首页 后端开发 C#.Net教程 C#实现贪吃蛇游戏的示例代码分析

C#实现贪吃蛇游戏的示例代码分析

Jun 04, 2017 am 09:34 AM
c# 贪吃蛇

这篇文章主要为大家分析了C#贪吃蛇游戏的实现代码,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

今天无聊突发奇想做个贪吃蛇,虽然网上很多这东西了,不过自己写的感觉还行吧

贪吃蛇分析

游戏规则:

1、蛇起始长度5,每吃一个食物增加1,最大15过关

2、蛇用蓝色表示,食物用绿色,障碍物用黑色

3、当蛇碰到自己、墙壁、障碍物则游戏失败

4、方向键控制蛇的移动方向,蛇不可反方向移动,如正在向上移动,不能马上向下,只能向左、右、上运动

5、每过关一次速度提升一次

大概思路:

1、地图用网格的形式表示,蛇由方格组成,保存在list

2、1中提到了方格,方格保存的内容有,颜色,坐标,是否可以通过,是否是食物

3、向前移动一次,将前面方格添加进蛇列表中,将列表最后一个移除,若为前方格子为食物,则不移除最后一个

4、使用while循环来做整个移动

5、空格键为加速键,通过修改while循环sleep时间来实现加速

包括了3个类一个主窗体,分别是Node(用来表示方格)、Map(用来表示地图)、Serpent(用来表示蛇),另外一个主窗体。下面依次把代码贴上,基本上每个方法都有注释

代码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
 }
}
登录后复制

代码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);
 }
 }
}
登录后复制

代码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
 }
}
登录后复制

代码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
 }
}
登录后复制

主界面

以上是C#实现贪吃蛇游戏的示例代码分析的详细内容。更多信息请关注PHP中文网其他相关文章!

本站声明
本文内容由网友自发贡献,版权归原作者所有,本站不承担相应法律责任。如您发现有涉嫌抄袭侵权的内容,请联系admin@php.cn

热AI工具

Undresser.AI Undress

Undresser.AI Undress

人工智能驱动的应用程序,用于创建逼真的裸体照片

AI Clothes Remover

AI Clothes Remover

用于从照片中去除衣服的在线人工智能工具。

Undress AI Tool

Undress AI Tool

免费脱衣服图片

Clothoff.io

Clothoff.io

AI脱衣机

AI Hentai Generator

AI Hentai Generator

免费生成ai无尽的。

热门文章

R.E.P.O.能量晶体解释及其做什么(黄色晶体)
2 周前 By 尊渡假赌尊渡假赌尊渡假赌
仓库:如何复兴队友
4 周前 By 尊渡假赌尊渡假赌尊渡假赌
Hello Kitty Island冒险:如何获得巨型种子
4 周前 By 尊渡假赌尊渡假赌尊渡假赌

热工具

记事本++7.3.1

记事本++7.3.1

好用且免费的代码编辑器

SublimeText3汉化版

SublimeText3汉化版

中文版,非常好用

禅工作室 13.0.1

禅工作室 13.0.1

功能强大的PHP集成开发环境

Dreamweaver CS6

Dreamweaver CS6

视觉化网页开发工具

SublimeText3 Mac版

SublimeText3 Mac版

神级代码编辑软件(SublimeText3)

使用 C# 的活动目录 使用 C# 的活动目录 Sep 03, 2024 pm 03:33 PM

使用 C# 的 Active Directory 指南。在这里,我们讨论 Active Directory 在 C# 中的介绍和工作原理以及语法和示例。

C# 中的访问修饰符 C# 中的访问修饰符 Sep 03, 2024 pm 03:24 PM

C# 中的访问修饰符指南。我们已经讨论了 C# 中访问修饰符的简介类型以及示例和输出。

C# 中的随机数生成器 C# 中的随机数生成器 Sep 03, 2024 pm 03:34 PM

C# 随机数生成器指南。在这里,我们讨论随机数生成器的工作原理、伪随机数和安全数的概念。

C# 数据网格视图 C# 数据网格视图 Sep 03, 2024 pm 03:32 PM

C# 数据网格视图指南。在这里,我们讨论如何从 SQL 数据库或 Excel 文件加载和导出数据网格视图的示例。

C# 字符串读取器 C# 字符串读取器 Sep 03, 2024 pm 03:23 PM

C# StringReader 指南。在这里,我们讨论 C# StringReader 的简要概述及其与不同示例和代码的工作原理。

C# 中的模式 C# 中的模式 Sep 03, 2024 pm 03:33 PM

C# 模式指南。在这里,我们讨论 C# 中模式的介绍和前 3 种类型,以及其示例和代码实现。

C# 序列化 C# 序列化 Sep 03, 2024 pm 03:30 PM

C# 序列化指南。这里我们分别讨论C#序列化对象的介绍、步骤、工作原理和示例。

C# 字符串编写器 C# 字符串编写器 Sep 03, 2024 pm 03:23 PM

C# StringWriter 指南。在这里,我们讨论 C# StringWriter 类的简要概述及其与不同示例和代码的工作。

See all articles