• SkiaSharp 之 WPF 自绘 投篮小游戏(案例版)


    此案例主要是针对光线投影法碰撞检测功能的示例,顺便做成了一个小游戏,很简单,但是,效果却很不错。

    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 List<bool> bools = new List<bool>();
        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

    一键三连呦!,感谢大佬的支持,您的支持就是我的动力!

    版权

    蓝创精英团队(公众号同名,CSDN 同名,CNBlogs 同名)

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  • 原文地址:https://www.cnblogs.com/kesshei/p/16552463.html