如何找到网格中矩形的位置?

问题描述 投票:0回答:1

我正在尝试在 WPF C# 中创建一个 Bricks,但我无法在网格中找到矩形的位置。

我需要矩形的坐标来实现碰撞并在打破砖块时添加点,但我找不到任何函数来从

cs
找到位置。

MainWindows.xaml

<Window x:Class="gioco.MainWindow"
        xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
        xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
        xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
        xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
        xmlns:local="clr-namespace:gioco"
        mc:Ignorable="d"
        Title="Bricks" Height="450" Width="813" Loaded="window_Loaded"
        PreviewKeyDown="Chiusura">
    <Canvas x:Name="playground" Background="Black" MouseMove="MouseMoving" Cursor="Arrow">
        <Rectangle x:Name="Player" Height="10" Canvas.Left="330" Stroke="White" Canvas.Top="390" Width="141"  Fill="#FFD8EDFF"/>
        <Rectangle x:Name="ball" Height="14" Canvas.Left="393" Stroke="White" Canvas.Top="340" Width="14" Fill="#FFD8EDFF"/>
        <TextBlock x:Name="boxOver" Canvas.Left="187" Canvas.Top="107" Text="Game Over!" TextWrapping="Wrap" Height="146" Width="420" FontSize="72" FontWeight="Bold" FontStyle="Italic" FontFamily="Arial Rounded MT Bold" Foreground="Red"/>
        <TextBlock x:Name="Punti" Canvas.Left="10" Canvas.Top="10" TextWrapping="Wrap" Height="39" Width="91" Foreground="White" FontSize="24"/>
        <Button x:Name="butStart" Content="S t a r t" Canvas.Left="223" Canvas.Top="107" Height="183" Width="354" Background="{x:Null}" FontSize="36" FontWeight="Bold" FontStyle="Italic" FontFamily="Copperplate Gothic Bold" Click="butStart_Click" Margin="0,-2,0,0" BorderBrush="{x:Null}" Foreground="White"/>
        <Rectangle x:Name="HP1" Height="23" Canvas.Left="755" Canvas.Top="338" Width="23" Fill="#FFC80000" RadiusX="11.5" RadiusY="11.5" RenderTransformOrigin="0.5,0.5">
            <Rectangle.RenderTransform>
                <TransformGroup>
                    <ScaleTransform/>
                    <SkewTransform/>
                    <RotateTransform Angle="-89.743"/>
                    <TranslateTransform X="27.874" Y="28"/>
                </TransformGroup>
            </Rectangle.RenderTransform>
        </Rectangle>
        <Rectangle x:Name="HP2" Height="23" Canvas.Left="783" Canvas.Top="338" Width="23" Fill="#FFC80000" RadiusX="11.5" RadiusY="11.5" RenderTransformOrigin="0.5,0.5">
            <Rectangle.RenderTransform>
                <TransformGroup>
                    <ScaleTransform/>
                    <SkewTransform/>
                    <RotateTransform Angle="-89.743"/>
                    <TranslateTransform/>
                </TransformGroup>
            </Rectangle.RenderTransform>
        </Rectangle>
        <Rectangle x:Name="HP3" Height="23" Canvas.Left="811" Canvas.Top="338" Width="23" Fill="#FFC80000" RadiusX="11.5" RadiusY="11.5" RenderTransformOrigin="0.5,0.5">
            <Rectangle.RenderTransform>
                <TransformGroup>
                    <ScaleTransform/>
                    <SkewTransform/>
                    <RotateTransform Angle="-89.743"/>
                    <TranslateTransform X="-27.874" Y="-28"/>
                </TransformGroup>
            </Rectangle.RenderTransform>
        </Rectangle>
        <Grid x:Name="GridBlocks" Height="253" Width="800">
            <Grid.RowDefinitions>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
                <RowDefinition Height="*"/>
            </Grid.RowDefinitions>
            <Grid.ColumnDefinitions>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
                <ColumnDefinition Width="*"/>
            </Grid.ColumnDefinitions>

        </Grid>
        <TextBlock x:Name="boxRestart" Canvas.Left="252" Canvas.Top="197" Text="Press Space to restart" TextWrapping="Wrap" Height="29" Width="296" FontSize="22" FontWeight="Bold" FontStyle="Italic" FontFamily="Copperplate Gothic Bold" Foreground="White"/>

    </Canvas>
</Window>

MainWindows.xaml.cs

using System;
using System.Timers;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Shapes;

namespace gioco
{
    /// <summary>
    /// Interaction logic for MainWindow.xaml
    /// </summary>
    public partial class MainWindow : Window
    {
        Rectangle[,] rectangle = new Rectangle[20, 23];
        Timer timer1 = new Timer(20);
        int ballY = 0;
        int ballX = 0;
        int BallSpeedX = 2;
        int BallSpeedY = 2;
        double PlayerX;
        double PlayerY;
        int score = 0;
        int life = 3;
        bool inizio = false;
        bool pausa = false;
        public MainWindow()
        {
            InitializeComponent();
            GridBlocks.Visibility = Visibility.Hidden;
        }
        private void window_Loaded(object sender, RoutedEventArgs e)
        {
            ball.Visibility = Visibility.Hidden;
            Player.Visibility = Visibility.Hidden;
            boxRestart.Visibility = Visibility.Hidden;
            //prepara il campo di gioco e avvia il timer
            PlayerX = (playground.ActualWidth / 2) - (Player.ActualWidth / 2);  //imposta la posizione del giocatore
            PlayerY = playground.ActualHeight - Player.ActualHeight - 20;       //imposta la posizione del giocatore
            Canvas.SetTop(Player, PlayerY);                                     //sistema la racchetta alle coordinate Y scelte
            Canvas.SetLeft(Player, PlayerX);                                    //sistema la racchetta alle coordinate X scelte
            boxOver.Visibility = Visibility.Hidden;                         //gamer over reso invisibile
            //posiziona pallina a centro schermo
            ballX = (int)(playground.ActualWidth / 2);
            ballY = (int)(playground.ActualHeight / 2);
            HP1.Visibility = Visibility.Hidden;
            HP2.Visibility = Visibility.Hidden;
            HP3.Visibility = Visibility.Hidden;
            for(int i = 0; i < 20; i++)
            {
                for (int j = 0; j < 23; j++)
                {
                    rectangle[i, j] = new Rectangle();
                    GridBlocks.Children.Add(rectangle[i, j]);
                    Grid.SetRow(rectangle[i, j], i);
                    Grid.SetColumn(rectangle[i, j], j);
                    rectangle[i, j].VerticalAlignment = VerticalAlignment.Stretch;
                    rectangle[i, j].HorizontalAlignment = HorizontalAlignment.Stretch;
                    rectangle[i, j].Fill = new SolidColorBrush(Color.FromArgb(255, 216, 237, 255));
                }

            }

        }
        private void moveBallTimer_Tick(object sender, EventArgs e)
        {
            ballY += BallSpeedY;
            ballX += BallSpeedX;
            Dispatcher.BeginInvoke((Action)delegate ()
            {
                Canvas.SetTop(ball, ballY);
                Canvas.SetLeft(ball, ballX);
                Punti.Text = score.ToString(); //visualizza punti
            });

            //pallina contro bordo left
            if (ballX <= 0)
            {
                //inverte direzione X
                BallSpeedX = -BallSpeedX;
            }
            //pallina contro bordo right
            if ((ballX + ball.ActualWidth) >= playground.ActualWidth)
            {
                //inverte direzione X
                BallSpeedX = -BallSpeedX;
            }
            //pallina contro bordo top
            if (ballY <= 0)
            {
                //inverte direzione Y
                BallSpeedY = -BallSpeedY;
            }
            //pallina sotto racchetta
            if ((ballY + ball.ActualHeight) >= playground.ActualHeight)
            {
                life--;
                timer1.Stop();
                PlayerX = (playground.ActualWidth / 2) - (Player.ActualWidth / 2);
                PlayerY = playground.ActualHeight - Player.ActualHeight - 20;
                ballX = (int)(playground.ActualWidth / 2);
                ballY = (int)(playground.ActualHeight / 2);
                inizio = true;
                if (life <= 2)
                {
                    Dispatcher.Invoke(() =>
                    {
                        HP1.Visibility = Visibility.Hidden;

                    });
                    ballX = (int)(playground.ActualWidth / 2);
                    ballY = (int)(playground.ActualHeight / 2);
                }
                if (life <= 1) 
                {
                    Dispatcher.Invoke(() => {
                        HP2.Visibility = Visibility.Hidden;
                    });
                    ballX = (int)(playground.ActualWidth / 2);
                    ballY = (int)(playground.ActualHeight / 2);
                }
                if (life <= 0)
                {
                    ballX = (int)(playground.ActualWidth / 2);
                    ballY = (int)(playground.ActualHeight / 2);
                    Dispatcher.Invoke(() => {
                        HP3.Visibility = Visibility.Hidden;
                    });
                    Dispatcher.Invoke(() =>
                    {
                        ball.Visibility = Visibility.Hidden;
                    });
                    //game over
                    timer1.Stop();
                    Dispatcher.BeginInvoke((Action)delegate ()
                    {
                        boxOver.Visibility = Visibility.Visible;
                        boxRestart.Visibility = Visibility;
                        Player.Visibility = Visibility.Hidden;
                        inizio = true;
                    });
                }
            }

            //pallina contro blocco
            if ((ballY + ball.ActualHeight) >= PlayerY
            && (((ballX + ball.ActualWidth) >= PlayerX
            && (ballX + ball.ActualWidth) <= (PlayerX + Player.ActualWidth))
            || (ballX >= PlayerX && ballX <= (PlayerX + Player.ActualWidth))))
            {
                BallSpeedX++;
                BallSpeedY++;
                BallSpeedY = -BallSpeedY;
                score += 10; //10 punti ogni volta che racchetta tocca pallina
            }
        }

        private void MouseMoving(object sender, MouseEventArgs e)
        {
            Point position = e.GetPosition(this);
            PlayerX = position.X;
            Canvas.SetLeft(Player, PlayerX);
        }
        private void Chiusura(object sender, KeyEventArgs e)
        {
            if (e.Key == Key.Escape)
            {
                pausa = !pausa;
                if (pausa)
                {
                    timer1.Enabled = false;
                    Mouse.OverrideCursor = Cursors.Arrow;
                }
                else
                {
                    timer1.Enabled = true;
                    Mouse.OverrideCursor = Cursors.None;
                }
                
            }
            if (e.Key == Key.Space)
            {
                if (inizio)
                {
                    boxRestart.Visibility = Visibility.Hidden;
                    boxOver.Visibility = Visibility.Hidden;
                    Player.Visibility = Visibility;
                    ball.Visibility = Visibility;
                    HP1.Visibility = Visibility;
                    HP2.Visibility = Visibility;
                    HP3.Visibility = Visibility;
                    Punti.Visibility = Visibility;
                    score = 0;
                    timer1.Enabled = true;
                    if (life == 3)
                        HP1.Visibility = Visibility;
                    if (life >= 2)
                        HP2.Visibility = Visibility;
                    if (life >= 1)
                        HP3.Visibility = Visibility;
                    BallSpeedX = 2;
                    BallSpeedY = 2;
                    inizio = false;
                }
            }
        }

        private void butStart_Click(object sender, RoutedEventArgs e)
        {
            butStart.Visibility = Visibility.Hidden;
            timer1.Elapsed += moveBallTimer_Tick;
            ball.Visibility = Visibility.Visible;
            Player.Visibility = Visibility.Visible;
            Mouse.OverrideCursor = Cursors.None;
            inizio = true;
            HP1.Visibility = Visibility;
            HP2.Visibility = Visibility;
            HP3.Visibility = Visibility;
            GridBlocks.Visibility = Visibility;
            Algoritmo.CreaNuovoLivello(rectangle);
        }

        private void butStop_Click(object sender, RoutedEventArgs e)
        {
            timer1.Enabled = true;

        }
    }
}

Algoritmo.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Controls;
using System.Windows.Shapes;

namespace gioco
{
    static class Algoritmo
    {
        
        public static bool ControlloFine(Rectangle[,] rectangles)
        {
            bool c = true;
            for (int i = 0; i < 20; i++)
            {
                for(int j = 0; j < 23; j++)
                {
                    if (rectangles[i, j].Visibility != System.Windows.Visibility.Hidden)
                    {
                        c = false;
                        break;
                    }
                }
                if (!c)
                    break;
            }
            return c;
        }

        public static void CreaNuovoLivello(Rectangle[,] rectangles)
        {
            Random random = new();
            int e = random.Next(0,4);
            bool c = true;
            switch (e)
            {
                case 0:
                    for (int i = 0; i < 20; i++)
                    {
                        c = !c;
                        for (int j = 0; j < 23; j++)
                        {
                            if (c)
                            {
                                rectangles[i, j].Visibility = System.Windows.Visibility.Visible;
                            }
                            else
                            {
                                rectangles[i, j].Visibility = System.Windows.Visibility.Hidden;
                                rectangles[1,2].
                            }
                        }
                    }
                    break;

                case 1:
                    for (int i = 0; i < 20; i++)
                    {
                        c = !c;
                        for (int j = 0; j < 23; j++)
                        {
                            if (c)
                            {
                                rectangles[i, j].Visibility = System.Windows.Visibility.Visible;
                            }
                            else
                            {
                                rectangles[i, j].Visibility = System.Windows.Visibility.Hidden;
                            }
                            c = !c;
                        }
                    }
                    break;
                case 2:
                    c = !c;
                    for (int i = 0; i < 20; i++)
                    {
                        for (int j = 0; j < 23; j++)
                        {
                            if (c)
                            {
                                rectangles[i, j].Visibility = System.Windows.Visibility.Visible;
                            }
                            else
                            {
                                rectangles[i, j].Visibility = System.Windows.Visibility.Hidden;
                            }
                            c = !c;
                        }
                    }
                    break;
                case 3:
                    int d = 0;
                    for (int i = 0; i < 20; i++)
                    {
                        for (int j = 0; j < 23; j++)
                        {
                            if (c || d > 2)
                            {
                                rectangles[i, j].Visibility = System.Windows.Visibility.Visible;
                                d++;
                            }
                            else
                            {
                                rectangles[i, j].Visibility = System.Windows.Visibility.Hidden;
                                d = 0;
                            }
                            c = !c;
                        }
                    }
                    break;
                case 4:
                    int f = 0;
                    for (int i = 0; i < 20; i++)
                    {
                        for (int j = 0; j < 23; j++)
                        {
                            if (f < 3)
                            {
                                rectangles[i, j].Visibility = System.Windows.Visibility.Visible;

                            }
                            else
                            {
                                rectangles[i, j].Visibility = System.Windows.Visibility.Hidden;
                                if (f == 3)
                                    f = 0;
                            }
                            f++;
                        }
                    }
                    break;
                default:
                    break;
            }
        }
    }
}
c# wpf grid rectangles
1个回答
-1
投票

你的代码很难阅读。成员名字是意大利语,而我不会说意大利语。而且你发布了太多冗余代码。如果您能够将代码减少到一个最小的工作示例,这样我们就可以只关注碰撞部分,那就太好了。

因此我无法帮助您改进代码(看起来它需要一些。多维数组,嵌套循环等)。例如,您可能应该使用配置有合理

DispatcherTimer
DispatcherPriority
。但我可以向您展示如何检查两个
Shape
对象的碰撞:


var firstRectangleShape = new Rectangle();
var secondRectangleShape = new Rectangle();
Rect firstRectangeleShapeBounds = firstRectangleShape.RenderedGeometry.Bounds;
Rect secondRectangeleShapeBounds = secondRectangleShape.RenderedGeometry.Bounds;
bool hasCollision = firstRectangeleShapeBounds.IntersectsWith(secondRectangeleShapeBounds);

只要您有几何图形的边界矩形,您就可以使用此解决方案来检测任何类型形状之间的碰撞。
或者,您必须检查 shape_X 的任何(例如轮廓)点是否位于 shape_Y 的(轮廓)边界内。

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