精灵,是构成游戏中活动体(比如,飞机、野兽等游戏人物)的最基本单元,任何一个活动体都可以由一个或多个精灵组合而成,每个精灵都是一个对象实例,它能够绘制自己、移动(更复杂的还可以旋转)等等基本动作。
我让所有的精灵都实现ISprite接口,该接口如下:
对应的代码如下:
public interface ISprite
{
Graphics Graphics{set ;} //绘制的设备
Bitmap Source{set ;} //精灵表面位图
Image BackgroundImage{set ;} //游戏背景
Point Location{get ;}
void Erase() ;
void Draw() ;
void SetDirection(CompassDirections dir) ;
void Move() ;
}
public enum CompassDirections
{
NotSet = 0 ,
North = 1,
NorthEast = 2,
East = 3,
SouthEast = 4,
South = 5,
SouthWest = 6,
West = 7,
NorthWest = 8
}
{
Graphics Graphics{set ;} //绘制的设备
Bitmap Source{set ;} //精灵表面位图
Image BackgroundImage{set ;} //游戏背景
Point Location{get ;}
void Erase() ;
void Draw() ;
void SetDirection(CompassDirections dir) ;
void Move() ;
}
public enum CompassDirections
{
NotSet = 0 ,
North = 1,
NorthEast = 2,
East = 3,
SouthEast = 4,
South = 5,
SouthWest = 6,
West = 7,
NorthWest = 8
}
这个接口也许并不是完整的,随了实际的深入,可能还会有很多的元素添加进来,甚至CompassDirections枚举还可以进一步细分,但是ISprite已经有最基本“精灵”功能了。对于大多数简单的任务,我们已经可以给出ISprite的一个实现:
public class Sprite :ISprite
{
private CompassDirections direction = CompassDirections.South ;
#region ISprite 成员
private Graphics graphics = null ;
public Graphics Graphics
{
set
{
this.graphics = value ;
}
}
private Bitmap source = null ;
public Bitmap Source
{
set
{
this.source = value ;
}
}
private Point location = new Point(0 ,0) ;
public Point Location
{
get
{
return this.location ;
}
}
#region BackgroundImage
private Image backgroundImage = null ;
public Image BackgroundImage
{
set
{
this.backgroundImage = value ;
}
}
#endregion
public void Erase()
{
Rectangle ret = new Rectangle(this.location.X , Location.Y, this.source.Width ,this.source.Height );
this.graphics.DrawImage(this.backgroundImage, ret, ret, GraphicsUnit.Pixel);
}
public void Draw()
{
this.graphics.DrawImage(this.source,this.location.X ,this.location.Y);
}
public void SetDirection(CompassDirections dir)
{
this.direction = dir ;
}
public void Move()
{
int stepSize = 5 ;
if(this.direction == CompassDirections.South)
{
this.location.Y += stepSize ;
return ;
}
if(this.direction == CompassDirections.East)
{
this.location.X += stepSize ;
return ;
}
if(this.direction == CompassDirections.West)
{
this.location.X -= stepSize ;
return ;
}
if(this.direction == CompassDirections.North)
{
this.location.Y -= stepSize ;
return ;
}
}
#endregion
}
{
private CompassDirections direction = CompassDirections.South ;
#region ISprite 成员
private Graphics graphics = null ;
public Graphics Graphics
{
set
{
this.graphics = value ;
}
}
private Bitmap source = null ;
public Bitmap Source
{
set
{
this.source = value ;
}
}
private Point location = new Point(0 ,0) ;
public Point Location
{
get
{
return this.location ;
}
}
#region BackgroundImage
private Image backgroundImage = null ;
public Image BackgroundImage
{
set
{
this.backgroundImage = value ;
}
}
#endregion
public void Erase()
{
Rectangle ret = new Rectangle(this.location.X , Location.Y, this.source.Width ,this.source.Height );
this.graphics.DrawImage(this.backgroundImage, ret, ret, GraphicsUnit.Pixel);
}
public void Draw()
{
this.graphics.DrawImage(this.source,this.location.X ,this.location.Y);
}
public void SetDirection(CompassDirections dir)
{
this.direction = dir ;
}
public void Move()
{
int stepSize = 5 ;
if(this.direction == CompassDirections.South)
{
this.location.Y += stepSize ;
return ;
}
if(this.direction == CompassDirections.East)
{
this.location.X += stepSize ;
return ;
}
if(this.direction == CompassDirections.West)
{
this.location.X -= stepSize ;
return ;
}
if(this.direction == CompassDirections.North)
{
this.location.Y -= stepSize ;
return ;
}
}
#endregion
}
我们要特别注意Erase方法的实现,所谓Erase实际上就是用背景图对应的区域重新绘制精灵所在的区域表面--这种技巧在游戏编程中是最基本的技巧之一。
当精灵接收到游戏环境的时钟脉冲通知时,最常见的方法调用组合是:
theSprite.Erase() ;
theSprite.Move() ;
theSprite.Draw() ;
首先,精灵擦除自己,然后依据方向CompassDirections移动自己到新的位置,最后在新的位置绘制自己。theSprite.Move() ;
theSprite.Draw() ;
所以,当时钟脉冲连续不断的到来时,我们就可以看到精灵在移动了,通过我们的游戏操纵杆或键盘我们可以调用目标精灵的SetDirection方法来指定其要移动的方向。
下篇文章,我们将基于ISprite构建一个最简单的游戏示例,在这个示例中,我们可以通过键盘的方向键来控制游戏中主角的移动。