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)); } } } }