraphics myBuffer = bgc.Allocate(g1, myrec);
            //缓冲区操作图形
            Graphics g2 = myBuffer.Graphics;*/
            g.DrawImage(bitmapRec, map_sx + p.x, map_sy + p.y, 100, 100);

            //显示图像并释放资源
            /*myBuffer.Render();
            myBuffer.Dispose();*/


        }


    }
}

将以下代码放在Map.cs中

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace vs_Runmap
{
    class Map
    {
        //地图编号
        public static int current_map = 0;
        //图片路径
        public string bitmap_path;
        public Bitmap bitmap;

        public string shade_path;
        public Bitmap shade;

        public string block_path;
        public Bitmap block;

        //天空背景路径
        public string back_path;
        public Bitmap back;

        public Map()
        {
            bitmap_path = "m0.png";
        }
        //判断能够通行
        public static bool can_through(Map[] map, int x, int y)
        {
            Map m = map[current_map];
            if (x < 0)
            {
                return false;
            }
            else if (x >= m.block.Width)
            {
                return false;
            }
            else if (y < 0)
            {
                return false;
            }
            else if (y >= m.block.Height)
            {
                return false;
            }
            if (m.block.GetPixel(x, y).B == 0)
            {
                return false;
            }
            else
            {
                return true;
            }
        }
        public static void drawMap(Map[] map, Player[] player, Graphics g, Rectangle stage)
        {
            Map m = map[current_map];


            int map_sx = 0;
            int map_sy = 0;


            int p_x = Player.get_pos_x(player);
            int p_y = Player.get_pos_y(player);


            int map_w = m.bitmap.Width;
            int map_h = m.bitmap.Height;

            if (p_x <= stage.Width / 2)
            {
                map_sx = 0;
            }
            else if (p_x >= map_w - stage.Width / 2)
            {
                map_sx = stage.Width - map_w;
            }
            else
            {
                map_sx = stage.Width / 2 - p_x;
            }

            if (p_y <= stage.Height / 2)
            {
                map_sy = 0;
            }
            else if (p_y >= map_h - stage.Height / 2)
            {
                map_sy = stage.Height - map_h;
            }
            else
            {
                map_sy = stage.Height / 2 - p_y;
            }

            //绘制 背景层
            if (m.back != null)
            {
                g.DrawImage(m.back, 0, 0);
            }
            //画地图
            g.DrawImage(m.bitmap, map_sx, map_sy);
            //画人物
            Player.DrawHero(player, g, map_sx, map_sy);
            //绘制覆盖图层
            g.DrawImage(m.shade, map_sx, map_sy);

        }

        public static void change_map(Map[] map, Player[] player, int newindex, int x, int y, int face)
        {
            if (map[current_map].bitmap != null)
            {
                map[current_map].bitmap = null;
            }

            //判断是否有遮挡图
            if (map[current_map].shade != null)
            {
                map[current_map].shade = null;
            }

            if (map[current_map].block != null)
            {
                map[current_map].block = null;
            }

            if (map[current_map].back != null)
            {
                map[current_map].back = null;
            }

            if (map[newindex].bitmap_path != null && map[newindex].bitmap_path != "")
            {
                map[newindex].bitmap = new Bitmap(map[newindex].bitmap_path);
                map[newindex].bitmap.SetResolution(100, 100);
            }

            if (map[newindex].shade_path != null && map[newindex].shade_path != "")
            {
                map[newindex].shade = new Bitmap(map[newindex].shade_path);
                map[newindex].shade.SetResolution(100, 100);
            }

            if (map[newindex].block_path != null && map[newindex].block_path != "")
            {
                map[newindex].block = new Bitmap(map[newindex].block_path);
                map[newindex].block.SetResolution(100, 100);
            }

            if (map[newindex].back_path != null && map[newindex].back_path != "")
            {
                map[newindex].back = new Bitmap(map[newindex].back_path);
                map[newindex].back.SetResolution(100, 100);
            }


            current_map = newindex;
            Player.set_pos(player, x, y, face);
        }

    }
}

将以下代码放在Comm.cs中

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace vs_Runmap
{
    class Comm
    {
        public static long Time()
        {
            DateTime dt1 = new DateTime(1970, 1, 1);
            TimeSpan ts = DateTime.Now - dt1;
            return (long)ts.TotalMilliseconds;
        }
    }
}

双击GameManage.Designer.cs重置以下替换代码


namespace vs_Runmap
{
    partial class GameManage
    {
        /// <summary>
        /// Required designer variable.
        /// </summary>
        private System.ComponentModel.IContainer components = null;

        /// <summary>
        /// Clean up any resources being used.
        /// </summary>
        /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
        protected override void Dispose(bool disposing)
        {
            if (disposing && (components != null))
            {
                components.Dispose();
            }
            base.Dispose(disposing);
        }

        #region Windows Form Designer generated code

        /// <summary>
        /// Required method for Designer support - do not modify
        /// the contents of this method with the code editor.
        /// </summary>
        private void InitializeComponent()
        {
            this.pictureBox1 = new System.Windows.Forms.PictureBox();
            ((System.ComponentModel.ISupportInitialize)(this.pictureBox1)).BeginInit();
            this.SuspendLayout();
            //
            // pictureBox1
            //
            this.pictureBox1.Location = new System.Drawing.Point(4, 0);
            this.pictureBox1.Name = "pictureBox1";
            this.pictureBox1.Size = new System.Drawing.Size(571, 498);
            this.pictureBox1.TabIndex = 0;
            this.pictureBox1.TabStop = false;
            //
            // GameManage
            //
            this.AutoScaleDimensions = new System.Drawing.SizeF(8F, 15F);
            this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
            this.ClientSize = new System.Drawing.Size(577, 503);
            this.Controls.Add(this.pictureBox1);
            this.KeyPreview = true;
            this.Name = "GameManage";
            this.Text = "GameManage";
            this.Load += new System.EventHandler(this.GameManage_Load);
            this.KeyDown += new System.Windows.Forms.KeyEventHandler(this.GameManage_KeyDown);
            ((System.ComponentModel.ISupportInitialize)(this.pictureBox1)).EndInit();
            this.ResumeLayout(false);

        }

        #endregion

        private System.Windows.Forms.PictureBox pictureBox1;
    }
}

 最后将以下图片放在指定文件夹中

 

 

 

 

 

 

 

 

 

 

最后回到设计中ctrl+F5运行

运行成功后会发现路径被黑色图片遮挡不能经过

End.

  • 1
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
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