投篮小游戏
规则,点击投篮目标点,就会有一个球沿着相关抛物线,然后,判断是否进入篮子里,其实就是一个矩形,直接是按照碰撞检测来的,碰到就算进去了,对其增加了一个分数统计等功能。
Wpf 和 SkiaSharp
新建一个 WPF 项目,然后,Nuget 包即可
要添加 Nuget 包
Install-Package SkiaSharp.Views.WPF -Version 2.88.0
其中核心逻辑是这部分,会以我设置的 60FPS 来刷新当前的画板。
skContainer.PaintSurface += SkContainer_PaintSurface; _ = Task.Run(() => { while (true) { try { Dispatcher.Invoke(() => { skContainer.InvalidateVisual(); }); _ = SpinWait.SpinUntil(() => false, 1000 / 60);//每秒60帧 } catch { break; } } });
弹球实体代码 (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; } }
粒子花园核心类 (ParticleGarden.cs)
////// 光线投影法碰撞检测 /// 投篮小游戏 /// 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 Listbools = new List (); public bool IsOver = false; /// /// 渲染 /// 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(); } //弹球 DrawCircle(canvas, Ball); //矩形 DrawRect(canvas, Box); //计分 using var paint1 = new SKPaint { Color = SKColors.Blue, IsAntialias = true, Typeface = Font, TextSize = 24 }; string count = $"总次数:{ALLCount} 剩余次数:{ALLCount - bools.Count} 投中次数:{bools.Count(t => t)}"; canvas.DrawText(count, 100, 20, paint1); } else { SKColor sKColor = SKColors.Blue; //计分 var SuccessCount = bools.Count(t => t); string count = ""; switch (SuccessCount) { case 0: { count = $"太糗了吧,一个都没投中!"; sKColor = SKColors.Black; } break; case 1: case 2: case 3: case 4: case 5: { count = $"你才投中:{SuccessCount}次,继续努力!"; 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,你太厉害了!"; 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 蓝创精英团队"; canvas.DrawText(by, 600, 20, paint); } ////// 画一个圆 /// 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); } ////// 画一个矩形 /// 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); } ////// 划线 /// public void DrawLine() { //划线 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(); // 边界处理和碰撞检测 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
还不错,得了7分,当然,我也可以得10分的,不过,还好了。
总结
这个特效的案例重点是光线投影法碰撞检测,同时又对其增加了游戏的属性,虽然东西都很简单,但是作为一个雏形来讲也是不错的。
SkiaSharp 基础系列算是告一段落了,基础知识相关暂时都已经有了一个深度的了解,对于它的基础应用已经有一个不错的认识了,那么,基于它的应用应该也会多起来,我这边主要参考Avalonia的内部SkiaSharp使用原理,当然,用法肯定不局限的。
代码地址
https://github.com/kesshei/WPFSkiaRayProjectionDemo.git
https://gitee.com/kesshei/WPFSkiaRayProjectionDemo.git
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