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));
            }
        }
    }
}