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基于C# WPF框架的贪吃蛇

程序员文章站 2022-06-14 21:32:13
游戏开始界面 游戏开始 共有两条蛇,吃到红色食物加1分,吃到绿色毒食物减1分,知道0不减; 碰到墙壁游戏结束,碰到对方游戏结束,碰到自己游戏结束 此游戏通过Canvas画布布局,通过C 代码实现 游戏主界面大小为1200 1000 全局声明: 加载事件: 开启游戏按钮 暂停按钮 创建食物方法: 游戏 ......
游戏开始界面

基于C# WPF框架的贪吃蛇

游戏开始

共有两条蛇,吃到红色食物加1分,吃到绿色毒食物减1分,知道0不减;
碰到墙壁游戏结束,碰到对方游戏结束,碰到自己游戏结束
基于C# WPF框架的贪吃蛇

此游戏通过canvas画布布局,通过c#代码实现

游戏主界面大小为1200*1000
<window x:class="贪吃蛇__.mainwindow"
        xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
        xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
        xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
        xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
        xmlns:local="clr-namespace:贪吃蛇__"
        mc:ignorable="d"
        title="贪吃蛇" loaded="window_loaded" height="700" width="900">
    <canvas name="bg" width = "1200" height = "1000"></canvas>
</window>
全局声明:
       random ran = new random();// 随机对象
        int size = 20; // 边框距离bg距离,格子数
        canvas gamearea = new canvas(); // 游戏区对象
        border food = new border(); //食物对象
        border dufood = new border(); // 毒食物对象
        list<border> snakelist1 = new list<border>(); // 存储蛇1的泛型
        list<border> snakelist2 = new list<border>(); // 存储蛇2的泛型
        dispatchertimer movetimer1 = new dispatchertimer(); // 蛇1移动定时器
        dispatchertimer movetimer2 = new dispatchertimer(); // 蛇2移动定时器
        soundplayer eatfm = new soundplayer(@"../../music/eatfood.wav"); // 吃食物音乐
        soundplayer eatdufm = new soundplayer(@"../../music/eatdufood.wav");// 吃毒食物音乐
        soundplayer overm = new soundplayer(@"../../music/over.wav"); // 游戏结束音乐
        soundplayer bgm = new soundplayer(@"../../music/bgmusic.wav"); // 背景音乐
        int score = 0; //记录分数
        label feng = new label(); // 分数对象
        bool pand = true; // 游戏开始和暂停判断
加载事件:
private void window_loaded(object sender, routedeventargs e)
        {
            this.background = brushes.cyan;
            this.windowstate = windowstate.maximized; // 屏幕最大化
            bg.background = new lineargradientbrush(colors.yellow, colors.pink, 10);
            // 边框
            border biankuang = new border();
            biankuang.width = 1040;
            biankuang.height = 840;
            canvas.setleft(biankuang, size);
            canvas.settop(biankuang, size);
            biankuang.borderthickness = new thickness(20); // 边框厚度
            biankuang.cornerradius = new cornerradius(10);  // 画圆
            biankuang.borderbrush = brushes.green;
            bg.children.add(biankuang);
            image map = new image(); 
            map.source = new bitmapimage(new uri("../../img/bgimg.png",urikind.relative));
            imagebrush mp = new imagebrush();
            mp.imagesource = map.source; // 显示图片

            // 游戏区
            gamearea.width = 1000;
            gamearea.height = 800;
            gamearea.background = mp;
            mp.stretch = stretch.fill;
            canvas.setleft(gamearea, 2 * size);
            canvas.settop(gamearea, 2 * size);
            bg.children.add(gamearea);
            // 得分对象
            feng.width = 120;
            feng.height = 50;
            canvas.setleft(feng, 1060);
            canvas.settop(feng, 100);
            feng.background = brushes.coral;
            feng.foreground = brushes.deepskyblue;
            feng.fontfamily = new fontfamily("楷体");
            feng.content = "  得分:" + score + "分";
            feng.fontsize = 20;
            bg.children.add(feng);
            // 蛇1移动定时器
            movetimer1.tick += movetimer1_tick; ;
            movetimer1.interval = timespan.frommilliseconds(100);
           // 蛇2移动定时器
            movetimer2.tick += movetimer2_tick;
            movetimer2.interval = timespan.frommilliseconds(100);
            // 开始按钮
            button kaise = new button();
            kaise.cursor = cursors.hand; // 鼠标移动到按钮处变成手型
            kaise.width = 120;
            kaise.height = 50;
            canvas.setleft(kaise, 1060);
            canvas.settop(kaise, 160);
            kaise.content = "开始游戏";
            kaise.fontfamily = new fontfamily("楷体");
            kaise.borderbrush = brushes.cyan; // 边框颜色
            kaise.foreground = brushes.darkred; // 字体颜色
            kaise.fontsize = 20;
            kaise.background = brushes.darkkhaki;
            kaise.click += kaise_click;
            bg.children.add(kaise);
            // 暂停按钮
            button zanting = new button();
            zanting.cursor = cursors.hand; // 鼠标移动到按钮处变为手型
            zanting.width = 120;
            zanting.height = 50;
            canvas.setleft(zanting, 1060);
            canvas.settop(zanting, 220);
            zanting.content = "暂停游戏";
            zanting.fontfamily = new fontfamily("楷体");
            zanting.borderbrush = brushes.cyan;
            zanting.foreground = brushes.darkred;
            zanting.fontsize = 20;
            zanting.background = brushes.burlywood;
            zanting.click += zanting_click;
            bg.children.add(zanting);
            // 背景音乐播放
            bgm.play();
        }
开启游戏按钮
// 开启游戏
        private void kaise_click(object sender, routedeventargs e)
        {
            bgm.stop(); // 背景音乐停止
            this.keydown += mainwindow_keydown;
            if (pand == true)
            {
                createsnake1(); // 生成蛇1方法
                createsnake2(); // 生成蛇2方法
                createfood(); // 生成食物
                createdufood();// 生成毒食物
            }
            movetimer1.start(); // 蛇1移动
            movetimer2.start();// 蛇2移动
            pand = false;
        }
暂停按钮
        // 暂停游戏
        private void zanting_click(object sender, routedeventargs e)
        {
            this.keydown -= mainwindow_keydown;
            movetimer1.stop(); // 蛇1移动
            movetimer2.stop();// 蛇2移动
            pand = false;
        }
创建食物方法:
// 创建食物
        private void createfood()
        {
            food.width = food.height = size;
            food.background = brushes.red;
            food.cornerradius = new cornerradius(20);
            canvas.setleft(food, ran.next(1, 50) * size);
            canvas.settop(food, ran.next(1, 40) * size);
            // 判断食物在蛇位置上
            for (int i = 0; i < snakelist1.count; i++)
            {
                for (int j = 0; j < snakelist2.count; j++)
                {
                    if (canvas.getleft(food)==canvas.getleft(snakelist1[i])&&canvas.gettop(food)==canvas.gettop(snakelist1[i])||canvas.getleft(food)==canvas.getleft(snakelist2[j])&&canvas.gettop(food)==canvas.gettop(snakelist2[j]))
                    {
                        canvas.setleft(food, ran.next(1, 50) * size);
                        canvas.settop(food, ran.next(1, 40) * size);
                    }
                }
            }
            gamearea.children.add(food);
        }
创建毒食物方法:
 // 创建毒食物
        private void createdufood()
        {
            dufood.width = dufood.height = size;
            dufood.background = brushes.greenyellow;
            dufood.cornerradius = new cornerradius(20);
            canvas.setleft(dufood, ran.next(1, 50) * size);
            canvas.settop(dufood, ran.next(1, 40) * size);
            // 毒食物与食物位置重合
            if (canvas.getleft(dufood)==canvas.getleft(food)&&canvas.gettop(dufood)==canvas.gettop(food))
            {
                canvas.setleft(dufood, ran.next(1, 50) * size);
                canvas.settop(dufood, ran.next(1, 40) * size);
            }
            // 毒食物在蛇身上
            for (int i = 0; i < snakelist1.count; i++)
            {
                for (int j = 0; j < snakelist2.count; j++)
                {

                    if (canvas.getleft(dufood) == canvas.getleft(snakelist1[i]) && canvas.gettop(dufood) == canvas.gettop(snakelist1[i]) || canvas.getleft(dufood) == canvas.getleft(snakelist2[j]) && canvas.gettop(dufood) == canvas.gettop(snakelist2[j]))
                    {
                        canvas.setleft(dufood, ran.next(1, 50) * size);
                        canvas.settop(dufood, ran.next(1, 40) * size);
                    }
                }
            }
            gamearea.children.add(dufood);
        }
蛇1创建方法:
 // 创建蛇1方法
        private void createsnake1()
        {
            int lenght = 4; // 默认蛇长度
            for (int i = 0; i < lenght; i++)
            {
                border sna1 = new border(); // 蛇对象
                sna1.width = sna1.height = size; // 蛇宽度,高度
                sna1.tag = "right";// 默认方法存储到tag中
                if (i == 0)
                {
                    sna1.background = brushes.thistle;
                }
                else
                {
                    sna1.background = brushes.purple;
                }
                canvas.setleft(sna1, gamearea.width / 2 - (size * i));
                canvas.settop(sna1, gamearea.height / 2);
                sna1.cornerradius = new cornerradius(20);
                gamearea.children.add(sna1);
                snakelist1.add(sna1);
            }
        }
蛇2创建方法:
// 创建蛇2方法
        private void createsnake2()
        {
            int length = 4;
            for (int i = 0; i < length; i++)
            {
                border sna2 = new border();
                sna2.width = sna2.height = size;
                sna2.tag = "left";
                if (i == 0)
                {
                    sna2.background = brushes.thistle;
                }
                else
                {
                    sna2.background = brushes.orange;
                }
                sna2.cornerradius = new cornerradius(20);
                canvas.setleft(sna2, gamearea.width / 2 + (i * size));
                canvas.settop(sna2, gamearea.width / 2);
                gamearea.children.add(sna2);
                snakelist2.add(sna2);

            }
        }
蛇1移动
// 蛇1移动定时器
        private void movetimer1_tick(object sender, eventargs e)
        {
            for (int i = 0; i < snakelist1.count; i++)
            {
                if (snakelist1[i].tag.tostring() == "right") // 向右移动
                {
                    canvas.setleft(snakelist1[i], canvas.getleft(snakelist1[i]) + size);
                }
                else if (snakelist1[i].tag.tostring() == "left") // 向左移动
                {
                    canvas.setleft(snakelist1[i], canvas.getleft(snakelist1[i]) - size);
                }
                else if (snakelist1[i].tag.tostring() == "up") // 向上移动
                {
                    canvas.settop(snakelist1[i], canvas.gettop(snakelist1[i]) - size);
                }
                else if (snakelist1[i].tag.tostring() == "down") // 向下移动
                {
                    canvas.settop(snakelist1[i], canvas.gettop(snakelist1[i]) + size);
                }
            }
            for (int i = snakelist1.count - 1; i > 0; i--)
            {
                // 蛇身跟随蛇头,占蛇头位置
                snakelist1[i].tag = snakelist1[i - 1].tag;
            }
            // 蛇碰到墙
            if (canvas.gettop(snakelist1[0]) <= -1 || canvas.gettop(snakelist1[0]) == gamearea.height || canvas.getleft(snakelist1[0]) <= -1 || canvas.getleft(snakelist1[0]) == gamearea.width)
            {
                gameover();
            }
            // 蛇1碰到蛇2
            for (int x = 0; x < snakelist2.count; x++)
            {
                if (canvas.getleft(snakelist1[0]) == canvas.getleft(snakelist2[x]) && canvas.gettop(snakelist1[0]) == canvas.gettop(snakelist2[x]))
                {
                    gameover();
                }
            }
            // 吃到食物
            if ( snakelist1.count>0&&canvas.gettop(snakelist1[0]) == canvas.gettop(food) && canvas.getleft(snakelist1[0]) == canvas.getleft(food))
            {
                gamearea.children.remove(food); //删除吃的食物
                createfood(); // 重新创建食物
                eatfm.play(); // 吃食物的音乐
                //新创建的蛇身
                border slimuse = new border();//增添蛇身
                slimuse.width = slimuse.height = size;
                slimuse.tag = " ";
                slimuse.background = brushes.purple;
                slimuse.cornerradius = new cornerradius(20); // 变圆
                canvas.setleft(slimuse, canvas.getleft(snakelist1[snakelist1.count - 1])); // 获取到蛇尾的left位置
                canvas.settop(slimuse, canvas.gettop(snakelist1[snakelist1.count - 1])); // 获取到蛇尾的top位置
                gamearea.children.add(slimuse);
                snakelist1.add(slimuse);
                score++;
                feng.content = "  得分:" + score + "分";
            }
            //吃到毒食物
            if (snakelist1.count > 0 && canvas.gettop(snakelist1[0]) == canvas.gettop(dufood) && canvas.getleft(snakelist1[0]) == canvas.getleft(dufood))
            {
                eatdufm.play(); // 吃毒食物音乐
                gamearea.children.remove(dufood);// 删掉吃的毒食物
                createdufood(); // 重新创建毒食物
                if (score > 0)
                {
                    score--;
                    feng.content = "  得分:" + score + "分";
                }
                gamearea.children.remove(snakelist1[snakelist1.count - 1]); // 清除蛇身最后一节
                snakelist1.remove(snakelist1[snakelist1.count - 1]); // 清除集合最后一节
            }
            // 蛇头碰到蛇身体
            for (int i = 1; i < snakelist1.count; i++)
            {
                // 蛇头碰到蛇身
                if (canvas.gettop(snakelist1[0]) == canvas.gettop(snakelist1[i]) && canvas.getleft(snakelist1[0]) == canvas.getleft(snakelist1[i]))
                {
                    gameover();
                }
            }
        }
蛇2移动
// 蛇2移动定时器
        private void movetimer2_tick(object sender, eventargs e)
        {
            for (int i = 0; i < snakelist2.count; i++)
            {
                if (snakelist2[i].tag.tostring() == "left") // 向左移动
                {
                    canvas.setleft(snakelist2[i], canvas.getleft(snakelist2[i]) - size);
                }
                else if (snakelist2[i].tag.tostring() == "right") // 向右移动
                {
                    canvas.setleft(snakelist2[i], canvas.getleft(snakelist2[i]) + size);
                }
                else if (snakelist2[i].tag.tostring() == "up") // 向上
                {
                    canvas.settop(snakelist2[i], canvas.gettop(snakelist2[i]) - size);
                }
                else if (snakelist2[i].tag.tostring() == "down")  // 向下
                {
                    canvas.settop(snakelist2[i], canvas.gettop(snakelist2[i]) + size);
                }
            }
            for (int i = snakelist2.count - 1; i > 0; i--)
            {
                // 蛇身跟随蛇头移动
                snakelist2[i].tag = snakelist2[i - 1].tag;
            }
            
            // 蛇2碰到墙
            if (canvas.getleft(snakelist2[0]) <= -1 || canvas.getleft(snakelist2[0]) >= gamearea.width || canvas.gettop(snakelist2[0]) <= -1 || canvas.gettop(snakelist2[0]) >= gamearea.height)
            {
                gameover();// 调用游戏结束方法
            }
            // 蛇2碰到蛇1
            for (int x = 0; x < snakelist1.count; x++)
            {
                if (canvas.getleft(snakelist2[0]) == canvas.getleft(snakelist1[x]) && canvas.gettop(snakelist2[0]) == canvas.gettop(snakelist1[x]))
                {
                    gameover();// 调用游戏结束方法
                }
            }
            // 吃到食物
            if (snakelist2.count>0&& canvas.getleft(snakelist2[0]) == canvas.getleft(food) && canvas.gettop(snakelist2[0]) == canvas.gettop(food))
            {
                gamearea.children.remove(food); // 删除食物
                createfood(); // 创建新食物
                eatfm.play();// 吃食物音乐
                border slom = new border();// 添加的蛇身 创建新蛇身
                slom.tag = " ";
                slom.width = slom.height = size;
                slom.background = brushes.orange;
                slom.cornerradius = new cornerradius(20);
                canvas.setleft(slom, canvas.getleft(snakelist2[snakelist2.count - 1]));
                canvas.settop(slom, canvas.gettop(snakelist2[snakelist2.count - 1]));
                snakelist2.add(slom);
                gamearea.children.add(slom);
                score++;
                feng.content = "  得分:" + score + "分";
            }
            // 吃到毒食物
            if (snakelist2.count > 0&&canvas.getleft(snakelist2[0])==canvas.getleft(dufood)&&canvas.gettop(snakelist2[0])==canvas.gettop(dufood))
            {
                eatdufm.play(); // 吃毒食物音乐
                gamearea.children.remove(dufood); // 消除毒食物
                createdufood(); // 创建新毒食物
                if (score>0)
                {
                    score--;
                    feng.content = "  得分:" + score + "分";
                }
                gamearea.children.remove(snakelist2[snakelist2.count - 1]);
                snakelist2.remove(snakelist2[snakelist2.count - 1]);
            }
            // 蛇头碰到蛇身
            for (int i = 1; i < snakelist2.count; i++)
            {
                if (canvas.getleft(snakelist2[0]) == canvas.getleft(snakelist2[i]) && canvas.gettop(snakelist2[0]) == canvas.gettop(snakelist2[i]))
                {
                    gameover();// 调用游戏结束方法
                }
            }
        }
游戏结束方法:
// 游戏结束方法
        private void gameover()
        {
            this.keydown -= mainwindow_keydown;
            movetimer1.stop();
            movetimer2.stop();
            gamearea.children.clear(); // 清除游戏区子级
            // overm.play(); // 游戏结束音乐
            messageboxresult out = messagebox.show("游戏结束,得分为:" + score + ",是否重新开始游戏", "游戏结束", messageboxbutton.yesno, messageboximage.asterisk);
            if (out == messageboxresult.yes)
            {
                snakelist1.clear(); // 清除存储蛇1的泛型
                 snakelist2.clear(); // 清除存储蛇2的泛型
                pand = true;
                score = 0;
                feng.content = "  得分:" + score + "分";
            }
            else
            {
               this.close();
            }
        }

##### 键盘事件
csharp // 键盘事件 private void mainwindow_keydown(object sender, keyeventargs e) { switch (e.key) { case key.left: snakelist1[0].tag = "left"; break; case key.right: snakelist1[0].tag = "right"; break; case key.up: snakelist1[0].tag = "up"; break; case key.down: snakelist1[0].tag = "down"; break; case key.a: snakelist2[0].tag = "left"; break; case key.d: snakelist2[0].tag = "right"; break; case key.w: snakelist2[0].tag = "up"; break; case key.s: snakelist2[0].tag = "down"; break; default: break; } }