Cet article analyse principalement le code d'implémentation du C#Jeu Snake pour tout le monde. Il a une certaine valeur de référence. Les amis intéressés peuvent s'y référer
L'incident ennuyeux d'aujourd'hui que je veux être. un serpent gourmand Bien qu'il existe beaucoup de choses de ce type sur Internet, je pense que c'est bien de l'écrire moi-même
Analyse du serpent
Règles du jeu :
1. La longueur de départ du serpent est de 5, chaque aliment consommé augmente de 1, et le maximum est de 15 pour passer le niveau
2. . Le serpent est représenté en bleu, utilisez le vert pour la nourriture et le noir pour les obstacles
3. Lorsque le serpent se touche, un mur ou un obstacle, le jeu échoue
4. Le serpent. les touches de direction contrôlent la direction du mouvement du serpent, et le serpent ne peut pas bouger dans la direction opposée. Déplacez-vous, si vous montez, vous ne pouvez pas descendre immédiatement, vous ne pouvez vous déplacer que vers la gauche, la droite et le haut
. 5. La vitesse augmente à chaque fois que vous passez un niveau
Idée générale :
1 La carte est représentée dans. sous la forme d'une grille. Le serpent est composé de carrés et est stocké dans une liste
2. Le carré est mentionné en 1. Le contenu enregistré dans le carré comprend la couleur, les coordonnées, si ça peut passer, et si c'est de la nourriture
3. Avancez une fois et ajoutez le carré précédent à la liste des serpents Supprimez le dernier de la liste Si la grille avant est de la nourriture, la dernière ne le fera pas. être supprimé
4. Utilisez whiledeadloop pour effectuer l'intégralité du mouvement
5 La barre d'espace est une touche d'accélérateur. en modifiant la boucle while temps de veille
comprend 3 classes et une forme principale, à savoir Node (utilisé pour représenter Square), Map (utilisé pour représenter une carte). ), Serpent (utilisé pour représenter un serpent) et une autre forme principale. Collez le code ci-dessous dans l'ordre. En gros, chaque méthode a un commentaire
Code 1 :
using System; using System.Collections.Generic; using System.Text; using System.Drawing; namespace EngorgeSerpent { /// <summary> /// 节点 /// </summary> class Node { #region 字段 private int x; private int y; private int width = 10; private bool isFood = false; private bool isPass = true;//是否可通过 private Color bgColor = Color.FromArgb(224, 224, 224); private Color foodColor = Color.Green; private Color hinderColor = Color.Black; private Color thisColor; private Color serpentColor = Color.Chocolate; #endregion /// <summary> /// 设置食物参数 /// </summary> /// <param name="_isFood"></param> public void SetFood(bool _isFood) { IsFood = _isFood; if (_isFood) { ThisColor = FoodColor; } else { ThisColor = BgColor; } } /// <summary> /// 设置障碍物参数 /// </summary> /// <param name="_isHinder">是否为障碍物</param> public void SetHinder(bool _isHinder) { IsPass =! _isHinder; if (_isHinder) { ThisColor = HinderColor; } else { ThisColor = BgColor; } } /// <summary> /// 设置蛇颜色 /// </summary> /// <param name="_isSerpent"></param> public void SetSerpent(bool _isSerpent) { IsPass = !_isSerpent; if (_isSerpent) { ThisColor = SerpentColor; } else { ThisColor = BgColor; } } #region 构造函数 public Node() { thisColor = bgColor; } /// <summary> /// 有参构造方法 /// </summary> /// <param name="_x">相对x坐标</param> /// <param name="_y">相对y坐标</param> /// <param name="_width">边长</param> /// <param name="_isFood">是否是食物</param> /// <param name="_isPass">是否可通过</param> public Node(int _x, int _y, int _width, bool _isFood, bool _isPass) { thisColor = bgColor; X = _x; Y = _y; Width = _width; IsFood = _isFood; IsPass = _isPass; } /// <summary> /// 有参构造方法 /// </summary> /// <param name="_x">相对x坐标</param> /// <param name="_y">相对y坐标</param> /// <param name="_width">边长</param> public Node(int _x, int _y, int _width) { X = _x; Y = _y; Width = _width; } /// <summary> /// 有参构造方法 /// </summary> /// <param name="_x">相对x坐标</param> /// <param name="_y">相对y坐标</param> public Node(int _x, int _y) { X = _x; Y = _y; } #endregion #region 属性 /// <summary> /// 蛇颜色 /// </summary> public Color SerpentColor { get { return serpentColor; } } /// <summary> /// 背景色 /// </summary> public Color BgColor { get { return bgColor; } } /// <summary> /// 食物颜色 /// </summary> public Color FoodColor { get { return foodColor; } } /// <summary> /// 障碍物颜色 /// </summary> public Color HinderColor { get { return hinderColor; } } /// <summary> /// 当前颜色 /// </summary> public Color ThisColor { get { return thisColor; } set { thisColor = value; } } /// <summary> /// 获取或设置相对横坐标 /// </summary> public int X { get { return x; } set { x = value; } } /// <summary> /// 获取或设置相对纵坐标 /// </summary> public int Y { get { return y; } set { y = value; } } /// <summary> /// 获取或设置节点边长 /// </summary> public int Width { get { return width; } set { width = value; } } /// <summary> /// 获取或设置是否为食物 /// </summary> public bool IsFood { get { return isFood; } set { isFood = value; } } /// <summary> /// 获取或设置是否可以通过 /// </summary> public bool IsPass { get { return isPass; } set { isPass = value; } } #endregion } }
Code 2 :
using System; using System.Collections.Generic; using System.Text; using System.Drawing; namespace EngorgeSerpent { /// <summary> /// 地图 /// </summary> class Map { /// <summary> /// 节点数组 /// </summary> private List<List<Node>> _nodes; private int RowCount; private int ComsCount; private Color bgColor = Color.FromArgb(224, 224, 224); private System.Windows.Forms.Control MapPanel; Graphics g; /// <summary> /// 地图背景色 和node中背景色一致 /// </summary> public Color BgColor { get { return bgColor; } } /// <summary> /// 构造方法 /// </summary> /// <param name="rows">行数</param> /// <param name="coms">列数</param> public Map(int rows, int coms, System.Windows.Forms.Control c) { RowCount = rows; ComsCount = coms; MapPanel = c; g = c.CreateGraphics(); _nodes = new List<List<Node>>(); for (int i = 0; i < rows; i++)//行 { List<Node> index = new List<Node>(); for (int j = 0; j < coms; j++) { Node node = new Node(j, i); index.Add(node); } _nodes.Add(index); } } /// <summary> /// 构造方法 /// </summary> /// <param name="rows">行数</param> /// <param name="coms">列数</param> /// <param name="width">节点宽度</param> public Map(int rows, int coms, int width, System.Windows.Forms.Control c) { RowCount = rows; ComsCount = coms; MapPanel = c; g = c.CreateGraphics(); _nodes = new List<List<Node>>(); for (int i = 0; i < coms; i++)//行 { List<Node> index = new List<Node>(); for (int j = 0; j < rows; j++) { Node node = new Node(j, i, width); index.Add(node); } _nodes.Add(index); } } /// <summary> /// 重新加载地图 /// </summary> public void ResetMap() { for (int i = 0; i < ComsCount; i++)//行 { for (int j = 0; j < RowCount; j++) { Node node = GetNode(i, j); node.IsPass = true; node.IsFood = false; } } } /// <summary> /// 获得节点 /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public Node GetNode(int x, int y) { return _nodes[y][x]; } /// <summary> /// 设置食物 /// </summary> public void SetFood() { SolidBrush brush = null; int _x, _y; Random r = new Random(); while (true) { _x = r.Next(0, RowCount); _y = r.Next(0, ComsCount); if (_nodes[_x][_y].IsPass) { break; } } Node nodeindex = _nodes[_x][_y]; nodeindex.SetFood(true); brush = new SolidBrush(nodeindex.FoodColor); RectangleF[] rects = { new RectangleF(nodeindex.X * nodeindex.Width, nodeindex.Y * nodeindex.Width, nodeindex.Width, nodeindex.Width) }; g.FillRectangles(brush, rects); } /// <summary> /// 设置障碍物 /// </summary> /// <param name="list"></param> public void SetHinder(List<Node> list) { SolidBrush brush = null; RectangleF[] rects = new RectangleF[list.Count]; for (int i = 0; i < list.Count; i++) { Node _node = list[i]; _node.SetHinder(true); _node.IsPass = false; if (brush == null) { brush = new SolidBrush(_node.HinderColor); } RectangleF r = new RectangleF(_node.X * _node.Width, _node.Y * _node.Width, _node.Width, _node.Width); rects[i] = r; } g.FillRectangles(brush, rects); } /// <summary> /// 设置边界 /// </summary> public void SetBorder() { //通过计算得出边界的个数是2(x+y-2)个方格 SolidBrush brush = null; int borders = 2 * (ComsCount + RowCount - 2); RectangleF[] rects = new RectangleF[borders]; int indexcount = 0; //添加顶部方格进rects列表中 for (int i = 0; i < RowCount; i++) { Node _node = _nodes[i][0]; _node.SetHinder(true); if (brush == null) { brush = new SolidBrush(_node.HinderColor); } RectangleF r = new RectangleF(_node.X * _node.Width, _node.Y * _node.Width, _node.Width, _node.Width); rects[indexcount] = r; indexcount++; } //添加底部方格进rects列表中 for (int i = 0; i < RowCount; i++) { Node _node = _nodes[i][ComsCount - 1]; _node.SetHinder(true); RectangleF r = new RectangleF(_node.X * _node.Width, _node.Y * _node.Width, _node.Width, _node.Width); rects[indexcount] = r; indexcount++; } //添加左侧方格进列表,因为左侧最上面以及最下面的两个方格已经添加进去,这里不需要重复添加 for (int i = 1; i < ComsCount - 1; i++) { Node _node = _nodes[0][i]; _node.SetHinder(true); RectangleF r = new RectangleF(_node.X * _node.Width, _node.Y * _node.Width, _node.Width, _node.Width); rects[indexcount] = r; indexcount++; } //添加右侧方格进列表,因为右侧最上面以及最下面两个方格已经添加进去,这里不需要重复添加 for (int i = 1; i < ComsCount - 1; i++) { Node _node = _nodes[RowCount - 1][i]; _node.SetHinder(true); RectangleF r = new RectangleF(_node.X * _node.Width, _node.Y * _node.Width, _node.Width, _node.Width); rects[indexcount] = r; indexcount++; } g.FillRectangles(brush, rects); } } }
Code 3 :
using System; using System.Collections.Generic; using System.Text; using System.Drawing; namespace EngorgeSerpent { /// <summary> /// 蛇 /// </summary> class Serpent { private List<Node> serpentList = new List<Node>(); private Direction direction = Direction.Right;//运动方向 private int maxCount = 15; private int minCount = 5; private System.Windows.Forms.Control MapPanel; Graphics g; /// <summary> /// 设置蛇长度数据 /// </summary> /// <param name="maxLength">最大长度</param> /// <param name="minLength">最小长度</param> public Serpent(int maxLength, int minLength, System.Windows.Forms.Control c) { maxCount = maxLength; minCount = minLength; MapPanel = c; g = MapPanel.CreateGraphics(); } /// <summary> /// 初始化蛇 /// </summary> public void InitializeSerpent() { SolidBrush brush = null; RectangleF[] rects = new RectangleF[minCount]; for (int i = 1; i < minCount; i++) { Node indexnode = new Node(i, 1); indexnode.SetSerpent(true);//设置蛇颜色 serpentList.Insert(0, indexnode); if (brush == null) { brush = new SolidBrush(indexnode.SerpentColor); } rects[i] = new RectangleF(indexnode.X * indexnode.Width, indexnode.Y * indexnode.Width, indexnode.Width, indexnode.Width); } g.FillRectangles(brush, rects); } /// <summary> /// 插入一个 /// </summary> /// <param name="node"></param> public void InsertNode(Node node) { serpentList.Insert(0, node); node.SetSerpent(true); SolidBrush brush = new SolidBrush(node.SerpentColor); RectangleF rect = new RectangleF(node.X * node.Width, node.Y * node.Width, node.Width, node.Width); g.FillRectangle(brush, rect); } /// <summary> /// 移除尾巴 /// </summary> /// <param name="node"></param> public void RemoveNode() { Node node = serpentList[serpentList.Count - 1]; serpentList.Remove(node); node.SetSerpent(false); SolidBrush brush = new SolidBrush(node.BgColor); RectangleF rect = new RectangleF(node.X * node.Width, node.Y * node.Width, node.Width, node.Width); g.FillRectangle(brush, rect); } /// <summary> /// 获取蛇头 /// </summary> /// <returns>蛇头方格</returns> public Node GetSerpentHead() { return serpentList[0]; } /// <summary> /// 蛇是否最长 /// </summary> /// <returns></returns> public bool IsMax() { if (serpentList.Count == maxCount) return true; else return false; } /// <summary> /// 蛇运动方向 /// </summary> public Direction Direction { get { return direction; } set { direction = value; } } } /// <summary> /// 运动方向 /// </summary> public enum Direction { Left, Up, Right, Down } }
Code 4 :
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Text; using System.Windows.Forms; using System.Threading; namespace EngorgeSerpent { public partial class MainForm : Form { public MainForm() { InitializeComponent(); } List<List<Node>> maplist = new List<List<Node>>(); Map map; Serpent serpent; Graphics g; int level = 1; /// <summary> /// 运行线程 /// </summary> Thread Work_Thread = null; /// <summary> /// 运行线程监控值 /// </summary> bool IsWork = false; int sleepTime = 1000; int thissleeptime; private void MainForm_Load(object sender, EventArgs e) { g = this.panel1.CreateGraphics(); map = new Map(40, 30, this.panel1);//这里可以对画布进行下大小设置 此处偷懒省略 LoadMapList();//加载障碍物列表 } /// <summary> /// 默认将地图设置为30*40 /// </summary> private void SetMap() { map.ResetMap(); g.Clear(map.BgColor); map.SetBorder();//设置边界 List<Node> hiderList = GetHider();//获取障碍物列表 map.SetHinder(hiderList);//设置障碍物 SetSerpent();//初始化蛇 } /// <summary> /// 设置蛇 /// </summary> private void SetSerpent() { serpent = new Serpent(15, 5, this.panel1); serpent.InitializeSerpent();//初始化蛇 } /// <summary> /// 获取地图障碍物列表 以增加不同级别难度 /// </summary> private void LoadMapList() { //目前分为5个级别 //第一级别 List<Node> hiderList1 = new List<Node>(); for (int i = 15; i < 25; i++) { hiderList1.Add(map.GetNode(i, 15)); hiderList1.Add(map.GetNode(15, i)); } maplist.Add(hiderList1); //第二级别 List<Node> hiderList2 = new List<Node>(); for (int i = 7; i < 25; i++) { hiderList2.Add(map.GetNode(i, 15)); hiderList2.Add(map.GetNode(15, i)); } maplist.Add(hiderList2); //第三级别 List<Node> hiderList3 = new List<Node>(); for (int i = 7; i < 25; i++) { hiderList3.Add(map.GetNode(i, 15)); hiderList3.Add(map.GetNode(15, i)); hiderList3.Add(map.GetNode(i, 25)); } maplist.Add(hiderList3); //第四级别 List<Node> hiderList4 = new List<Node>(); for (int i = 7; i < 25; i++) { hiderList4.Add(map.GetNode(i, 25)); hiderList4.Add(map.GetNode(i, 15)); hiderList4.Add(map.GetNode(15, i)); hiderList4.Add(map.GetNode(i, 7)); } maplist.Add(hiderList4); //第五级别 List<Node> hiderList5 = new List<Node>(); for (int i = 7; i < 25; i++) { hiderList5.Add(map.GetNode(i, 25)); hiderList5.Add(map.GetNode(i, 15)); hiderList5.Add(map.GetNode(15, i)); hiderList5.Add(map.GetNode(i, 7)); hiderList5.Add(map.GetNode(i, 35)); } for (int i = 12; i < 20; i++) { hiderList5.Add(map.GetNode(7, i)); hiderList5.Add(map.GetNode(25, i)); } maplist.Add(hiderList5); } /// <summary> /// 获取障碍物列表 /// </summary> /// <returns></returns> private List<Node> GetHider() { //这里可以添加多个地图,当级别改变时需要重新加载 return maplist[level - 1]; } /// <summary> /// 重置地图 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void btnResetMap_Click(object sender, EventArgs e) { IsWork = false; btnStop.Enabled = false; button3.Enabled = false; button2.Enabled = true; //map.ResetMap(); SetMap(); } /// <summary> /// 运行 /// </summary> private void Work() { map.SetFood();//设置食物 while (IsWork) { Node node_index; Node serpentHead = serpent.GetSerpentHead(); switch (serpent.Direction) { case Direction.Left: node_index = map.GetNode(serpentHead.X - 1, serpentHead.Y); break; case Direction.Right: node_index = map.GetNode(serpentHead.X + 1, serpentHead.Y); break; case Direction.Up: node_index = map.GetNode(serpentHead.X, serpentHead.Y - 1); break; default: node_index = map.GetNode(serpentHead.X, serpentHead.Y + 1); break; } SerpentState index_move = SerpentMove(node_index); if (index_move == SerpentState.Error)//游戏结束 { IsWork = false; //map.ResetMap(); MessageBox.Show("游戏结束!", "提示", MessageBoxButtons.OK, MessageBoxIcon.Information); sleepTime = 1000; level = 1; thissleeptime = sleepTime; lblLevel.BeginInvoke(new MethodInvoker(delegate() { btnStop.Enabled = false; button3.Enabled = false; button2.Enabled = true; lblLevel.Text = "1"; lblCount.Text = "5"; })); } else if (index_move == SerpentState.NextLevel) { IsWork = false; this.lblCount.BeginInvoke(new MethodInvoker(delegate() { level += 1; lblLevel.Text = level.ToString(); lblCount.Text = "5"; })); sleepTime = sleepTime / 2; thissleeptime = sleepTime; SetMap();//重置地图 } else { Thread.Sleep(thissleeptime); } } map.ResetMap(); } /// <summary> /// 开始 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void button2_Click(object sender, EventArgs e) { IsWork = false; btnStop.Enabled = false; button3.Enabled = false; button2.Enabled = true; //map.ResetMap(); SetMap(); thissleeptime = sleepTime; this.panel1.Focus(); IsWork = true; this.btnStop.Enabled = true; this.button3.Enabled = true; button2.Enabled = false; Work_Thread = new Thread(new ThreadStart(Work)); Work_Thread.IsBackground = true; Work_Thread.Start(); } private void MainForm_KeyDown(object sender, KeyEventArgs e) { if (e.KeyCode == Keys.Right) { if (serpent.Direction != Direction.Left) serpent.Direction = Direction.Right; } else if (e.KeyCode == Keys.Left) { if (serpent.Direction != Direction.Right) serpent.Direction = Direction.Left; } else if (e.KeyCode == Keys.Up) { if (serpent.Direction != Direction.Down) serpent.Direction = Direction.Up; } else if (e.KeyCode == Keys.Down) { if (serpent.Direction != Direction.Up) serpent.Direction = Direction.Down; } else if (e.KeyCode == Keys.Space) { thissleeptime = sleepTime / 2; } else if (e.KeyCode == Keys.Escape) { if (IsWork) { this.button3.Text = "继续"; IsWork = false; } } } /// <summary> /// 暂停 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void button3_Click(object sender, EventArgs e) { if (!IsWork) { this.button3.Text = "暂停"; IsWork = true; Work_Thread = new Thread(new ThreadStart(Work)); Work_Thread.IsBackground = true; Work_Thread.Start(); } else { this.button3.Text = "继续"; IsWork = false; } } /// <summary> /// 退出 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void button4_Click(object sender, EventArgs e) { this.Close(); } private void MainForm_FormClosing(object sender, FormClosingEventArgs e) { IsWork = false; Application.Exit(); System.Diagnostics.Process.GetCurrentProcess().Kill(); } private void btnStop_Click(object sender, EventArgs e) { // map.ResetMap(); btnStop.Enabled = false; button3.Enabled = false; button2.Enabled = true; IsWork = false; Work_Thread.Abort(); SetMap(); } /// <summary> /// 移动 /// </summary> /// <param name="node">将要移动到的节点</param> /// <returns>返回状态</returns> private SerpentState SerpentMove(Node node) { if (!node.IsPass) { return SerpentState.Error; } serpent.InsertNode(node); if (!node.IsFood) { //不是食物,则移除最后一个节点 serpent.RemoveNode(); } else { lblCount.BeginInvoke(new MethodInvoker(delegate() { this.lblCount.Text = (Convert.ToInt32(this.lblCount.Text.Trim()) + 1).ToString(); })); map.SetFood();//设置食物 } if (serpent.IsMax()) { return SerpentState.NextLevel; } return SerpentState.Moving; } private void MainForm_KeyUp(object sender, KeyEventArgs e) { if (e.KeyCode == Keys.Space) { thissleeptime = sleepTime; } } private void comboBox1_SelectedIndexChanged(object sender, EventArgs e) { int index = 1; int index_count = Convert.ToInt32(comboBox1.Text); for (int i = 1; i < index_count; i++) { index = index * 2; } level = index_count; sleepTime = 1000 / index; thissleeptime = sleepTime; btnStop.Enabled = false; button3.Enabled = false; button2.Enabled = true; IsWork = false; SetMap(); lblCount.Text = "5"; lblLevel.Text = index_count.ToString(); serpent.Direction = Direction.Right; } private void checkBox1_Click(object sender, EventArgs e) { comboBox1.Enabled = this.checkBox1.Checked; } } public enum SerpentState { Moving, NextLevel, Error } }
Interface principale
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