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玩过Win7的纸牌游戏的朋友,一定对于游戏中的发牌动画记忆深刻,现在我们自己来实现这个动画过程。提到发牌动画,90%的程序员肯定会想到利用位置(Location)的变化来刷新界面,可能需要启用一些线程或者计时器之类的。但是朋友们,不要忘了,我们是在WPF环境中,这个天生就是和Flash抗衡的东东,怎么会用那么OUT的方法来实现呢。
DoubleAnimation myAnimation = new DoubleAnimation()//声明一个DoubleAnimation 对象
{ From = form, //从xx坐标 To = to, //移动到xx坐标 Duration = new Duration(spendTime),//移动所需要的时间 BeginTime = beginTime //这个动画定义的时间 };
Storyboard.SetTargetName(myAnimation, "...controlname...");//将这个动画赋到那个控件上(参数为控件名称)
Storyboard.SetTargetProperty(myAnimation, new PropertyPath("....."));//设置该控件的PropertyPath。这个值可以通过Blend生成的xaml获取到。(随便用Blend生成一个动画,然后看看xaml是怎么写的。可以参考MSDN。这里就不展开说了。) 上面这段代码只有一个StroyBord,只要设置好BeginTime,那么在StroyBord中增加多个这样的动画,便可以顺利连接起来。 大家要注意的是,如果在同一StroyBord中,对同一控件的不同属性进行了动画设置,那么系统就会自动同时执行这两个动画设置,例如:一段动画设置了横向移动,另外一端动画设置了纵向移动,那么系统会将这两种移动方式合并起来,就是沿着横向和纵向构成角度的1/2斜线处移动。
//创建发牌动画,留三张牌作为底牌
Storyboard story = new Storyboard(); for (int i = 0; i < 51; i++) { CardAnimation animation = new CardAnimation(this, m_CardBaseCollection[i].Card); animation.CardIndex = i; PlayerCardInfo player = new PlayerCardInfo(); player.CardBase = m_CardBaseCollection[i]; PlayerHelper.AddToPlayer(i, player); animation.MoveCard(player.Location.X, player.Location.Y, TimeSpan.FromSeconds(GameOptions.DealSpeed * i),story ); } story.Begin(this);//最后再运行所有串起来的动画。 animation.MoveCard(...)是用于设置移动动画的起始位置,和结束位置的,我们来看看代码:
public void MoveCard(double toX, double toY, TimeSpan beginTime,Storyboard story )
{ story.Children.Add(GetMoveAnimation(toX,beginTime, m_PropertyChainXArray));//GetMoveAnimation是自己封装的,就是前面提到的DoubleAnimation生成的对象,这里就不展开来说了 story.Children.Add(GetMoveAnimation(toY,beginTime, m_PropertyChainYArray)); } 上面的代码并没有解释每张扑克移动的位置是如何计算出来的,animation.MoveCard(...)就直接传入了扑克的位置。
PlayerHelper代码
public class PlayerHelper
{ private static int m_CardCount = 0; /// <summary> /// 牌之间的间隔 /// </summary> private static int CardSpace { get { return 25; } } private static Point LeftPlayerFirstLocation { get { return new Point(-400, -150); } } private static Point RightPlayerFirstLocation { get { return new Point(400,-150); } } private static Point MiddlePlayerFirstLocation { get { return new Point(-200, 300); } } private static List<PlayerCardInfo> m_LeftPlayerCollection = new List<PlayerCardInfo>(); public static List<PlayerCardInfo> LeftPlayerCollection { get { return PlayerHelper.m_LeftPlayerCollection; } set { PlayerHelper.m_LeftPlayerCollection = value; } } private static List<PlayerCardInfo> m_RihgtPlayerCollection = new List<PlayerCardInfo>(); public static List<PlayerCardInfo> RihgtPlayerCollection { get { return PlayerHelper.m_RihgtPlayerCollection; } set { PlayerHelper.m_RihgtPlayerCollection = value; } } private static List<PlayerCardInfo> m_MiddlePlayerCollection = new List<PlayerCardInfo>(); public static List<PlayerCardInfo> MiddlePlayerCollection { get { return PlayerHelper.m_MiddlePlayerCollection; } set { PlayerHelper.m_MiddlePlayerCollection = value; } } public static void ClearPlayerCard() { m_LeftPlayerCollection.Clear(); m_RihgtPlayerCollection.Clear(); m_MiddlePlayerCollection.Clear(); m_CardCount = 0; } public static void AddToPlayer(int i,PlayerCardInfo player) { switch (i % 3) { case 0: m_LeftPlayerCollection.Add(player); player.CardPlayer = CardPlayer.LeftPlayer; player.Location = new Point(LeftPlayerFirstLocation.X, LeftPlayerFirstLocation.Y + CardSpace * m_CardCount); break; case 1: m_MiddlePlayerCollection.Add(player); player.CardPlayer = CardPlayer.MiddlePlayer; player.Location = new Point(MiddlePlayerFirstLocation.X + CardSpace * m_CardCount, MiddlePlayerFirstLocation.Y); player.CardBase.SetCard(); break; case 2: m_RihgtPlayerCollection.Add(player); player.CardPlayer = CardPlayer.RihgtPlayer; player.Location = new Point(RightPlayerFirstLocation.X, RightPlayerFirstLocation.Y + CardSpace * m_CardCount); m_CardCount++; break; } } }
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