I'm making a shooting game like Space Invaders. Every time I launched the missile, it's always on the same position. How will I change it depending on the place where the spaceship is.
Here's my codes for now.
class GraphicsApplication
{
private Form f;
private PictureBox pb;
private PictureBox pb1;
private PictureBox pb2;
private Boolean bMove;
Timer Clock = new Timer();
Timer Missile = new Timer();
int x = 0;
public GraphicsApplication()
{
f = new Form();
pb = new PictureBox();
pb1 = new PictureBox();
pb2 = new PictureBox();
bMove = false;
}
public void Launch()
{
f.Size = new Size(600, 600);
f.StartPosition = FormStartPosition.CenterScreen;
f.KeyDown += new KeyEventHandler(f_KeyDown);
f.KeyPress += new KeyPressEventHandler(f_KeyPress);
pb.SetBounds(300, 470, 70, 70);
pb.Image = new Bitmap("spaceship.png");
pb.SizeMode = PictureBoxSizeMode.StretchImage;
f.Controls.Add(pb);
开发者_运维知识库 pb1.Image = Image.FromFile("spacedisc.png");
pb1.SetBounds(20, 20, 130, 80);
pb1.SizeMode = PictureBoxSizeMode.StretchImage;
f.Controls.Add(pb1);
pb2.Image = Image.FromFile("missile.png");
pb2.SetBounds(pb.Location.X, pb.Location.Y, 25, 40); //pb2 missile //pb spaceship
pb2.SizeMode = PictureBoxSizeMode.StretchImage;
Clock = new Timer();
Clock.Interval = 40;
Clock.Start();
Clock.Tick += new EventHandler(Clock_Tick);
Missile = new Timer();
Missile.Interval = 40;
Missile.Tick += new EventHandler(Missile_Tick);
f.ShowDialog();
}
private void f_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Space)
{
Missile.Start();
}
}
public void Missile_Tick(object sender, EventArgs e)
{
if (bMove == true)
{
f.Controls.Add(pb2);
pb2.Top = pb2.Top -= 5;
}
}
private void f_KeyPress(object sender, KeyPressEventArgs e)
{
if (e.KeyChar == 'd')
{
pb.Left = pb.Left += 5;
}
if (e.KeyChar == 'a')
{
pb.Left = pb.Left -= 5;
}
}
public void Clock_Tick(object sender, EventArgs e)
{
if(x == 400)
{
bMove = true;
}
else if (x == 30)
{
bMove = false;
}
if (bMove == false)
{
x += 5;
pb1.Location = new Point(20 + x, 20);
}
else
{
x -= 5;
pb1.Location = new Point(x - 20, 20);
}
}
}
}
You probably want something like
pb2.Location.X = pb.Location.X;
pb2.Location.Y = pb.Location.Y;
in your f_KeyDown() function, so that the missile starts in the same location as the spaceship.
You have to position your bullets, rockets...etc. relative to your space ship's gun.
Imagine a gun that is mounted on the ship. You could represent this gun with an object.
For example:
public class Gun
{
private ISpaceshipDesign _spaceshipDesign;
public Gun(ISpaceshipDesign spaceshipDesign)
{
this._spaceshipDesign = spaceshipDesign;
}
public void Fire()
{
//...
}
}
Pass in a reference to your spaceship when creating the gun, so that you know onto which spaceship the gun is mounted.
The spaceship should always know where it is in the 2D-plane (X, Y coördinates). It should also know where on the spaceship the gun is mounted.
public interface ISpaceshipDesign
{
public Point GunLocation { get; }
}
The GunLocation property must return the gun's location relative to the ship's current position. For example:
public Point GunLocation
{
get
{
double x = (double) this.GetValue(Canvas.LeftProperty) + 21;
double y = (double) this.GetValue(Canvas.TopProperty) + 17;
return new Point(x, y);
}
}
You can then access this data in the Gun's Fire() method.
For example:
public void Fire()
{
Point gunLocation = _spaceshipDesign.GunLocation;
// Position your missle using the gun's current coördinates (X, Y).
}
About a year ago I wrote a 10-series part about creating a similar game (Asteroids) in Silverlight. One article discusses how to make the gun fire. You can find it here:
https://github.com/geersch/SilverlightAsteroids/blob/master/src/part-6/README.md
You can choose to mount several guns on the ship, one that fires regular bullets, another one for missles...etc. Each gun would have a different location on the ship. You can alter the Fire() method to be triggered by different keys (A = missle, space = bullets).
Hope this helps.
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