介绍
使用 Silverlight 2.0(c#, Farseer Physics Engine) 开发一个射击游戏:星际竞技场
玩法
W 或者 ↑ = 前进;S 或者 ↓ = 后退:A 或者 ← = 左转;D 或者 → = 右转;J 或者 Ctrl = 开火
思路
1、使用一个开源的 Silverlight 物理引擎:Farseer Physics Engine
2、将 Farseer Physics Engine 中的物理运算器 PhysicsSimulator 放到一个全局变量中,对 Body 和 Geom 做即时运算,
3、写个 IPhysicsControl 接口,用于描述物理对象的各个属性,需要运动和碰撞的对象,要实现该接口抽象出来的各个属性
4、写个抽象类(Sprite),在其内封装好物理引擎。各种类型的物理对象的模拟器,都需要重写该抽象类的两个方法GetForce()和GetTorque()即可,其分别要返回对象在当前时刻所受到的牵引力和力矩
5、写个 IFire 接口,所有可开火的对象都要实现该接口
6、写个控件 PhysicsBox,用于包装 IPhysicsControl,从而将模拟器计算出的运动和碰撞结果呈现到界面上
关键代码Sprite.cs(Sprite 模拟器的基类)
- using System;
- using System.Net;
- using System.Windows;
- using System.Windows.Controls;
- using System.Windows.Documents;
- using System.Windows.Ink;
- using System.Windows.Input;
- using System.Windows.Media;
- using System.Windows.Media.Animation;
- using System.Windows.Shapes;
- using FarseerGames.FarseerPhysics;
- using FarseerGames.FarseerPhysics.Mathematics;
- using FarseerGames.FarseerPhysics.Dynamics;
- using FarseerGames.FarseerPhysics.Collisions;
- namespace YYArena.Core
- {
- /**//// <summary>
- /// Sprite 基类
- /// </summary>
- public abstract class Sprite
- {
- private PhysicsSimulator _physicsSimulator;
- protected PhysicsBox playerBox;
- protected Geom playerGeometry;
- /**//// <summary>
- /// 构造函数
- /// </summary>
- /// <param name="physicsSimulator">PhysicsSimulator</param>
- /// <param name="physicsControl">IPhysicsControl</param>
- /// <param name="position">初始位置</param>
- /// <param name="angle">初始转角</param>
- /// <param name="originalVelocity">初始速度</param>
- public Sprite(PhysicsSimulator physicsSimulator,
- IPhysicsControl physicsControl, Vector2 position, float angle, float originalVelocity)
- {
- _physicsSimulator = physicsSimulator;
- playerBox = new PhysicsBox(physicsControl);
- playerBox.Body.Position = position;
- playerBox.Body.Rotation = (float)Helper.Angle2Radian(angle);
- playerBox.Body.LinearVelocity = Helper.Convert2Vector(originalVelocity, (float)Helper.Angle2Radian(angle));
- // Body 和 Geom 的 Tag 保存为 Sprite,方便引用
- playerBox.Body.Tag = this;
- playerBox.Geom.Tag = this;
- playerBox.Update();
- }
- /**//// <summary>
- /// 即时计算力和力矩
- /// </summary>
- void CompositionTarget_Rendering(object sender, EventArgs e)
- {
- if (Enabled)
- {
- var force = GetForce();
- var torque = GetTorque();
- playerBox.Body.ApplyForce(force);
- playerBox.Body.ApplyTorque(torque);
- playerBox.Update();
- }
- }
- /**//// <summary>
- /// 返回 Sprite 当前受的力
- /// </summary>
- protected abstract Vector2 GetForce();
- /**//// <summary>
- /// 返回 Sprite 当前受的力矩
- /// </summary>
- protected abstract float GetTorque();
- public PhysicsBox PhysicsBox
- {
- get { return playerBox; }
- }
- private bool _enabled = false;
- /**//// <summary>
- /// 是否启用此 Sprite
- /// </summary>
- public bool Enabled
- {
- get { return _enabled; }
- set
- {
- _enabled = value;
- if (value)
- {
- CompositionTarget.Rendering += new EventHandler(CompositionTarget_Rendering);
- _physicsSimulator.Add(playerBox.Body);
- _physicsSimulator.Add(playerBox.Geom);
- }
- else
- {
- CompositionTarget.Rendering -= new EventHandler(CompositionTarget_Rendering);
- GC.SuppressFinalize(this);
- _physicsSimulator.Remove(playerBox.Body);
- _physicsSimulator.Remove(playerBox.Geom);
- }
- }
- }
- }
- }
#p#
PlayerSprite.cs(玩家 Sprite 模拟器)
- using System;
- using System.Net;
- using System.Windows;
- using System.Windows.Controls;
- using System.Windows.Documents;
- using System.Windows.Ink;
- using System.Windows.Input;
- using System.Windows.Media;
- using System.Windows.Media.Animation;
- using System.Windows.Shapes;
- using System.Collections.Generic;
- using FarseerGames.FarseerPhysics.Mathematics;
- using FarseerGames.FarseerPhysics;
- using FarseerGames.FarseerPhysics.Collisions;
- namespace YYArena.Core
- {
- /**//// <summary>
- /// 玩家 Sprite
- /// </summary>
- public class PlayerSprite : Sprite, IFire
- {
- private List<Key> _upKeys { get; set; }
- private List<Key> _downKeys { get; set; }
- private List<Key> _leftKeys { get; set; }
- private List<Key> _rightKeys { get; set; }
- private List<Key> _fireKeys { get; set; }
- private KeyboardHandler _keyHandler;
- private IPhysicsControl _physicsControl;
- /**//// <summary>
- /// 构造函数
- /// </summary>
- /// <param name="physicsSimulator">PhysicsSimulator</param>
- /// <param name="physicsControl">IPhysicsControl</param>
- /// <param name="position">初始位置</param>
- /// <param name="angle">初始转角</param>
- /// <param name="originalVelocity">初始速度</param>
- /// <param name="keyboardHandler">KeyboardHandler</param>
- /// <param name="up">操作玩家向前移动的按键集合</param>
- /// <param name="down">操作玩家向后移动的按键集合</param>
- /// <param name="left">操作玩家向左转动的按键集合</param>
- /// <param name="right">操作玩家向右转动的按键集合</param>
- /// <param name="fire">操作玩家开火的按键集合</param>
- public PlayerSprite(PhysicsSimulator physicsSimulator,
- IPhysicsControl physicsControl, Vector2 position, float angle, float originalVelocity,
- KeyboardHandler keyboardHandler,
- List<Key> up, List<Key> down, List<Key> left, List<Key> right, List<Key> fire)
- : base(physicsSimulator, physicsControl, position, angle, originalVelocity)
- {
- PrevFireDateTime = DateTime.MinValue;
- MinFireInterval = 500d;
- _upKeys = up;
- _downKeys = down;
- _leftKeys = left;
- _rightKeys = right;
- _fireKeys = fire;
- _keyHandler = keyboardHandler;
- _physicsControl = physicsControl;
- CompositionTarget.Rendering += new EventHandler(CompositionTarget_Rendering);
- }
- void CompositionTarget_Rendering(object sender, EventArgs e)
- {
- if (Enabled)
- {
- // 如果按了开火键,是否可开火
- if (_keyHandler.AnyKeyPressed(_fireKeys) && (DateTime.Now - PrevFireDateTime).TotalMilliseconds > MinFireInterval)
- {
- PrevFireDateTime = DateTime.Now;
- if (Fire != null)
- Fire(this, EventArgs.Empty);
- }
- }
- }
- public DateTime PrevFireDateTime { get; set; }
- public double MinFireInterval { get; set; }
- public event EventHandler<EventArgs> Fire;
- protected override Vector2 GetForce()
- {
- Vector2 force = Vector2.Zero;
- if (_keyHandler.AnyKeyPressed(_upKeys))
- force += Helper.Convert2Vector(_physicsControl.ForceAmount, playerBox.Body.Rotation);
- if (_keyHandler.AnyKeyPressed(_downKeys))
- force += Helper.Convert2Vector(_physicsControl.ForceAmount, playerBox.Body.Rotation - Helper.Angle2Radian(180));
- // 最大线性速度限制
- if (playerBox.Body.LinearVelocity.Length() > _physicsControl.MaxLinearVelocity)
- force = Vector2.Zero;
- return force;
- }
- protected override float GetTorque()
- {
- float torque = 0;
- if (_keyHandler.AnyKeyPressed(_leftKeys))
- torque -= _physicsControl.TorqueAmount;
- if (_keyHandler.AnyKeyPressed(_rightKeys))
- torque += _physicsControl.TorqueAmount;
- // 用于修正 RotationalDragCoefficient (在没有任何 Torque 的情况下,如果转速小于 1.3 则设其为 0)
- // 如果不做此修正的话,转速小于 1.3 后还会转好长时间
- if (!_keyHandler.AnyKeyPressed(_leftKeys) && !_keyHandler.AnyKeyPressed(_rightKeys) && Math.Abs(playerBox.Body.AngularVelocity) < 1.3)
- playerBox.Body.AngularVelocity = 0;
- // 最大转速限制
- if (Math.Abs(playerBox.Body.AngularVelocity) > _physicsControl.MaxAngularVelocity)
- torque = 0;
- return torque;
- }
- }
- }
#p#
AISprite.cs(敌军 Sprite 模拟器)
- using System;
- using System.Net;
- using System.Windows;
- using System.Windows.Controls;
- using System.Windows.Documents;
- using System.Windows.Ink;
- using System.Windows.Input;
- using System.Windows.Media;
- using System.Windows.Media.Animation;
- using System.Windows.Shapes;
- using System.Collections.Generic;
- using FarseerGames.FarseerPhysics.Mathematics;
- using FarseerGames.FarseerPhysics;
- using FarseerGames.FarseerPhysics.Collisions;
- using FarseerGames.FarseerPhysics.Dynamics;
- namespace YYArena.Core
- {
- /**//// <summary>
- /// 敌军 Sprite
- /// </summary>
- public class AISprite : Sprite, IFire
- {
- private Sprite _attackTarget;
- private int _aiLevel;
- private IPhysicsControl _physicsControl;
- /**//// <summary>
- /// 构造函数
- /// </summary>
- /// <param name="physicsSimulator">PhysicsSimulator</param>
- /// <param name="physicsControl">IPhysicsControl</param>
- /// <param name="position">初始位置</param>
- /// <param name="angle">初始转角</param>
- /// <param name="originalVelocity">初始速度</param>
- /// <param name="attackTarget">攻击目标</param>
- /// <param name="aiLevel">ai等级</param>
- public AISprite(PhysicsSimulator physicsSimulator,
- IPhysicsControl physicsControl, Vector2 position, float angle, float originalVelocity, Sprite attackTarget, int aiLevel)
- : base(physicsSimulator, physicsControl, position, angle, originalVelocity)
- {
- // 上次开火时间
- PrevFireDateTime = DateTime.Now.AddSeconds(3);
- // 最小开火间隔
- MinFireInterval = 3000d;
- _attackTarget = attackTarget;
- _aiLevel = aiLevel;
- _physicsControl = physicsControl;
- InitAI();
- CompositionTarget.Rendering += new EventHandler(CompositionTarget_Rendering);
- }
- private void InitAI()
- {
- // 根据 ai 等级设置最小开火间隔
- double fireCoefficient = 1 + 30 / _aiLevel;
- MinFireInterval = Helper.GenerateRandom((int)MinFireInterval, (int)(fireCoefficient * MinFireInterval));
- }
- void CompositionTarget_Rendering(object sender, EventArgs e)
- {
- if (Enabled && AttackTarget.Enabled)
- {
- // 是否开火
- if ((DateTime.Now - PrevFireDateTime).TotalMilliseconds > MinFireInterval)
- {
- PrevFireDateTime = DateTime.Now;
- if (Fire != null)
- Fire(this, EventArgs.Empty);
- }
- }
- }
- public DateTime PrevFireDateTime { get; set; }
- public double MinFireInterval { get; set; }
- public event EventHandler<EventArgs> Fire;
- public Sprite AttackTarget
- {
- get { return _attackTarget; }
- set { _attackTarget = value; }
- }
- protected override Vector2 GetForce()
- {
- Vector2 force = Vector2.Zero;
- if (!_attackTarget.Enabled)
- return force;
- force += Helper.Convert2Vector(_physicsControl.ForceAmount, playerBox.Body.Rotation);
- // 根据 ai 等级做最大线性速度限制
- if (playerBox.Body.LinearVelocity.Length() > _physicsControl.MaxLinearVelocity * Helper.GenerateRandom(50, 200) / 1000)
- force = Vector2.Zero;
- return force;
- }
- protected override float GetTorque()
- {
- float torque = 0f;
- if (!_attackTarget.Enabled)
- return torque;
- // 按某个方向旋转,原则是以最小的旋转角度对准目标
- Vector2 relativePosition = _attackTarget.PhysicsBox.Body.Position - playerBox.Body.Position;
- double targetRotation = Helper.Convert2Rotation(relativePosition);
- double currentRotation = playerBox.Body.Rotation;
- double relativeAngle = Helper.Radian2Angle(targetRotation - currentRotation);
- if (relativeAngle < 0)
- relativeAngle += 360;
- if (relativeAngle > 1)
- {
- if (relativeAngle < 180 && relativeAngle > 0)
- torque += _physicsControl.TorqueAmount;
- else if (relativeAngle > 180 && relativeAngle < 360)
- torque -= _physicsControl.TorqueAmount;
- }
- else
- {
- playerBox.Body.AngularVelocity = 0;
- }
- // 最大转速限制
- if (Math.Abs(playerBox.Body.AngularVelocity) > _physicsControl.MaxAngularVelocity)
- torque = 0;
- return torque;
- }
- }
- }
原文链接:http://www.cnblogs.com/webabcd/archive/2009/06/22/1508042.html