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WPF+SkiaSharp实现自绘投篮小游戏

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目录 投篮小游戏 Wpf 和 SkiaSharp 弹球实体代码 (Ball.cs) 粒子花园核心类 (ParticleGarden.cs) 效果如下 总结 代码地址 投篮小游戏 规则,点击投篮目标点,就会有一个球沿着相关抛物线,然后
目录
  • 投篮小游戏
    • Wpf 和 SkiaSharp
    • 弹球实体代码 (Ball.cs)
    • 粒子花园核心类 (ParticleGarden.cs)
    • 效果如下
  • 总结
    • 代码地址

      投篮小游戏

      规则,点击投篮目标点,就会有一个球沿着相关抛物线,然后,判断是否进入篮子里,其实就是一个矩形,直接是按照碰撞检测来的,碰到就算进去了,对其增加了一个分数统计等功能。

      Wpf 和 SkiaSharp

      新建一个 WPF 项目,然后,Nuget 包即可

      要添加 Nuget 包

      Install-Package SkiaSharp.Views.WPF -Version 2.88.0
      

      其中核心逻辑是这部分,会以我设置的 60FPS 来刷新当前的画板。

      skContainer.PaintSurface += SkContainer_PaintSurface;
      _ = Task.Run(() =>
      {
          while (true)
          {
              try
              {
                  Dispatcher.Invoke(() =>
                  {
                      skContainer.InvalidateVisual();
                  });
                  _ = SpinWait.SpinUntil(() => false, 1000 / 60);//每秒60帧
              }
              catch
              {
                  break;
              }
          }
      });
      

      弹球实体代码 (Ball.cs)

      public class Ball
      {
          public double X { get; set; }
          public double Y { get; set; }
          public double VX { get; set; }
          public double VY { get; set; }
          public int Radius { get; set; }
      }
      

      粒子花园核心类 (ParticleGarden.cs)

      /// <summary>
      /// 光线投影法碰撞检测
      /// 投篮小游戏
      /// </summary>
      public class RayProjection
      {
          public SKPoint centerPoint;
          public double G = 0.3;
          public double F = 0.98;
          public double Easing = 0.03;
          public bool IsMoving = false;
          public SKPoint CurrentMousePoint = SKPoint.Empty;
          public SKPoint lastPoint = SKPoint.Empty;
          public Rect Box;
          public Ball Ball;
          public SKCanvas canvas;
          public int ALLCount = 10;
          public List<bool> bools = new List<bool>();
          public bool IsOver = false;
          /// <summary>
          /// 渲染
          /// </summary>
          public void Render(SKCanvas canvas, SKTypeface Font, int Width, int Height)
          {
              canvas.Clear(SKColors.White);
              this.canvas = canvas;
              centerPoint = new SKPoint(Width / 2, Height / 2);
              //球
              if (Ball == null)
              {
                  Ball = new Ball()
                  {
                      X = 50,
                      Y = Height - 50,
                      Radius = 30
                  };
              }
              //箱子
              var boxX = Width - 170;
              var boxY = Height - 80;
              if (Box.X == 0)
              {
                  Box = new Rect(boxX, boxY, 120, 70);
              }
              else
              {
                  if (Box.X != boxX && Box.Y != boxY)
                  {
                      Box.X = boxX;
                      Box.Y = boxY;
                  }
              }
      
              if (bools.Count >= ALLCount)
              {
                  IsOver = true;
              }
      
              if (!IsOver)
              {
                  if (IsMoving)
                  {
                      BallMove(Width, Height);
                  }
                  else
                  {
                      DrawLine();
                  }
      
                  //弹球
                  DrawCircle(canvas, Ball);
                  //矩形
                  DrawRect(canvas, Box);
      
                  //计分
                  using var paint1 = new SKPaint
                  {
                      Color = SKColors.Blue,
                      IsAntialias = true,
                      Typeface = Font,
                      TextSize = 24
                  };
                  string count = $"总次数:{ALLCount} 剩余次数:{ALLCount - bools.Count} 投中次数:{bools.Count(t => t)}";
                  canvas.DrawText(count, 100, 20, paint1);
              }
              else
              {
                  SKColor sKColor = SKColors.Blue;
                  //计分
                  var SuccessCount = bools.Count(t => t);
                  string count = "";
                  switch (SuccessCount)
                  {
                      case 0:
                          {
                              count = $"太糗了吧,一个都没投中!";
                              sKColor = SKColors.Black;
                          }
                          break;
                      case 1:
                      case 2:
                      case 3:
                      case 4:
                      case 5:
                          {
                              count = $"你才投中:{SuccessCount}次,继续努力!";
                              sKColor = SKColors.Blue;
                          }
                          break;
                      case 6:
                      case 7:
                      case 8:
                      case 9:
                          {
                              count = $"恭喜 投中:{SuccessCount}次!!!";
                              sKColor = SKColors.YellowGreen;
                          }
                          break;
                      case 10: { count = $"全部投中,你太厉害了!";
                              sKColor = SKColors.Red;
                          } break;
                  }
                  using var paint1 = new SKPaint
                  {
                      Color = sKColor,
                      IsAntialias = true,
                      Typeface = Font,
                      TextSize = 48
                  };
                  var fontCenter = paint1.MeasureText(count);
                  canvas.DrawText(count, centerPoint.X - fontCenter / 2, centerPoint.Y, paint1);
              }
              using var paint = new SKPaint
              {
                  Color = SKColors.Blue,
                  IsAntialias = true,
                  Typeface = Font,
                  TextSize = 24
              };
              string by = $"by 蓝创精英团队";
              canvas.DrawText(by, 600, 20, paint);
          }
          /// <summary>
          /// 画一个圆
          /// </summary>
          public void DrawCircle(SKCanvas canvas, Ball ball)
          {
              using var paint = new SKPaint
              {
                  Color = SKColors.Blue,
                  Style = SKPaintStyle.Fill,
                  IsAntialias = true,
                  StrokeWidth = 2
              };
              canvas.DrawCircle((float)ball.X, (float)ball.Y, ball.Radius, paint);
          }
          /// <summary>
          /// 画一个矩形
          /// </summary>
          public void DrawRect(SKCanvas canvas, Rect box)
          {
              using var paint = new SKPaint
              {
                  Color = SKColors.Green,
                  Style = SKPaintStyle.Fill,
                  IsAntialias = true,
                  StrokeWidth = 2
              };
              canvas.DrawRect((float)box.X, (float)box.Y, (float)box.Width, (float)box.Height, paint);
          }
          /// <summary>
          /// 划线
          /// </summary>
          public void DrawLine()
          {
              //划线
              using var LinePaint = new SKPaint
              {
                  Color = SKColors.Red,
                  Style = SKPaintStyle.Fill,
                  StrokeWidth = 2,
                  IsStroke = true,
                  StrokeCap = SKStrokeCap.Round,
                  IsAntialias = true
              };
              var path = new SKPath();
              path.MoveTo((float)CurrentMousePoint.X, (float)CurrentMousePoint.Y);
              path.LineTo((float)Ball.X, (float)Ball.Y);
              path.Close();
              canvas.DrawPath(path, LinePaint);
          }
          public void BallMove(int Width, int Height)
          {
              Ball.VX *= F;
              Ball.VY *= F;
              Ball.VY += G;
      
              Ball.X += Ball.VX;
              Ball.Y += Ball.VY;
      
              var hit = CheckHit();
              // 边界处理和碰撞检测
              if (hit || Ball.X - Ball.Radius > Width || Ball.X + Ball.Radius < 0 || Ball.Y - Ball.Radius > Height || Ball.Y + Ball.Radius < 0)
              {
                  bools.Add(hit);
                  IsMoving = false;
                  Ball.X = 50;
                  Ball.Y = Height - 50;
              }
      
              lastPoint.X = (float)Ball.X;
              lastPoint.Y = (float)Ball.Y;
          }
          public bool CheckHit()
          {
              var k1 = (Ball.Y - lastPoint.Y) / (Ball.X - lastPoint.X);
              var b1 = lastPoint.Y - k1 * lastPoint.X;
              var k2 = 0;
              var b2 = Ball.Y;
              var cx = (b2 - b1) / (k1 - k2);
              var cy = k1 * cx + b1;
              if (cx - Ball.Radius / 2 > Box.X && cx + Ball.Radius / 2 < Box.X + Box.Width && Ball.Y - Ball.Radius > Box.Y)
              {
                  return true;
              }
              return false;
          }
          public void MouseMove(SKPoint sKPoint)
          {
              CurrentMousePoint = sKPoint;
          }
          public void MouseDown(SKPoint sKPoint)
          {
              CurrentMousePoint = sKPoint;
          }
          public void MouseUp(SKPoint sKPoint)
          {
              if (bools.Count < ALLCount)
              {
                  IsMoving = true;
                  Ball.VX = (sKPoint.X - Ball.X) * Easing;
                  Ball.VY = (sKPoint.Y - Ball.Y) * Easing;
                  lastPoint.X = (float)Ball.X;
                  lastPoint.Y = (float)Ball.Y;
              }
          }
      }
      

      效果如下

      还不错,得了7分,当然,我也可以得10分的,不过,还好了。

      总结

      这个特效的案例重点是光线投影法碰撞检测,同时又对其增加了游戏的属性,虽然东西都很简单,但是作为一个雏形来讲也是不错的。

      SkiaSharp 基础系列算是告一段落了,基础知识相关暂时都已经有了一个深度的了解,对于它的基础应用已经有一个不错的认识了,那么,基于它的应用应该也会多起来,我这边主要参考Avalonia的内部SkiaSharp使用原理,当然,用法肯定不局限的。

      代码地址

      https://github.com/kesshei/WPFSkiaRayProjectionDemo.git

      https://gitee.com/kesshei/WPFSkiaRayProjectionDemo.git

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