基本信息
源码名称:C# 打飞机小游戏源码(雷霆战机)
源码大小:10.46M
文件格式:.rar
开发语言:C#
更新时间:2019-04-13
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源码介绍
使用面向对象的思想(继承和派生),并借助窗体重载OnPaint方法实现飞机、子弹、爆炸的绘制效果。代码中使用大量注释,以帮助读者更好的理解代码
【调试说明】
打开游戏后,回车即可开始游戏,上下左右键 用于 控制战机方向
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.Threading;
namespace Warcraft
{
//软件工程在编写代码时做两件事或多件事的方法用两个方法完成,
//一个方法的代码行数应该少于50行,便于代码的可理解性
public partial class GameWindow : Form
{//Timer控件效率较低下
//创建背景图片的Image
public Image imageBackground = Image.FromFile(@"..\..\image\back1.png");
//定义我方飞机Image
public Image myplaneImg = Image.FromFile(@"..\..\image\plane.png");
public Image myplaneLeftImg = Image.FromFile(@"..\..\image\right.png");
public Image myplaneRightImg = Image.FromFile(@"..\..\image\left.png");
//敌机的Img
public Image enemyPlaneImg1 = Image.FromFile(@"..\..\image\enemyplane1.png");
public Image enemyPlaneImg2 = Image.FromFile(@"..\..\image\enemyplane2.png");
//我方炮弹
public Image myBulletImg = Image.FromFile(@"..\..\image\bullet.png");
//
public Image enemyBulletImg = Image.FromFile(@"..\..\image\enemybullet.png");
//爆炸效果Image
public Image[] images = new Image[]
{
Image.FromFile(@"..\..\image\explode1.png"),
Image.FromFile(@"..\..\image\explode2.png"),
Image.FromFile(@"..\..\image\explode3.png"),
Image.FromFile(@"..\..\image\explode4.png"),
Image.FromFile(@"..\..\image\explode5.png")
};
//游戏装备的Image
public Image equipmentImage1 = Image.FromFile(@"..\..\image\bulletbox1.png");
public Image equipmentImage2 = Image.FromFile(@"..\..\image\bulletbox2.png");
public Image equipmentImage3 = Image.FromFile(@"..\..\image\bulletbox3.png");
//游戏封面封底
public Image prepareImg = Image.FromFile(@"..\..\image\GameStart.jpg");
public Image failureImg = Image.FromFile(@"..\..\image\Gameover.jpg");
//声明背景对象
public Background background;
//定义我方飞机对象
public MyAirplane myAirplane;
//创建敌机对象集合,由于敌机数量较多,所以需要定义一个泛型集合
public List<EnemyPlane> enemyPlaneList = new List<EnemyPlane>();
//一般为了提高软件的效率,通常在方法外创建对象
public Random random = new Random();
//定义子弹集合
public List<Bullet> bulletList = new List<Bullet>();
//创建爆炸对象泛型集合
public List<Explode> explodeList = new List<Explode>();
//创建游戏装备列表
public List<Equipment> equipmentList = new List<Equipment>();
//游戏积分的变量
public int score = 0;
//创建准备声音对象
public Sound soundPrepare = new Sound(@"..\..\music\gamebegin.mp3");
//创建声音对象
public Sound soundPrecede = new Sound(@"..\..\music\bgmusic.mp3");
//创建声音对象
public Sound soundFail = new Sound(@"..\..\music\gameover.mp3");
//创建声音对象
public Sound soundBullet = new Sound(@"..\..\music\bullet.mp3");
//创建声音对象
public Sound soundExplode = new Sound(@"..\..\music\explode.mp3");
//创建声音对象
public Sound soundEquipment = new Sound(@"..\..\music\zengjia.mp3");
//定义状态栏对象
public StateBar stateBar;
//定义一个表示游戏状态的变量
public GameState gameState;
public GameWindow()
{
//系统定义的初始化函数
InitializeComponent();
//this.Size = new Size(1000, 500);
this.Width = 1000;
this.Height = 500;
this.FormBorderStyle = FormBorderStyle.FixedSingle;
this.StartPosition = FormStartPosition.CenterScreen;
this.MaximizeBox = false;
this.MinimizeBox = false;
//this.BackgroundImage = Image.FromFile(@"..\..\image\back1.png");
this.BackgroundImageLayout = ImageLayout.Stretch;
//声明窗体使用双缓存技术
this.DoubleBuffered = true;
//创建对象
//注意:不能用new HelloAirplane()代替this,原因是new了以后是另一个新的对象
background = new Background(0, 0, 1000, 465, 2, this);
//创建我方飞机对象
myAirplane = new MyAirplane(50, 220, 80, 22, 8, true, 100, AirplaneDirection.Center, this);
//创建状态栏对象
stateBar = new StateBar(50, 50,202,12, this);
gameState = GameState.Prepare;
//播放游戏准备音乐
soundPrepare.Play();
}
/// <summary>
/// 当窗体创建后才执行这个Load事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void GameWindow_Load(object sender, EventArgs e)
{
////创建线程执行Run方法
//Thread thread = new Thread(new ThreadStart(Run));
////IsBackground属性为true:不影响主线程
//thread.IsBackground = true;
////启动线程
//thread.Start();
}
/// <summary>
/// 当窗体发生改变时,系统就会调用一个OnPaint方法重绘窗体
/// </summary>
/// <param name="e"></param>
protected override void OnPaint(PaintEventArgs e)
{
//在改写了基类的OnPaint方法后,首先调用基类的这个方法
base.OnPaint(e);
//添加对窗体需要的绘制的代码
//必须用e这个系统参数
var graphics = e.Graphics;
//游戏准备状态
if (gameState == GameState.Prepare)
{
graphics.DrawImage(prepareImg, 0, 0, 1000, 465);
return;
}
//绘制封底
if (gameState == GameState.Fall)
{
graphics.DrawImage(failureImg, 0, 0, 1000, 465);
return;
}
//一个程序至少只有一个主线程
background.DrawImage(graphics);
//调用我方飞机
myAirplane.DrawImage(graphics);
////错误的遍历方法,请对比下面的foreach遍历方法
//foreach (List<EnemyPlane> t in enemyPlaneList)
//{
// t.DrawEnemyPlane(graphics);
//}
////BUG:当移除对象后,存在空位的存储空间,那就需要集合重排
//foreach (EnemyPlane t in enemyPlaneList)
//{
// t.DrawEnemyPlane(graphics);
//}
//注意:在使用循环来遍历集合中的对象时,如果让自增长的变量<=集合对象.Count会出现越界情况
for (int i = 0; i < enemyPlaneList.Count; i )
{
enemyPlaneList[i].DrawImage(graphics);
}
//画子弹列表的每颗子弹
for (int i = 0; i < bulletList.Count; i )
{
bulletList[i].DrawImage(graphics);
}
//画爆炸列表
for (int i = 0; i < explodeList.Count; i )
{
explodeList[i].DrawImage(graphics);
}
//画装备
for (int i = 0; i < equipmentList.Count; i )
{
equipmentList[i].DrawImage(graphics);
}
//绘制状态栏
stateBar.DrawImage(graphics);
}
/// <summary>
/// 线程要执行的线程代码
/// 每秒中让窗体刷新
/// </summary>
public void Run()
{
while (true)
{
//有一个系统方法可以让窗体自动刷新,即强制使窗体刷新重绘
this.Invalidate();
//休眠0.25秒
Thread.Sleep(40);
//调用创建敌机的方法
CreateEnemyPlane();
//调用产生装备的方法
CreateeEquipment();
}
}
/// <summary>
/// 键盘任意按键的按下事件对应的方法
/// </summary>
/// <param name="sender">引发事件对象本身</param>
/// <param name="e">包含了事件需要传递给我们的各种参数</param>
private void GameWindow_KeyDown(object sender, KeyEventArgs e)
{
//按下回车键开始游戏
if (e.KeyCode == Keys.Enter && gameState == GameState.Prepare)
{
//创建线程执行Run方法
Thread thread = new Thread(new ThreadStart(Run));
//IsBackground属性为true:不影响主线程
thread.IsBackground = true;
//启动线程
thread.Start();
gameState = GameState.Preceed;
}
if (gameState == GameState.Preceed)
{
myAirplane.KeyDown(e.KeyCode);
}
}
/// <summary>
/// 按键松开后触发
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void GameWindow_KeyUp(object sender, KeyEventArgs e)
{
if (gameState == GameState.Preceed)
{
myAirplane.KeyUp(e.KeyCode);
}
}
//创建敌机的方法
private void CreateEnemyPlane()
{
//random.Next(440);//产生0-440的随机数
//产生30%概率的敌机
if (random.Next(100) % 30 == 0)
{
enemyPlaneList.Add(new EnemyPlane(1000, random.Next(440), 65, 20, random.Next(3, 8), true, random.Next(1, 3), AirplaneDirection.Left, this));
}
}
//创建游戏装备的方法
void CreateeEquipment()
{
if (random.Next(80) % 2 == 0)
{
equipmentList.Add(new Equipment(random.Next(100, 900), -50, 20, 30, random.Next(5, 10), true, random.Next(0,4), AirplaneDirection.Down, this));
}
}
}
}