【发布时间】:2021-05-22 10:19:36
【问题描述】:
我正在 c# winforms 上重新创建一个基于图块的简单游戏(参考:Javidx9 cpp tile game),当我移动时屏幕会闪烁,我有 DoubleBuffered = true。我将展示一个带有纹理的示例和一个没有纹理的示例。
无纹理 > e.Graphics.FillRectangle()
在代码中我做了一个GameManager、CameraManager、PlayerModel,最后是绘制游戏信息的OnPaint表单。它的工作方式是 GameManager 告诉玩家根据用户输入(移动、跳跃等)更新自身,然后告诉相机根据玩家的位置进行更新。起初我从 Paint 事件中调用 GameManager.Update(),但后来我将 Paint 事件与 GameManager 分开,并使 GameManager 更新异步,因为 Paint 事件更新太慢。那是问题开始的时候。
//GameManager
public void CreateSoloGame(MapModel map)
{
CurrentMap = map;
ResetPlayer();
_inGame = true;
new Task(() =>
{
while (_inGame)
{
Elapsed = _stopwatch.ElapsedMilliseconds;
_stopwatch.Restart();
int i = 0;
Step(Elapsed);
while (i < _gameTime) //_gameTime controls the speed of the game
{
i++;
}
}
}).Start();
}
public void Step(double elapsed)
{
Player.Update(CurrentMap, elapsed);
Camera.SetCamera(Player.Position, CurrentMap);
}
//PlayerModel
public void DetectCollision(MapModel CurrentMap, double Elapsed)
{
//adds velocity to players position
float NextPlayerX = Position.X + (VelX * (float)Elapsed);
float NextPlayerY = Position.Y + (VelY * (float)Elapsed);
//collision detection
OnFloor = false;
if (VelY > 0)
{
//bottom
if (CurrentMap.GetTile((int)(Position.X + .1), (int)(NextPlayerY + 1)) == '#' || CurrentMap.GetTile((int)(Position.X + .9), (int)(NextPlayerY + 1)) == '#')
{
NextPlayerY = (int)NextPlayerY;
VelY = 0;
OnFloor = true;
_jumps = 2;
}
}
else
{
//top
if (CurrentMap.GetTile((int)(Position.X + .1), (int)NextPlayerY) == '#' || CurrentMap.GetTile((int)(Position.X + .9), (int)NextPlayerY) == '#')
{
NextPlayerY = (int)NextPlayerY + 1;
VelY = 0;
}
}
if (VelX < 0)
{
//left
if (CurrentMap.GetTile((int)NextPlayerX, (int)Position.Y) == '#' || CurrentMap.GetTile((int)NextPlayerX, (int)(Position.Y + .9)) == '#')
{
NextPlayerX = (int)NextPlayerX + 1;
VelX = 0;
}
}
else
{
//right
if (CurrentMap.GetTile((int)(NextPlayerX + 1), (int)Position.Y) == '#' || CurrentMap.GetTile((int)(NextPlayerX + 1), (int)(Position.Y + .9)) == '#')
{
NextPlayerX = (int)NextPlayerX;
VelX = 0;
}
}
//updates player position
Position = new PointF(NextPlayerX, NextPlayerY);
}
public void Jump()
{
if (_jumps > 0)
{
VelY = -.06f;
_jumps--;
}
}
public void ReadInput(double elapsed)
{
//resets velocity back to 0 if player isnt moving
if (Math.Abs(VelY) < 0.001f) VelY = 0;
if (Math.Abs(VelX) < 0.001f) VelX = 0;
//sets velocity according to player input - S and W are used for no clip free mode
//if (UserInput.KeyInput[Keys.W]) _playerVelY -= .001f;
//if (UserInput.KeyInput[Keys.S]) _playerVelY += .001f;
if (Input.KEYINPUT[Keys.A]) VelX -= .001f * (float)elapsed;
else if (Input.KEYINPUT[Keys.D]) VelX += .001f * (float)elapsed;
else if (Math.Abs(VelX) > 0.001f && OnFloor) VelX += -0.06f * VelX * (float)elapsed;
//resets jumping
if (!OnFloor)
VelY += .0004f * (float)elapsed;
//limits velocity
//if (_playerVelY <= -.014) _playerVelY = -.014f; //disabled to allow jumps
if (VelY >= .05) VelY = .05f;
if (VelX >= .02 && !Input.KEYINPUT[Keys.ShiftKey]) VelX = .02f;
else if (VelX >= .005 && Input.KEYINPUT[Keys.ShiftKey]) VelX = .005f;
if (VelX <= -.02 && !Input.KEYINPUT[Keys.ShiftKey]) VelX = -.02f;
else if (VelX <= -.005 && Input.KEYINPUT[Keys.ShiftKey]) VelX = -.005f;
}
public void Update(MapModel map, double elapsed)
{
ReadInput(elapsed);
DetectCollision(map, elapsed);
}
//CameraManager
public void SetCamera(PointF center, MapModel map, bool clamp = true)
{
//changes the tile size according to the screen size
TileSize = Input.ClientScreen.Width / Tiles;
//amount of tiles along thier axis
TilesX = Input.ClientScreen.Width / TileSize;
TilesY = Input.ClientScreen.Height / TileSize;
//camera offset
OffsetX = center.X - TilesX / 2.0f;
OffsetY = center.Y - TilesY / 2.0f;
//make sure the offset does not go beyond bounds
if (OffsetX < 0 && clamp) OffsetX = 0;
if (OffsetY < 0 && clamp) OffsetY = 0;
if (OffsetX > map.MapWidth - TilesX && clamp) OffsetX = map.MapWidth - TilesX;
if (OffsetY > map.MapHeight - TilesY && clamp) OffsetY = map.MapHeight - TilesY;
//smooths out movement for tiles
TileOffsetX = (OffsetX - (int)OffsetX) * TileSize;
TileOffsetY = (OffsetY - (int)OffsetY) * TileSize;
}
//Form Paint event
private void Draw(object sender, PaintEventArgs e)
{
Brush b;
Input.ClientScreen = ClientRectangle;
for (int x = -1; x < _camera.TilesX + 1; x++)
{
for (int y = -1; y < _camera.TilesY + 1; y++)
{
switch (_map.GetTile(x + (int)_camera.OffsetX, y + (int)_camera.OffsetY))
{
case '.':
//e.Graphics.DrawImage(sky, x * _camera.TileSize - _camera.TileOffsetX, y * _camera.TileSize - _camera.TileOffsetY, _camera.TileSize, _camera.TileSize);
//continue;
b = Brushes.MediumSlateBlue;
break;
case '#':
//e.Graphics.DrawImage(block, x * _camera.TileSize - _camera.TileOffsetX, y * _camera.TileSize - _camera.TileOffsetY, _camera.TileSize, _camera.TileSize);
//continue;
b = Brushes.DarkGray;
break;
case 'o':
b = Brushes.Yellow;
break;
case '%':
b = Brushes.Green;
break;
default:
b = Brushes.MediumSlateBlue;
break;
}
e.Graphics.FillRectangle(b, x * _camera.TileSize - _camera.TileOffsetX, y * _camera.TileSize - _camera.TileOffsetY, (x + 1) * _camera.TileSize, (y + 1) * _camera.TileSize);
}
}
e.Graphics.FillRectangle(Brushes.Purple, (_manager.Player.Position.X - _camera.OffsetX) * _camera.TileSize, (_manager.Player.Position.Y - _camera.OffsetY) * _camera.TileSize, _camera.TileSize, _camera.TileSize);
//e.Graphics.DrawImage(chef, (_manager.Player.Position.X - _camera.OffsetX) * _camera.TileSize, (_manager.Player.Position.Y - _camera.OffsetY) * _camera.TileSize, _camera.TileSize, _camera.TileSize);
Invalidate();
}
附:我使用 winforms,因为我不经常使用 GUI,它是我最熟悉的一个,这只是我想快速尝试的东西,但我从来没有遇到过这个问题。我尝试了几件事,但没有任何效果,所以这是我最后的手段。如果您认为我应该使用另一个 GUI,请告诉我并且我会调查它。另外,如果您认为我的代码很丑,请告诉我为什么。
【问题讨论】:
-
我不知道是否应该注意这一点,但我已经尝试过优化的双缓冲和其他控制样式。没有任何效果:/
-
平滑 Win32-ish 图形的一个途径是小心地使区域失效;确保只重绘需要重绘的区域。它可以在这里帮助你。看看我对此的回答:stackoverflow.com/questions/67541811/…
-
在
PictureBox上画图就不会闪烁了。 -
代码组织得很糟糕。您将
Draw(object sender, PaintEventArgs e)挂接到哪个事件,为什么在里面调用Invalidate?后者触发了太多的重绘,肯定会导致闪烁。 -
e.Graphics.FillRectangle(Brushes.Purple, (_manager.Player.Position.X - _camera.OffsetX) * _camera.TileSize, (_manager.Player.Position.Y - _camera.OffsetY) * _camera.TileSize, _camera.TileSize, _camera.TileSize); //e.Graphics.DrawImage(chef, (_manager.Player.Position.X - _camera.OffsetX) * _camera.TileSize, (_manager.Player.Position.Y - _camera.OffsetY) * _camera.TileSize, _camera.TileSize, _camera.TileSize); Invalidate();- 你不应该在 Paint 事件中调用 Invalidate!