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基于C#弹幕类射击游戏的实现——(五)主场景

基于C#弹幕类射击游戏的实现——(五)主场景

作者: UnSkyToo | 来源:发表于2017-09-19 11:42 被阅读0次

    这里的的GameScene就是一个用于管理所有对象的类。整个游戏只有一个Scene
    (其实还有MenuScene,LoadScene之类的,但这里没有做,在下一个游戏《超级玛丽》里会有详细的介绍)
    先来看看申明部分

    public static GameScene MainScene = null;  
      
            private Bitmap mSurface;  
            private Graphics mG;  
              
            public Bitmap Surface  
            {  
                get  
                {  
                    return mSurface;  
                }  
            }  
              
            private int mFPS;  
            public int FPS  
            {  
                get  
                {  
                    return mFPS;  
                }  
            }  
              
            public event RenderOverHandler RenderOver = null;  
              
            private Timer timer;  
            private Stopwatch watch;  
            private int loopCount;  
            private int timerCount;  
            private int RunTime = 0;  
              
            public GameBulletManager BulletManager;  
            private GameBarrage mBarrage;  
              
            public GameEnemyManager EnemyManager;  
            public GameBossManager BossManager;  
              
            public GamePlayer Player1;  
            public Vector2 Player1Position  
            {  
                get  
                {  
                    return Player1.Position;  
                }  
            }  
              
            private int BackgroundIndex;  
              
            private List<string>[] mMapInfo;
    

    东西挺多的,但其实只是各个游戏部件的整合而已。比如GameBulleManager、GameEnemyManager之类的,这些东西之后会介绍
    然后是初始化,稍微多了一点点

    public GameScene()  
            {  
                MainScene = this;  
      
                mSurface = new Bitmap(Config.ScreenWidth, Config.ScreenHeight);  
                mG = Graphics.FromImage(mSurface);  
                  
                BulletManager = new GameBulletManager(this);  
                mBarrage = new GameBarrage(this);  
                  
                EnemyManager = new GameEnemyManager();  
                BossManager = new GameBossManager();  
                  
                Player1 = new GamePlayer(this, new Vector2(200, 580), new Vector2(250, 250));  
                  
                this.mMapInfo = new List<string>[Config.OneMapTime]; // 3分钟  
                for ( int i = 0; i < Config.OneMapTime; i++ )  
                {  
                    this.mMapInfo[i] = new List<string>();  
                }  
                  
                BackgroundIndex = 0;  
                  
                watch = new Stopwatch();  
                watch.Start();  
                  
                timer = new Timer();  
                timer.Interval = 33;  
                timer.Tick += Loop;  
                timer.Start();  
                  
                loopCount = 0;  
                timerCount = 0;  
                mFPS = 30;  
                  
                GameInit();  
            }  
              
            public void GameInit()  
            {  
                //AddEnemy(new Enemy6(new Vector2(200, 0)));  
                AddBoss(new Boss1(mBarrage, new Vector2(200, 150)));  
                  
                RunTime = 0;  
                  
                //LoadMapInfo(Application.StartupPath + @"\MapInfo.txt");  
            } 
    

    调用各个类的构造函数进行初始化,唯一注意的是开启了一个Timer控件来当做游戏的主循环。。。因为C# WINFORM很蛋疼,基于事件机制。。
    接下来跳过载入地图信息。。。因为还没用到。
    先来看看添加对象

    public void AddBullet(GameBullet bullet)  
            {  
                BulletManager.AddBullet(bullet);  
            }  
              
            public void AddEnemy(GameEnemy enemy)  
            {  
                EnemyManager.AddEnemy(enemy);  
            }  
              
            public void AddBoss(GameBoss boss)  
            {  
                BossManager.AddBoss(boss);  
            }
    

    其实都是调用的类本身的函数。。。。。
    然后看看蛋疼的主循环

    private void Loop(object sender, EventArgs e)  
            {  
                Update((float)watch.Elapsed.TotalMilliseconds / 1000.0f);  
                Render();  
                  
                if ( RenderOver != null )  
                {  
                    RenderOver(this);  
                }  
                  
                loopCount++;  
                  
                watch.Stop();  
                timerCount += (int)watch.Elapsed.TotalMilliseconds;  
                  
                // 一秒  
                if ( timerCount >= 1000 )  
                {  
                    RunTime++;  
                    // 处理地图信息  
                    DealMapInfo(RunTime - 1);  
                      
                    // 处理FPS显示  
                    timerCount -= 1000;  
                    mFPS = loopCount;  
                    loopCount = 0;  
                      
                    if ( mFPS < 30 )  
                    {  
                        if ( timer.Interval > 20 )  
                        {  
                            timer.Interval -= 10;  
                        }  
                    }  
                }  
                  
                watch.Reset();  
                watch.Start();  
            }
    

    看起来很多,其实大部分代码是用来计算FPS的~~~哈哈,很简单
    接下来是Update和Render。都是调用具体类的响应方法。。。

    private void Update(float elapsedTime)  
            {  
                Player1.Update(elapsedTime);  
                EnemyManager.Update(elapsedTime);  
                  
                BulletManager.Update(elapsedTime);  
                BossManager.Update(elapsedTime);  
                  
                GameBombManager.Update(elapsedTime);  
                  
                BackgroundIndex--;  
                if ( BackgroundIndex < 0 )  
                {  
                    BackgroundIndex = Data.BackgroundSource.Height - Config.ScreenHeight;  
                }  
            }  
              
            private void Render()  
            {  
                mG.Clear(Color.Black);  
      
                mG.DrawImage(Data.BackgroundSource, new Rectangle(0, 0, Config.ScreenWidth, Config.ScreenHeight), new Rectangle(0, BackgroundIndex, Data.BackgroundSource.Width, Config.ScreenHeight), GraphicsUnit.Pixel);  
                  
                EnemyManager.Render(mG);  
                BossManager.Render(mG);  
                  
                Player1.Render(mG);  
                  
                BulletManager.Render(mG);  
                  
                GameBombManager.Render(mG);  
                  
                mG.DrawString("Time:" + RunTime.ToString(), Data.NormalFont, Brushes.White, 0, 0);  
            }
    

    这么一来,框架大概有了,虽然比较混乱。

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