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這篇文章主要介紹C#制作坦克大戰(zhàn)游戲的方法,文中介紹的非常詳細(xì),具有一定的參考價值,感興趣的小伙伴們一定要看完!
前言
該程序主要對原始的坦克大戰(zhàn)游戲進(jìn)行了簡單的還原。目前程序可以做到自動生成敵方坦克且敵方能夠隨機(jī)發(fā)射子彈,我方坦克也能做到邊發(fā)射子彈邊移動。唯一的不足之處就是還沒有完整通關(guān)的設(shè)置以及障礙的設(shè)置。
界面效果圖
圖1
部分代碼
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 System.Runtime.InteropServices; namespace MyTankWar { public partial class FormMain : Form { //game state private GameState _gameState = GameState.Close; //my tank private Tank _myTank = new Tank(Side.Me); //list set of enemy's tank private List<Tank> _listEnemyTank = new List<Tank>(); //list set of bullets private List<Bullet> _listBullet = new List<Bullet>(); // import dynamic link library [DllImport("user32.dll", CharSet = CharSet.Auto, ExactSpelling = true, CallingConvention = CallingConvention.Winapi)] public static extern short GetAsyncKeyState(int keyCode); public FormMain() { InitializeComponent(); } //'begin game' button function private void BeginToolStripMenuItem_Click(object sender, EventArgs e) { _gameState = GameState.Open; //enable timer timer1.Enabled = true; timer2.Enabled = true; timer3.Enabled = true; timer4.Enabled = true; } //'end game' button function private void EndToolStripMenuItem_Click(object sender, EventArgs e) { _gameState = GameState.Close; //unenable timer timer1.Enabled = false; timer2.Enabled = false; timer3.Enabled = false; timer4.Enabled = false; } //'pictureBox1'-> Paint function private void pictureBox1_Paint(object sender, PaintEventArgs e) { //draw my tanks _myTank.DrawMe(e.Graphics); //draw enemy's tanks for (int i = 0; i <= _listEnemyTank.Count - 1; i++) _listEnemyTank[i].DrawMe(e.Graphics); //draw each bullet foreach (Bullet myBullet in _listBullet) { myBullet.DrawMe(e.Graphics); } } //'FormMain'-> KeyDown function private void FormMain_KeyDown(object sender, KeyEventArgs e) { //if game started if (_gameState == GameState.Open) { //if press 'Space' key, my tank start shooting if (e.KeyCode == Keys.Space) { Bullet myBullet = _myTank.Fire(); _listBullet.Add(myBullet); } //refresh interface pictureBox1.Invalidate(); } } //timer1' Tick function, used for generating a enemy's tank private void timer1_Tick(object sender, EventArgs e) { //if game started if (_gameState == GameState.Open) { //generate a enemy's tank Tank enemyTank = new Tank(Side.Enemy); //add enenmy's tank _listEnemyTank.Add(enemyTank); //refresh pictureBox1 pictureBox1.Invalidate(); } } //timer2' Tick function, used for controlling the direction of a enemy's tank private void timer2_Tick(object sender, EventArgs e) { // if game started if (_gameState == GameState.Open) { //define a random object Random myRand = new Random(DateTime.Now.Second); for (int i = 0; i <= _listEnemyTank.Count - 1; i++) { //generate a random number int newDirection = myRand.Next(1, 10); //move the tank if (newDirection <= 4) _listEnemyTank[i].Move((Direction)newDirection); else _listEnemyTank[i].Move(_listEnemyTank[i]._Direction); } //make bullet move foreach (Bullet Bullet in _listBullet) Bullet.Move(); //refresh pictureBox1 pictureBox1.Invalidate(); } } //timer3' Tick function, used for shooting of a enemy's tank private void timer3_Tick(object sender, EventArgs e) { // if game started if (_gameState == GameState.Open) { //define a random class Random myRand = new Random(DateTime.Now.Second); //make bullet move foreach (Tank enemyTank in _listEnemyTank) { //generate a random number whose value is between 1 to 4 int fireFlag = myRand.Next(1, 10); //if enemy's tank can shoot if (fireFlag <= 4) { Bullet enemyBullet = enemyTank.Fire(); _listBullet.Add(enemyBullet); } } } } //timer4' Tick function, used for spying the key pressing state to make my tank move while shooting private void timer4_Tick(object sender, EventArgs e) { if (_gameState == GameState.Open) { bool keyDown = (((ushort)GetAsyncKeyState((int)Keys.Down)) & 0xffff) != 0; if (keyDown == true) _myTank.Move(Direction.Down); bool keyUp = (((ushort)GetAsyncKeyState((int)Keys.Up)) & 0xffff) != 0; if (keyUp == true) _myTank.Move(Direction.Up); bool keyLeft = (((ushort)GetAsyncKeyState((int)Keys.Left)) & 0xffff) != 0; if (keyLeft == true) _myTank.Move(Direction.Left); bool keyRight = (((ushort)GetAsyncKeyState((int)Keys.Right)) & 0xffff) != 0; if (keyRight == true) _myTank.Move(Direction.Right); //refresh pictureBox1 pictureBox1.Invalidate(); } } } }
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