i created a modified pacman, how to make him breath fire?
I created a modified Pacman, but I want to add a firebolt shooting out from the mouth of the Pacman. My code is:
namespace TestingPacman
{
class Firebolt
{
Bitmap firebolt0 = null;
Bitmap firebolt1 = null;
public Point fireboltposition;
int fireboltwidth = 0;
int fireboltheight = 0;
public Firebolt(int x, int y)
{
fireboltposition.X = x;
fireboltposition.Y = y;
if (firebolt0 == null)
firebolt0 = new Bitmap("firebolt0.gif");
if (firebolt1 == null)
firebolt1 = new Bitmap("firebolt1.gif");
int fireboltwidth = firebolt0.Width;
int fireboltheight = firebolt0.Height;
}
public Rectangle GetFrame()
{
Rectangle Labelrec = new Rectangle(fireboltposition.X, fireboltposition.Y, fireboltwidth, fireboltheight);
return Labelrec;
}
public void Draw(Graphics g)
{
Rectangle fireboltdecR = new Rectangle(fireboltposition.X, fireboltposition.Y, fireboltwidth, fireboltheight);
Rectangle fireboltsecR = new Rectangle(0, 0, fireboltwidth, fireboltheight);
g.DrawImage(firebolt0, fireboltdecR, fireboltsecR, GraphicsUnit.Pixel);
}
}
How can I make a firebolt move in the direction the pacman is facing? I have a form1 that when I press "F" it will fire a firebolt but it cant seem to produce the firebolt image. Why is that?
namespace TestingPacman
{
public partial class Form1 : Form
{
// int inc = 0;
Eater TheEater = new Eater(100,100);
TimeDisplay time = new TimeDisplay();
int sec = 0;
Score score = new Score();
int countofeaten=0;
Random r = new Random();
private List<Label> redlabels = new List<Label>();
private List<Label> bluelabels = new List<Label>();
Firebolt firebolt;
List<Firebolt> listfirebolt = new List<Firebolt>();
private void Form1_Paint(object sender, PaintEventArgs e)
{
Graphics g = e.Graphics;
g.FillRectangle(Brushes.White, 0, 0, this.ClientRectangle.Width, ClientRectangle.Height);
TheEater.Draw(g);
foreach(Firebolt f in listfirebolt)
f.Draw(g);
}
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
timer1.Enabled = true;
string result = e.KeyData.ToString();
Invalidate(TheEater.GetFrame());
switch (result)
{
case "D1":
if (TheEater.eaterwidth >= 9 && TheEater.eaterheight >= 9)
{
TheEater.eaterwidth++;
TheEater.eaterheight++;
}
break;
case "F":
listfirebolt.Add(firebolt = new Firebolt(TheEater.Position.X, TheEater.Position.Y));
Invalidate(firebolt.GetFrame());
break;
case "D2":
if (TheEater.eate开发者_开发技巧rwidth > 10 && TheEater.eaterheight > 10)
{
TheEater.eaterwidth--;
TheEater.eaterheight--;
}
break;
case "D9": TheEater.inc=TheEater.inc+2;
break;
case "D0": TheEater.inc=TheEater.inc-2;
break;
case "Left":
TheEater.MoveLeft(ClientRectangle);
Invalidate(TheEater.GetFrame());
break;
case "Right":
TheEater.MoveRight(ClientRectangle);
Invalidate(TheEater.GetFrame());
break;
case "Up":
TheEater.MoveUp(ClientRectangle);
Invalidate(TheEater.GetFrame());
break;
case "Down":
TheEater.MoveDown(ClientRectangle);
Invalidate(TheEater.GetFrame());
break;
default:
break;
}
RemoveifIntersected();
}
label2.Text = score.Iskore.ToString();
}
private void timer1_Tick(object sender, EventArgs e)
{
label1.Text = time.FormatTime(sec++);
}
}
}
Jeo, what you are missing in your code is the concept of "Time" as far as I can tell your game only reacts when you press keys. What you really need is a mechanism to pass time in your game. This is almost always done in games with repetitive calls to something called "A Game Loop". Here's a quick example of a game loop that might work for you
class Mob
{
float XPos;
float YPos;
float XVel;
float YVel;
}
List<Mob> EveryThingMovable = new List<Mob>();
void GameLoop() //This loop is called 30 times every second... use a timer or whatever, there are far more sophisticated models, but for a first attaempt at a game it's easiest.
{
MoveEverybody(); //make a function that moves everything that can move
//Later you will have to add collision detection to stop pacman from moving through walls
CollideFireballs(); //Check if a fireball hits the bad guys
//More game stuff...
}
void MoveEverybody()
{
foreach(Mob dude in EverythingMovable)
{
ifDoesntHitWall(dude)
{
dude.XPos += dude.XVel;
dude.YPos += dude.YVel;
}
}
}
anyways, read up on the idea of a Game Loop, I think it's the biggest hurtle you haven't passed in order to move ahead.
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