WPF+SkiaSharp實(shí)現(xiàn)自繪投籃小游戲
投籃小游戲
規(guī)則,點(diǎn)擊投籃目標(biāo)點(diǎn),就會(huì)有一個(gè)球沿著相關(guān)拋物線(xiàn),然后,判斷是否進(jìn)入籃子里,其實(shí)就是一個(gè)矩形,直接是按照碰撞檢測(cè)來(lái)的,碰到就算進(jìn)去了,對(duì)其增加了一個(gè)分?jǐn)?shù)統(tǒng)計(jì)等功能。
Wpf 和 SkiaSharp
新建一個(gè) WPF 項(xiàng)目,然后,Nuget 包即可
要添加 Nuget 包
Install-Package SkiaSharp.Views.WPF -Version 2.88.0
其中核心邏輯是這部分,會(huì)以我設(shè)置的 60FPS 來(lái)刷新當(dāng)前的畫(huà)板。
skContainer.PaintSurface += SkContainer_PaintSurface;
_ = Task.Run(() =>
{
while (true)
{
try
{
Dispatcher.Invoke(() =>
{
skContainer.InvalidateVisual();
});
_ = SpinWait.SpinUntil(() => false, 1000 / 60);//每秒60幀
}
catch
{
break;
}
}
});
彈球?qū)嶓w代碼 (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; }
}
粒子花園核心類(lèi) (ParticleGarden.cs)
/// <summary>
/// 光線(xiàn)投影法碰撞檢測(cè)
/// 投籃小游戲
/// </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();
}
//彈球
DrawCircle(canvas, Ball);
//矩形
DrawRect(canvas, Box);
//計(jì)分
using var paint1 = new SKPaint
{
Color = SKColors.Blue,
IsAntialias = true,
Typeface = Font,
TextSize = 24
};
string count = $"總次數(shù):{ALLCount} 剩余次數(shù):{ALLCount - bools.Count} 投中次數(shù):{bools.Count(t => t)}";
canvas.DrawText(count, 100, 20, paint1);
}
else
{
SKColor sKColor = SKColors.Blue;
//計(jì)分
var SuccessCount = bools.Count(t => t);
string count = "";
switch (SuccessCount)
{
case 0:
{
count = $"太糗了吧,一個(gè)都沒(méi)投中!";
sKColor = SKColors.Black;
}
break;
case 1:
case 2:
case 3:
case 4:
case 5:
{
count = $"你才投中:{SuccessCount}次,繼續(xù)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,你太厲害了!";
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 藍(lán)創(chuàng)精英團(tuán)隊(duì)";
canvas.DrawText(by, 600, 20, paint);
}
/// <summary>
/// 畫(huà)一個(gè)圓
/// </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>
/// 畫(huà)一個(gè)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>
/// 劃線(xiàn)
/// </summary>
public void DrawLine()
{
//劃線(xiàn)
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();
// 邊界處理和碰撞檢測(cè)
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

還不錯(cuò),得了7分,當(dāng)然,我也可以得10分的,不過(guò),還好了。
總結(jié)
這個(gè)特效的案例重點(diǎn)是光線(xiàn)投影法碰撞檢測(cè),同時(shí)又對(duì)其增加了游戲的屬性,雖然東西都很簡(jiǎn)單,但是作為一個(gè)雛形來(lái)講也是不錯(cuò)的。
SkiaSharp 基礎(chǔ)系列算是告一段落了,基礎(chǔ)知識(shí)相關(guān)暫時(shí)都已經(jīng)有了一個(gè)深度的了解,對(duì)于它的基礎(chǔ)應(yīng)用已經(jīng)有一個(gè)不錯(cuò)的認(rèn)識(shí)了,那么,基于它的應(yīng)用應(yīng)該也會(huì)多起來(lái),我這邊主要參考Avalonia的內(nèi)部SkiaSharp使用原理,當(dāng)然,用法肯定不局限的。
代碼地址
https://github.com/kesshei/WPFSkiaRayProjectionDemo.git
https://gitee.com/kesshei/WPFSkiaRayProjectionDemo.git
到此這篇關(guān)于WPF+SkiaSharp實(shí)現(xiàn)自繪投籃小游戲的文章就介紹到這了,更多相關(guān)WPF SkiaSharp投籃游戲內(nèi)容請(qǐng)搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!
相關(guān)文章
C#開(kāi)發(fā)Windows UWP系列之布局面板RelativePanel
這篇文章介紹了C#開(kāi)發(fā)Windows UWP系列之布局面板RelativePanel,對(duì)大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友們下面隨著小編來(lái)一起學(xué)習(xí)學(xué)習(xí)吧2022-06-06
C#聯(lián)合VisionPro實(shí)現(xiàn)TCP/IP通信詳解
TCP/IP(傳輸控制協(xié)議/互聯(lián)網(wǎng)協(xié)議)是一組用于在網(wǎng)絡(luò)上進(jìn)行通信的通信協(xié)議,本文主要為大家詳細(xì)介紹了C#如何聯(lián)合VisionPro實(shí)現(xiàn)TCP/IP通信,希望對(duì)大家有所幫助2024-02-02
C# 使用PictureBox實(shí)現(xiàn)圖片按鈕控件的示例步驟
這篇文章主要介紹了C# 使用PictureBox實(shí)現(xiàn)圖片按鈕控件的示例步驟,幫助大家更好的理解和使用c#,感興趣的朋友可以了解下2021-02-02
使用快捷鍵在Unity中快速鎖定和解鎖Inspector右上角的鎖功能
這篇文章主要為大家介紹了使用快捷鍵在Unity中快速鎖定和解鎖Inspector右上角的鎖功能詳解,有需要的朋友可以借鑒參考下,希望能夠有所幫助,祝大家多多進(jìn)步,早日升職加薪2023-08-08
利用C#實(shí)現(xiàn)AOP常見(jiàn)的幾種方法詳解
AOP面向切面編程(Aspect Oriented Programming),是通過(guò)預(yù)編譯方式和運(yùn)行期動(dòng)態(tài)代理實(shí)現(xiàn)程序功能的統(tǒng)一維護(hù)的一種技術(shù)。下面這篇文章主要給大家介紹了關(guān)于利用C#實(shí)現(xiàn)AOP常見(jiàn)的幾種方法,需要的朋友可以參考借鑒,下面來(lái)一起看看吧。2017-09-09

