/// ! 配置与运行 ! /// static void SETUP() //配置函数 { //加载图像 Graph.Loading(@"C:\Users\liush\source\repos\Physics_Engine\Graph\"); //存放数据的文件夹,后面读取和写入使用的地址都是从它开始 Graph.Add_File_To_Graphs("A.txt"); //读取该文件内的图片并存在Graph.All_Graphs中 //Graph.WriteFile();//将图片写入到文件中 //加载音乐 Music.Loading(@"C:\Users\liush\source\repos\Physics_Engine\Music\"); //Music.Load_Music("地上bgm");//只加载 //Music.Play_Music("地上bgm");//加载+播放 //Music.Play_Music();//播放加载项 //Music.Stop__Music();//停止播放 //初始化显示器 Window.Loading(120, 50); //Window.Change_BackGround(v); //安全更改背景 //Window.Add_To_BackGround(v,20,20);//将图片添加到背景中 //设置物理环境 Physics.Global_GY = 80; //全局重力 Physics.Global_GX = 0; Physics.Global_Max_Speed = 1000; //全局最大速度 //载入物体 两者碰撞,弹力求和 float Elastic = 0.49f; float Friction = 0.5f; //直接Change_Obj_Physics带数就行,这里是为了方便 //用于显示文字的标签 GameOBJ.Made_Obj("O", 0, 0, 8, 1, Graph.All_Graphs["V"]); GameOBJ.Change_Obj_Physics_S("O", false, false); //物体 GameOBJ.Made_Obj("A", 50, 20, 3, 3, Graph.All_Graphs["l"]); //外观和形状 GameOBJ.Change_Obj_Physics("A", 1f, -10, 10, 0, 0, Elastic, Friction); //物理性质 GameOBJ.Change_Obj_Physics_S("A", true, true); //可移动性和可碰撞性开关 //GameOBJ.Made_Obj("B", 40, 30, 3, 3, Graph.All_Graphs["l2"]); //GameOBJ.Change_Obj_Physics("B", 1f, 0, 0, 0, 0, Elastic, Friction); //GameOBJ.Change_Obj_Physics_S("B", true, true); //GameOBJ.Made_Obj("C", 65, 20, 3, 3, Graph.All_Graphs["l2"]); //GameOBJ.Change_Obj_Physics("C", 1f, -15, 0, 0, 0, Elastic, Friction); //GameOBJ.Change_Obj_Physics_S("C", true, true); GameOBJ.Made_Obj("D", 48, 30, 3, 3, Graph.All_Graphs["l3"]); GameOBJ.Change_Obj_Physics("D", 1f, 0, 60, 0, 0, Elastic, Friction); GameOBJ.Change_Obj_Physics_S("D", true, true); GameOBJ.Made_Obj("E", 50, 30, 3, 3, Graph.All_Graphs["l4"]); GameOBJ.Change_Obj_Physics("E", 1, -10, 10, 0, 0, Elastic, Friction); GameOBJ.Change_Obj_Physics_S("E", true, true); GameOBJ.Made_Obj("F", 80, 17, 3, 3, Graph.All_Graphs["l7"]); GameOBJ.Change_Obj_Physics("F", 1, -10, 0, 0, 0, Elastic, Friction); GameOBJ.Change_Obj_Physics_S("F", true, true); GameOBJ.Made_Obj("G", 10, 17, 3, 2, Graph.All_Graphs["l8"]); GameOBJ.Change_Obj_Physics("G", 1, 30, 20, 0, 0, Elastic, Friction); GameOBJ.Change_Obj_Physics_S("G", true, true); GameOBJ.Made_Obj("H", 90, 35, 2, 1, Graph.All_Graphs["l9"]); GameOBJ.Change_Obj_Physics("H", 1, -5, 0, 0, 0, Elastic, Friction); GameOBJ.Change_Obj_Physics_S("H", true, true); GameOBJ.Made_Obj("I", 30, 30, 4, 4, Graph.All_Graphs["l10"]); GameOBJ.Change_Obj_Physics("I", 5f, 10, -15, 0, 0, Elastic, Friction); GameOBJ.Change_Obj_Physics_S("I", true, true); GameOBJ.Made_Obj("FU", 10, 10, 100, 2, Graph.All_Graphs["l5"]); GameOBJ.Change_Obj_Physics("FU", 1, 0, 0, 0, 0, Elastic, 0); GameOBJ.Change_Obj_Physics_S("FU", false, true); GameOBJ.Made_Obj("FD", 10, 40, 100, 2, Graph.All_Graphs["l5"]); GameOBJ.Change_Obj_Physics("FD", 1, 0, 0, 0, 0, Elastic, 0); GameOBJ.Change_Obj_Physics_S("FD", false, true); GameOBJ.Made_Obj("FL", 7, 10, 3, 32, Graph.All_Graphs["l6"]); GameOBJ.Change_Obj_Physics("FL", 1, 0, 0, 0, 0, Elastic, 0); GameOBJ.Change_Obj_Physics_S("FL", false, true); GameOBJ.Made_Obj("FR", 110, 10, 3, 32, Graph.All_Graphs["l6"]); GameOBJ.Change_Obj_Physics("FR", 1, 0, 0, 0, 0, Elastic, 0); GameOBJ.Change_Obj_Physics_S("FR", false, true); //组合体 创建完物体后可以绑定为组合体,物理性质不修改(不能调用Change_Obj_Physics)将保留原来的 //绑定为组合体后,单独修改某个内部物体的速度、受力等属性是不生效的(重量需调用Change_Weight_When_Spliced) //SpliceOBJ类的全部属性方法都和GameOBJ一一对应,直接调用可整体修改 例:Window.All_SpliceOBJ["HH"].Speed_X = 10; //SpliceOBJ.Made_Obj("HH", "A", "B");//名称,后接绑定物体的名称(最多添加SpliceOBJ.Max_Splice个) //SpliceOBJ.Change_Obj_Physics("HH", 1f, 0, -30, 0, 0, Elastic, Friction);//物理性质(所有内部物体同时修改) //SpliceOBJ.Change_Obj_Physics_S("HH", true, true);//可移动性和可碰撞性开关(所有内部物体同时修改) //Window.All_SpliceOBJ["HH"].Stop_Splice("B"); //绑定 //Window.All_SpliceOBJ["HH"].Start_Splice("C");//解绑 //键盘绑定物体 //KeyBoard.Control_Obj("A"); //参数是被控制物体的名称 //KeyBoard.Stop_Control_Obj();//解绑物体 //KeyBoard.KeyBoard_Delay=10;//按键后延迟ms //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 = 100; //加载动画(一个文件一个动画) //Graph.Load_Animation("An1", "An1.txt"); //Graph.Load_Animation("An2", "An2.txt"); //动画绑定物体的贴图(均为名称,先构建物体再绑定.动画与物体1对1,不可重复) //Graph.Binding_Animation_To_Obj("An1", "A"); //Graph.Binding_Animation_To_Obj("An2", "B"); //Graph.Delete_Binding_Animation("B"); //解除绑定 Graph.Start_Animation(); //启动动画系统 //Graph.Close_Animation();//关闭动画系统 //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("Prerendered_Frame1.txt", 200), () => Physics.Start_Up(), () => KeyBoard.Start_Up()); //从文件输出预渲染画面 Show_Prerendered_Frame(文件名,帧时间) PS:帧时间比渲染时的Refresh_Dely大画面将变慢,反之亦然 //Window.Show_Prerendered_Frame("Prerendered_Frame1.txt",10); //Window.Stop_Prerendered() //输出预渲染中调用可以强行停止 //添加闹钟(ms) PS:闹钟时间如果小于 Physics.Main_Loop_Sleep*2 可能会不触发 //Physics.Add_Alarm(5000);//5秒钟触发 //Physics.Add_Alarm(2000); //Physics.Delete_Alarm(1000);//删除闹钟 //Physics.Clean_Alarm();//清空闹钟 //Physics.Close_Alarm();//关闭闹钟 //全局控制方法 //Physics.Stop_Physics();//暂停物理演算 //Physics.Restart_Physics() //重新开始物理演算 //Physics.Get_Game_Time() //获取游戏运行时间(ms) //Physics.Restart_Game_Time() //重新计算游戏运行时间 //Window.Start_Up();//启动Window进程 //Physics.Start_Up();//启动Physics进程 //KeyBoard.Start_Up();//启动键盘进程 //Window.Close();//结束Window进程 PS:结束后需等待一会才能再次启动 //Physics.Close();//结束Physics进程 //KeyBoard..Close();//结束键盘进程 }
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()); }