c#版flappybird 未完全实现

时间:2023-03-09 17:20:55
c#版flappybird  未完全实现

这些天开始在深圳找工作,想着把从前有些淡忘的技术再温故下。看到尊敬的《传智播客》有一期公开课,讲的是用c#编写flappybird小游戏,也就自己搜了下游戏资源,也来试试看。

其实用到的技术就是传智播客讲的。只不过项目结构和一些逻辑稍微修改了下,更加符合原游戏的特点。

————————再次声明:非本人独创方案————————————

导入资源

c#版flappybird  未完全实现

窗体背景设置为background图片382*681,然后在窗体上加个picturebox,放入road图片,大小拉伸.

c#版flappybird  未完全实现

而后加三个timer,依次设置100ms,10ms,10ms

c#版flappybird  未完全实现

如此,游戏界面搭建完成。

下面是代码结构,所有游戏元素的父类,抽象类:public abstract class GameObj

小鸟类:public class Bird : GameObj

管道类:public class Pipe : GameObj

重力类:public static class Gravity

GameObj类:添加两个抽象方法void Move()  和 void Draw(Graphics g)

下面是整个类的代码:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
namespace flappybird
{
/// <summary>
/// 游戏对象的父类
/// </summary>
public abstract class GameObj
{
public int X { get; set; }
public int Y { get; set; }
public int Height { get; set; }
public int Width { get; set; } public GameObj(int x,int y,int height,int width)
{
this.X = x;
this.Y = y;
this.Height = height;
this.Width = width;
}
public abstract void Move();
public abstract void Draw(Graphics g);
}
}
 

下面是Bird类源码:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
using flappybird.Properties; namespace flappybird
{
public class Bird : GameObj
{
/// <summary>
/// 各种小鸟形态数组
/// </summary>
private static Image[] imgs ={
Properties.Resources.bird_blue_0,
Properties.Resources.bird_blue_1,
Properties.Resources.bird_blue_2
};
/// <summary>
/// 当前绘制的小鸟形态的索引
/// </summary>
public int BirdIndex { get; set; }
/// <summary>
/// 存储当前下落速度
/// </summary>
public float Speed { get; set; }
/// <summary>
/// 存储已下落持续时间
/// </summary>
public float Time { get; set; } private static Bird bird = null;
/// <summary>
/// 单例模式,确保只实例化一个Bird对象
/// </summary>
/// <returns></returns>
public static Bird GetSingleBird()
{
if (bird == null)
{
bird = new Bird(100, 200, 0);
}
return bird;
}
/// <summary>
/// 调用父类的构造函数
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="birdIndex"></param>
private Bird(int x, int y, int birdIndex)
: base(x, y, imgs[0].Height, imgs[0].Width)
{
this.BirdIndex = birdIndex;
this.Time = 10f;
this.Speed = 0f;
} /// <summary>
/// 重写父类的抽象Draw方法
/// </summary>
public override void Draw(Graphics g)
{
switch (this.BirdIndex)
{
case 0:
g.DrawImage(imgs[0], this.X, this.Y);
break;
case 1:
g.DrawImage(imgs[1], this.X, this.Y);
break;
case 2:
g.DrawImage(imgs[2], this.X, this.Y);
break;
default:
break;
}
this.BirdIndex++;
this.BirdIndex %= 3;
}
/// <summary>
/// 重写父类的抽象Move方法
/// </summary>
public override void Move()
{
this.Y = this.Y <= 60 ? 0 : this.Y - 60;
//this.Y -= 30;
}
/// <summary>
/// 获取图形区域,用于碰撞检测
/// </summary>
/// <returns></returns>
public static Rectangle GetRectangle()
{
return new Rectangle(bird.X, bird.Y, Resources.bird_blue_0.Width, Resources.bird_blue_0.Height);
}
}
}

结合注释,相信大家都能搞懂。。。

Pipe类:

此类中,我定义了一个pipes数组,用来向画面中呈现3列水管(每列包含上下两个水管)

然后用InitPipes()函数初始化。此函数中,用了一种比较讨巧的方法,就是先判断数组中最后一个元素是否为null,类似Bird类中使用的单例模式。

具体代码:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
using flappybird.Properties;
namespace flappybird
{
public class Pipe : GameObj
{
public override void Move()
{
for (int i = 0; i < 3; i++)
{
pipes[i, 0].X -= 1;
pipes[i, 1].X -= 1;
}
// this.X -= 1;
}
public override void Draw(System.Drawing.Graphics g)
{
for (int i = 0; i < 3; i++)
{
//画出上水管
g.DrawImage(Resources.bound_up, pipes[i, 0].X, pipes[i, 0].Y);
//画出下水管
g.DrawImage(Resources.bound_down, pipes[i, 1].X, pipes[i, 1].Y);
} }
private Pipe(int x, int y)
: base(x, y, Resources.bound_down.Height, Resources.bound_down.Width)
{ } private static Pipe[,] pipes = new Pipe[3, 2];
private static void InitPipes()
{
if (pipes[2, 1] == null)
{
Random rand = new Random(DateTime.Now.Millisecond);
for (int i = 0; i < 3; i++)
{
int y = rand.Next(80, 380);
//上水管
pipes[i, 0] = new Pipe(300 + i * 200, -y);
//下水管
pipes[i, 1] = new Pipe(300 + i * 200, -y + Resources.bound_up.Height + 170);
}
}
}
public static Pipe GetPipes(int row, int col)
{
if (row > 1 || col > 2)
{
return null;
}
InitPipes();
return pipes[col, row];
}
public static Rectangle GetRectangle(int row,int col)
{
return new Rectangle(pipes[col, row].X, pipes[col, row].Y,
Resources.bound_up.Width, Resources.bound_up.Height);
}
}
}

然后Gravity类:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text; namespace flappybird
{
public static class Gravity
{
private const float g=9.8f;
private const float a = 40f;
/// <summary>
/// 获取下落的距离
/// </summary>
/// <param name="time"></param>
/// <param name="speed"></param>
/// <returns></returns>
public static int GetDropHeight(float time,float speed)
{ if (speed<0)
{
return (int)(0.5f * a * time * time + speed * time); }
return (int)(0.5f * g * time * time + speed * time); }
/// <summary>
/// 获取下落后的速度
/// </summary>
/// <param name="time"></param>
/// <param name="speed"></param>
/// <returns></returns>
public static float GetDropSpeed(float time,float speed)
{
if (speed<0)
{
return speed + a * time;
}
return speed + g * time;
}
}
}

定义一个 float a;这个表示小鸟向上飞的时候受到的向下的加速度。之所以这样设计,是为了小鸟向上飞的时候,不是一下就跳到某个高度,让它连续上升,但是减速特快的那种效果。

我看传智播客里赵老师是直接设置个上升高度,给人的感觉是小鸟一下就”飞“上去了,这样设计会简单些,缺点是没有连续效果。

大餐来了,Form1代码:

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 flappybird.Properties;
namespace flappybird
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private bool IsGameOver = false;
private void Form1_Load(object sender, EventArgs e)
{
timer1.Enabled = true;
timer2.Enabled = true;
timer3.Enabled = true; } private void Form1_Paint(object sender, PaintEventArgs e)
{
if (IsGameOver)
{
return;
}
Bird.GetSingleBird().Draw(e.Graphics);
Pipe.GetPipes(0, 0).Draw(e.Graphics);
} private void timer1_Tick(object sender, EventArgs e)
{
if (IsGameOver)
{
return;
}
this.Invalidate();
} private void Form1_MouseClick(object sender, MouseEventArgs e)
{
if (IsGameOver)
{
return;
}
//Bird.GetSingleBird().Move();
Bird.GetSingleBird().Speed = -80f;
} private void Form1_KeyPress(object sender, KeyPressEventArgs e)
{ } private void Form1_KeyDown(object sender, KeyEventArgs e)
{
if (IsGameOver)
{
return;
}
if (e.KeyCode == Keys.Space)
{
//Bird.GetSingleBird().Move();
Bird.GetSingleBird().Speed = -80f;
}
}
/// <summary>
/// 计算重力影响
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void timer2_Tick(object sender, EventArgs e)
{
if (IsGameOver)
{
return;
}
int dropHeight = Gravity.GetDropHeight(Bird.GetSingleBird().Time * 0.01f, Bird.GetSingleBird().Speed); int currentY = Bird.GetSingleBird().Y + dropHeight;
int maxY = ClientRectangle.Height - pictureBox1.Height - Bird.GetSingleBird().Height;
if (currentY >= maxY)
{
Bird.GetSingleBird().Y = maxY;
}
else if (currentY < 0)
{
Bird.GetSingleBird().Y = 0;
}
else
{
Bird.GetSingleBird().Y = currentY;
}
Bird.GetSingleBird().Speed = Gravity.GetDropSpeed(Bird.GetSingleBird().Time * 0.01f, Bird.GetSingleBird().Speed);
} Random rand = new Random(DateTime.Now.Millisecond); private void timer3_Tick(object sender, EventArgs e)
{
if (IsGameOver)
{
return;
}
Pipe.GetPipes(0, 0).Move();
//最靠近左边的管道列,为了下面的碰撞检测做准备。
//因为只有最左边的管道才需要碰撞检测。避免不必要的操作。
int left = 0;
for (int i = 0; i < 3; i++)
{
//若某一列管道左移出了屏幕范围,则把其放到屏幕右端外
//然后再进行左移
if (Pipe.GetPipes(0, i).X < -90)
{
//若i列移出了屏幕,则现在是(i + 1) % 3列在最左侧
left = (i + 1) % 3;
Console.WriteLine(left);
int y = rand.Next(80, 380);
//上面的管道
Pipe.GetPipes(0, i).X = 500;
Pipe.GetPipes(0, i).Y = -y;
//下面的管道
Pipe.GetPipes(1, i).X = 500;
Pipe.GetPipes(1, i).Y = -y + Resources.bound_up.Height + 170;
}
}
bool isInterUp = Bird.GetRectangle().IntersectsWith(Pipe.GetRectangle(0, left));
bool isInterDown = Bird.GetRectangle().IntersectsWith(Pipe.GetRectangle(1, left));
bool isInterGround = Bird.GetRectangle().IntersectsWith(new Rectangle(pictureBox1.Location, pictureBox1.Size));
if (isInterUp||isInterDown||isInterGround)
{
timer1.Enabled = false;
timer2.Enabled = false;
timer3.Enabled = false;
IsGameOver = true;
} }
}
}

结合前面的几个类,这里就留给大家自己体会吧。(绝不是我懒得写说明。哈哈哈)

c#版flappybird  未完全实现

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