Esempio n. 1
0
        static void RUN() //开始运行函数,在配置完成后使用
        {
            /// ! 开始运行 ! ///

            //Thread.Sleep(500); //正式启动前最好暂停一小会等待数据加载

            //演示一段预渲染画面,按Esc跳过
            //Parallel.Invoke(() => Window.Show_Prerendered_Frame("Prerendered_Frame1.txt", 10, "Press esc to exit..."), () => KeyBoard.Start_Up());

            //播放背景音乐
            //Music.Play_Music("地上bgm");

            //启动 -> 显示器 物理效果 键盘输入
            Parallel.Invoke(() => Window.Start_Up(), () => Physics.Start_Up(), () => KeyBoard.Start_Up());

            /// ! 结束 ! ///
        }
Esempio n. 2
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        static void G()
        {
            //初始化显示器
            Window.Loading(126, 31);

            //加载图像
            Graph.Loading(@"C:\Users\liush\source\repos\Physics_Engine\Graph\");

            Graph.Add_File_To_Graphs("封面.txt");

            Graph.Show_Look(Graph.All_Graphs["Feng0"]);

            Thread.Sleep(500); //正式启动前最好暂停一小会等待数据加载

            //欢迎画面
            Window.Show_Prerendered_Frame("开始.txt", 25);
            Window.Show_Prerendered_Frame("开始.txt", 25);

            Graph.Add_File_To_Graphs("马里奥.txt");
            Graph.Add_File_To_Graphs("环境组件.txt");

            //加载音乐
            Music.Loading(@"C:\Users\liush\source\repos\Physics_Engine\Music\");

            //载入物体
            Window.Loading(130, 50);

            GameOBJ.Made_Obj("O", 0, 0, 8, 1, Graph.All_Graphs["WORD"]); GameOBJ.Change_Obj_Physics_S("O", false, false);

            GameOBJ.Made_Obj("Mario", 20, 40, 8, 6, Graph.All_Graphs["StandSmall"]);
            GameOBJ.Change_Obj_Physics("Mario", 1f, 0, 0, 0, 0, 0.01f, 0.8f);
            GameOBJ.Change_Obj_Physics_S("Mario", true, true);

            GameOBJ.Made_Obj("FD", 10, 45, 100, 3, Graph.All_Graphs["Heng"]);
            GameOBJ.Change_Obj_Physics("FD", 1f, 0, 0, 0, 0, 0.01f, 1);
            GameOBJ.Change_Obj_Physics_S("FD", false, true);

            GameOBJ.Made_Obj("FR", 110, 13, 3, 32, Graph.All_Graphs["Shu"]);
            GameOBJ.Change_Obj_Physics("FR", 1f, 0, 0, 0, 0, 1, 1);
            GameOBJ.Change_Obj_Physics_S("FR", false, true);

            //设置物理环境
            Physics.Global_GY        = 50;  //全局重力
            Physics.Global_GX        = 0;
            Physics.Global_Max_Speed = 40f; //全局最大速度

            //键盘绑定物体
            KeyBoard.Control_Obj("Mario"); //参数是被控制物体的名称

            //注册事件
            Physics.Touched       += new Physics.OBJTouch_Events(Get_Touched); //碰撞事件
            Physics.Out_Of_Bounds += new Physics.OBJOut_Events(Out_Border);    //物体超出屏幕事件
            Physics.Alarm_Clock   += new Physics.Alarm_Events(Alarm);          //闹钟响应事件
            KeyBoard.KeyDowm      += new KeyBoard.KeyDowm_Events(Key_Down);    //按键响应事件

            //物理演算主循环的特殊效果延迟ms PS:闹钟、动画...
            Physics.Main_Loop_Sleep = 10;

            //加载动画(一个文件一个动画)
            //Graph.Load_Animation("An1", "封面.txt");
            //Graph.Binding_Animation_To_Obj("An1", "A");
            Graph.Start_Animation();//启动动画系统

            //预渲染画面并保存到文件 Out_Prerendered_Frame(文件名,总渲染帧数) 与Physics.Start_Up()同时运行才有物理效果
            //Parallel.Invoke(() => Window.Out_Prerendered_Frame("123.txt", 30), () => Physics.Start_Up(), () => KeyBoard.Start_Up());


            //播放背景音乐
            Music.Play_Music("地上bgm");

            //启动 -> 显示器 物理效果 键盘输入
            Parallel.Invoke(() => Window.Start_Up(), () => Physics.Start_Up(), () => KeyBoard.Start_Up());
        }
Esempio n. 3
0
        static void Key_Down(string Pressed_Key) //键盘按下事件 Pressed_Key为键值
        {
            if (KeyBoard.Is_Control_Obj)         //绑定了物体
            {
                switch (Pressed_Key)
                {
                case "0": break;

                case "UpArrow":
                    if (Is_Land && KeyBoard.Controlling_Obj.Speed_Y > -Physics.Global_Max_Speed)
                    {
                        Is_Land = false;

                        KeyBoard.Controlling_Obj.Speed_Y += -20;
                    }

                    break;

                case "DownArrow":
                    if (KeyBoard.Controlling_Obj.Speed_Y < Physics.Global_Max_Speed)
                    {
                        if (Is_Land)
                        {
                            //这里应该蹲下
                        }
                        else
                        {
                            KeyBoard.Controlling_Obj.Speed_Y += 10;
                        }
                    }

                    //KeyBoard.Controlling_Obj.Move(0, 1);
                    break;

                case "LeftArrow":
                    if (KeyBoard.Controlling_Obj.Speed_X > 0)
                    {
                        KeyBoard.Controlling_Obj.Speed_X = -20;
                    }
                    else if (KeyBoard.Controlling_Obj.Speed_X > -Physics.Global_Max_Speed)
                    {
                        KeyBoard.Controlling_Obj.Speed_X -= 10;
                    }

                    //KeyBoard.Controlling_Obj.Move(-1, 0);
                    break;

                case "RightArrow":
                    if (KeyBoard.Controlling_Obj.Speed_X < 0)
                    {
                        KeyBoard.Controlling_Obj.Speed_X = 20;
                    }
                    else if (KeyBoard.Controlling_Obj.Speed_X < Physics.Global_Max_Speed)
                    {
                        KeyBoard.Controlling_Obj.Speed_X += 10;
                    }

                    //KeyBoard.Controlling_Obj.Move(1, 0);
                    break;

                case "S":
                    Physics.Restart_Physics();
                    break;

                case "D":
                    Physics.Stop_Physics();
                    break;

                case "F":
                    Graph.Start_Animation();
                    break;

                case "G":
                    Graph.Close_Animation();
                    break;

                case "A":
                    Physics.Restart_Game_Time();
                    break;

                case "Escape":
                    if (Window.If_Show_Prerendered_Frame)
                    {
                        //结束预渲染
                        Window.Stop_Prerendered();
                        KeyBoard.Close();
                    }
                    else
                    {
                        //结束全部进程
                        Physics.Close();
                        Window.Close();
                        KeyBoard.Close();
                    }
                    break;

                default: break;
                }
            }
            else //没绑定物体
            {
                switch (Pressed_Key)
                {
                case "0": break;

                default: break;
                }
            }
        }