C# WPF 实现躲避球小游戏

By jerryxjr1220 at 2023-09-28 • 0人收藏 • 385人看过

其实用的游戏底层与前面的五子棋是同一个,渲染不同而已,要是贴上不同图像可以模拟更多平面游戏,坦克大战,超级玛丽这种都不是问题。

screenshots.gif

竖过来,就变成《是男人就挑战100层》

捕获.PNG

//Model
using System;
using System.ComponentModel;
using CommunityToolkit.Mvvm.ComponentModel;

namespace WPFFlight.Models;

public partial class GameObject: ObservableObject
{
    public enum ObjectTypes
    {
        Space,
        Rock,
        Bullet,
        Enemy,
        Player,        
    }
    
    [ObservableProperty] private ObjectTypes _blockType;
    
    [ObservableProperty] private int _xPos;
    [ObservableProperty] private int _yPos;
    
    [ObservableProperty] private int _xPosActual;
    [ObservableProperty] private int _yPosActual;
    
    [ObservableProperty] private int _blockSize;
    [ObservableProperty] private int _speed;
    
    protected override void OnPropertyChanged(PropertyChangedEventArgs e)
    {
        base.OnPropertyChanged(e);
        switch(e.PropertyName)
        {
            case "XPos":
                XPosActual = XPos * BlockSize;
                break;
            case "YPos":
                YPosActual = YPos * BlockSize;
                break;
        }
    }

    public GameObject(string _type, int _x, int _y, int _speed=1, int _blockSize=20)
    {
        switch (_type)
        {
            case "S":
                BlockType = ObjectTypes.Space;
                break;
            case "R":
                BlockType = ObjectTypes.Rock;
                break;
            case "B":
                BlockType = ObjectTypes.Bullet;
                break;
            case "E":
                BlockType = ObjectTypes.Enemy;
                break;
            case "P":
                BlockType = ObjectTypes.Player;
                break;
            default:
                throw new ArgumentException();
        }

        Speed = _speed;
        BlockSize = _blockSize;
        XPos = _x;
        YPos = _y;
    }
    
    
    public GameObject()
    {
        
    }
}
//ViewModel
using System;
using System.ComponentModel;
using System.Globalization;
using System.Threading;
using System.Windows.Data;
using CommunityToolkit.Mvvm.ComponentModel;
using CommunityToolkit.Mvvm.Messaging;
using CommunityToolkit.Mvvm.Messaging.Messages;
using WPFFlight.Models;
namespace WPFFlight.ViewModels;

public partial class MainViewModel: ObservableObject
{
    [ObservableProperty] private BindingList<GameObject> _uiLayout;
    [ObservableProperty] private int _blockSize;
    [ObservableProperty] private int _speed;
    [ObservableProperty] private int _level;
    public string[,] GameLayout { get; set; }
    
    public MainViewModel()
    {
        GameLayout = new string[10, 20]
        {
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "R", "R", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "P", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "R", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "R", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "R", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "R", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
        };
        BlockSize = 20;
        Speed = 1;
        Level = 1;
        UiLayout = new BindingList<GameObject>();
        RenderLayout();
        //发送消息
        //WeakReferenceMessenger.Default.Send(new CustomizedMessage(new MessageModel()));
    }

    public void RenderLayout()
    {
        UiLayout.Clear();
        for (int x = 0; x < 10; x++)
        {
            for (int y = 0; y < 20; y++)
            {
                var current = GameLayout[x, y];
                UiLayout.Add(new GameObject(current, y, x, Speed, BlockSize));
            }
        }
    }

    public void Move()
    {
        int px = 0;
        int py = 0;
        for (int j = 0; j < 10; j++)
        {
            for (int i = 1; i < 20; i++)
            {
                if (GameLayout[j, i] == "P")
                {
                    px = j;
                    py = i;
                    GameLayout[j, i - 1] = "S";
                    continue;
                }
                GameLayout[j, i-1] = GameLayout[j, i];
            }

            var rand = new Random();
            var r = rand.Next(0, 21-Level);
            GameLayout[j, 19] = r < 19-Level ? "S" : "R";
        }

        GameLayout[px, py] = "P";
        RenderLayout();
    }
    
    public void MoveDown()
    {
        int px = 0;
        for (int j = 0; j < 10; j++)
        {
            if (GameLayout[j, 1] == "P")
            {
                px = j;
                GameLayout[j, 1] = "S";
            }
        }

        if (px >= 9) 
            GameLayout[px, 1] = "P";
        else
            GameLayout[px+1, 1] = "P";
        RenderLayout();
    }
    
    public void MoveUp()
    {
        int px = 0;
        for (int j = 0; j < 10; j++)
        {
            if (GameLayout[j, 1] == "P")
            {
                px = j;
                GameLayout[j, 1] = "S";
            }
        }

        if (px <= 0) 
            GameLayout[px, 1] = "P";
        else
            GameLayout[px-1, 1] = "P";
        RenderLayout();
    }
    
}

public class BorderValueConverter : IValueConverter
{
    public int Offset { get; set; } = 2;
    public object Convert(object value, Type targetType, object parameter, CultureInfo culture)
    {
        return int.Parse(value.ToString()) - Offset;
    }

    public object ConvertBack(object value, Type targetType, object parameter, CultureInfo culture)
    {
        throw new NotImplementedException();
    }
}


//定义消息
// public class CustomizedMessage : ValueChangedMessage<MessageModel> // PropertyChangedMessage // RequestMessage ( Async + ..)
// {
//     public CustomizedMessage(MessageModel value) : base(value)
//     {
//     }
// }
<hc:GlowWindow x:Class="WPFFlight.Views.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:model="clr-namespace:WPFFlight.Models"
               xmlns:vm="clr-namespace:WPFFlight.ViewModels"
               xmlns:view="clr-namespace:WPFFlight.Views"
               xmlns:i="http://schemas.microsoft.com/xaml/behaviors"
               xmlns:local="clr-namespace:WPFFlight"
               xmlns:hc="https://handyorg.github.io/handycontrol"
               d:DataContext="{d:DesignInstance Type=vm:MainViewModel}"
               mc:Ignorable="d"
               Title="Flight Fight" Height="240" Width="400" ResizeMode="NoResize"
               FontFamily="JetBrains Mono"
               FontSize="{StaticResource TextFontSize}">
    <Window.Resources>
        <BooleanToVisibilityConverter x:Key="BooleanToVisibilityConverter" />
        <!--<vm:BorderValueConverter Offset="0" x:Key="BorderValueConverter" />-->
    </Window.Resources>
    <hc:SimplePanel>
        <ScrollViewer x:Name="scrollViewer" VerticalScrollBarVisibility="Auto">
            <Grid Background="Black" Margin="0, 5">
                <ItemsControl ItemsSource="{Binding UiLayout}" MouseWheel="MainWindow_OnMouseWheel" >
                    <ItemsControl.ItemsPanel>
                        <ItemsPanelTemplate>
                            <Canvas />
                        </ItemsPanelTemplate>
                    </ItemsControl.ItemsPanel>
                    <ItemsControl.ItemContainerStyle>
                        <Style TargetType="ContentPresenter">
                            <Setter Property="Canvas.Left" Value="{Binding XPosActual}" />
                            <Setter Property="Canvas.Top" Value="{Binding YPosActual}" />
                        </Style>
                    </ItemsControl.ItemContainerStyle>
                    <ItemsControl.ItemTemplate>
                        <DataTemplate>
                            <Border BorderBrush="DarkGray" BorderThickness="0">
                                <Border x:Name="UiCanvas"
                                        Width="{Binding BlockSize}"
                                        Height="{Binding BlockSize}" />
                            </Border>
                            <DataTemplate.Triggers>
                                <DataTrigger Binding="{Binding BlockType}" Value="0">
                                    <Setter TargetName="UiCanvas" Property="Background" Value="Black"></Setter>
                                </DataTrigger>
                                <DataTrigger Binding="{Binding BlockType}" Value="1">
                                    <Setter TargetName="UiCanvas" Property="Background" Value="Chocolate"></Setter>
                                    <Setter TargetName="UiCanvas" Property="CornerRadius" Value="8"></Setter>
                                </DataTrigger>
                                <DataTrigger Binding="{Binding BlockType}" Value="2">
                                    <Setter TargetName="UiCanvas" Property="Background" Value="Red"></Setter>
                                    <Setter TargetName="UiCanvas" Property="CornerRadius" Value="10"></Setter>
                                </DataTrigger>
                                <DataTrigger Binding="{Binding BlockType}" Value="3">
                                    <Setter TargetName="UiCanvas" Property="Background" Value="Cyan"></Setter>
                                    <Setter TargetName="UiCanvas" Property="CornerRadius" Value="9"></Setter>
                                </DataTrigger>
                                <DataTrigger Binding="{Binding BlockType}" Value="4">
                                    <Setter TargetName="UiCanvas" Property="Background" Value="White"></Setter>
                                    <Setter TargetName="UiCanvas" Property="CornerRadius" Value="9"></Setter>
                                </DataTrigger>
                            </DataTemplate.Triggers>
                        </DataTemplate>

                    </ItemsControl.ItemTemplate>
                </ItemsControl>
            </Grid>
        </ScrollViewer>
    </hc:SimplePanel>
</hc:GlowWindow>
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using CommunityToolkit.Mvvm.Messaging;
using CommunityToolkit.Mvvm.Messaging.Messages;
using HandyControl.Controls;
using WPFFlight.Models;
using WPFFlight.ViewModels;
using MessageBox = HandyControl.Controls.MessageBox;

namespace WPFFlight.Views;

/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : GlowWindow
{
    private MainViewModel mainViewModel;
    public MainWindow()
    {
        InitializeComponent();
        

        #region 注册并接受消息

        //WeakReferenceMessenger.Default.Register<CustomizedMessage>(this, (o, m) => { MessageBox.Show("Received!"); });

        #endregion
        
        
        mainViewModel = new MainViewModel();
        this.DataContext = mainViewModel;
        
    }


    private void MainWindow_OnMouseWheel(object sender, MouseWheelEventArgs e)
    {
        if(e.Delta>0) mainViewModel.MoveUp();
        else mainViewModel.MoveDown();
        mainViewModel.Move();
    }
    
}


3 个回复 | 最后更新于 2023-10-07
2023-10-05   #1

优化后版本《是男人就上100层》

using System;
using System.ComponentModel;
using CommunityToolkit.Mvvm.ComponentModel;
 
namespace WPFFly.Models;
 
public partial class GameObject: ObservableObject
{
    public enum ObjectTypes
    {
        Space,
        Rock,
        Bullet,
        Enemy,
        Player,        
    }
     
    [ObservableProperty] private ObjectTypes _blockType;
     
    [ObservableProperty] private int _xPos;
    [ObservableProperty] private int _yPos;
     
    [ObservableProperty] private int _xPosActual;
    [ObservableProperty] private int _yPosActual;
     
    [ObservableProperty] private int _blockSize;
    [ObservableProperty] private int _speed;
     
    protected override void OnPropertyChanged(PropertyChangedEventArgs e)
    {
        base.OnPropertyChanged(e);
        switch(e.PropertyName)
        {
            case "XPos":
                XPosActual = XPos * BlockSize;
                break;
            case "YPos":
                YPosActual = YPos * BlockSize;
                break;
        }
    }
 
    public GameObject(string _type, int _x, int _y, int _speed=1, int _blockSize=20)
    {
        switch (_type)
        {
            case "S":
                BlockType = ObjectTypes.Space;
                break;
            case "R":
                BlockType = ObjectTypes.Rock;
                break;
            case "B":
                BlockType = ObjectTypes.Bullet;
                break;
            case "E":
                BlockType = ObjectTypes.Enemy;
                break;
            case "P":
                BlockType = ObjectTypes.Player;
                break;
            default:
                throw new ArgumentException();
        }
 
        Speed = _speed;
        BlockSize = _blockSize;
        XPos = _x;
        YPos = _y;
    }
     
     
    public GameObject()
    {
         
    }
}
using System;
using System.ComponentModel;
using System.Globalization;
using System.Threading.Tasks;
using System.Timers;
using System.Windows;
using System.Windows.Data;
using CommunityToolkit.Mvvm.ComponentModel;
using CommunityToolkit.Mvvm.Messaging;
using CommunityToolkit.Mvvm.Messaging.Messages;
using Microsoft.Xaml.Behaviors.Core;
using WPFFly.Models;
namespace WPFFly.ViewModels;
 
public partial class MainViewModel: ObservableObject
{
    [ObservableProperty] private BindingList<GameObject> _uiLayout;
    [ObservableProperty] private int _blockSize;
    [ObservableProperty] private int _speed;
    [ObservableProperty] private int _level;
    [ObservableProperty] private int _steps;
    public string[,] GameLayout { get; set; }
     
    public MainViewModel()
    {
        UiLayout = new BindingList<GameObject>();
        GameLayout = new string[10, 20]
        {
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "R", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "P", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "R", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "R", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
        };
        GameInit();
        //发送消息
        //WeakReferenceMessenger.Default.Send(new CustomizedMessage(new MessageModel()));

    }

    public void GameInit()
    {
        GameLayout = new string[10, 20]
        {
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "R", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "P", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "R", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "R", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
            {"S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S", "S"},
        };
        Steps = 0;
        BlockSize = 20;
        Speed = 1;
        Level = 1;
        UiLayout = new BindingList<GameObject>();
        RenderLayout();
    }
 
    public void RenderLayout()
    {
        UiLayout.Clear();
        for (int x = 0; x < 10; x++)
        {
            for (int y = 0; y < 20; y++)
            {
                var current = GameLayout[x, y];
                UiLayout.Add(new GameObject(current, x, 19-y, Speed, BlockSize));
            }
        }
    }
 
    public void Move()
    {
        int px = 0;
        int py = 0;
        for (int j = 0; j < 10; j++)
        {
            for (int i = 1; i < 20; i++)
            {
                
                // 判断是否游戏结束
                if (GameLayout[j, i] == "R" && GameLayout[j, i - 1] == "P")
                {
                    MessageBox.Show($"Game Over! \r\n Level: {Level}", "Game Over",
                        MessageBoxButton.OK, MessageBoxImage.Stop);
                    GameInit();
                    return;                    
                }
                // 记录玩家坐标
                if (GameLayout[j, i] == "P")
                {
                    px = j;
                    py = i;
                    GameLayout[j, i - 1] = "S";
                    continue;
                }
                GameLayout[j, i-1] = GameLayout[j, i];
            }
            // 随机生成新一排的地图, 难度由level计算得到。 level越高,生成的石头越多。
            var rand = new Random();
            var r = rand.Next(0, 51-Level);
            GameLayout[j, 19] = r < 49-Level ? "S" : "R";
        }
        //把玩家坐标写回到界面中
        GameLayout[px, py] = "P";
        RenderLayout();
        //步数增加
        Steps += 1;
        // level随步数增加而增加
        Level = Steps / 10 + 1;
    }
    
    //滚轮移动后向左右移动
    public void MoveDown()
    {
        //Move();
        int px = 0;
        for (int j = 0; j < 10; j++)
        {
            if (GameLayout[j, 1] == "P")
            {
                px = j;
                GameLayout[j, 1] = "S";
            }
        }
 
        if (px >= 9) 
            GameLayout[px, 1] = "P";
        else
            GameLayout[px+1, 1] = "P";
        RenderLayout();
    }
    //滚轮移动后向左右移动
    public void MoveUp()
    {
        //Move();
        int px = 0;
        for (int j = 0; j < 10; j++)
        {
            if (GameLayout[j, 1] == "P")
            {
                px = j;
                GameLayout[j, 1] = "S";
            }
        }
 
        if (px <= 0) 
            GameLayout[px, 1] = "P";
        else
            GameLayout[px-1, 1] = "P";
        RenderLayout();
    }
     
}

public class BorderValueConverter : IValueConverter
{
    public int Offset { get; set; } = 2;
    public object Convert(object value, Type targetType, object parameter, CultureInfo culture)
    {
        return int.Parse(value.ToString()) - Offset;
    }
 
    public object ConvertBack(object value, Type targetType, object parameter, CultureInfo culture)
    {
        throw new NotImplementedException();
    }
}
 
 
//定义消息
// public class CustomizedMessage : ValueChangedMessage<MessageModel> // PropertyChangedMessage // RequestMessage ( Async + ..)
// {
//     public CustomizedMessage(MessageModel value) : base(value)
//     {
//     }
// }
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using System.Windows.Threading;
using CommunityToolkit.Mvvm.Messaging;
using CommunityToolkit.Mvvm.Messaging.Messages;
using HandyControl.Controls;
using WPFFly.Models;
using WPFFly.ViewModels;
using MessageBox = HandyControl.Controls.MessageBox;
 
namespace WPFFly.Views;
 
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : GlowWindow
{
    private DispatcherTimer timer;
    private MainViewModel mainViewModel;
    public MainWindow()
    {
        InitializeComponent();

        #region 注册并接受消息
 
        //WeakReferenceMessenger.Default.Register<CustomizedMessage>(this, (o, m) => { MessageBox.Show("Received!"); });
 
        #endregion
        
        mainViewModel = new MainViewModel();
        this.DataContext = mainViewModel;
        timer = new DispatcherTimer();
        timer.Interval = TimeSpan.FromMilliseconds(500);
        timer.Tick += (sender, args) =>
        {
            mainViewModel.Move();
        };
         
        timer.Start();
    }
 
 
    private void MainWindow_OnMouseWheel(object sender, MouseWheelEventArgs e)
    {
        if(e.Delta>0) mainViewModel.MoveUp();
        else mainViewModel.MoveDown();
        //mainViewModel.Move();
    }
     
}
<hc:GlowWindow x:Class="WPFFly.Views.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:model="clr-namespace:WPFFly.Models"
               xmlns:vm="clr-namespace:WPFFly.ViewModels"
               xmlns:view="clr-namespace:WPFFly.Views"
               xmlns:i="http://schemas.microsoft.com/xaml/behaviors"
               xmlns:local="clr-namespace:WPFFly"
               xmlns:hc="https://handyorg.github.io/handycontrol"
               d:DataContext="{d:DesignInstance Type=vm:MainViewModel}"
               mc:Ignorable="d"
               Title="{Binding Level, StringFormat=Level: {0}}" Height="440" Width="200" ResizeMode="NoResize"
               FontFamily="JetBrains Mono"
               FontSize="{StaticResource TextFontSize}">
    <Window.Resources>
        <BooleanToVisibilityConverter x:Key="BooleanToVisibilityConverter" />
        <!--<vm:BorderValueConverter Offset="0" x:Key="BorderValueConverter" />-->
    </Window.Resources>
    <hc:SimplePanel>
        <ScrollViewer x:Name="scrollViewer" VerticalScrollBarVisibility="Auto">
            <Grid Background="Black" Margin="0, 5">
                <ItemsControl ItemsSource="{Binding UiLayout}" MouseWheel="MainWindow_OnMouseWheel" >
                    <ItemsControl.ItemsPanel>
                        <ItemsPanelTemplate>
                            <Canvas />
                        </ItemsPanelTemplate>
                    </ItemsControl.ItemsPanel>
                    <ItemsControl.ItemContainerStyle>
                        <Style TargetType="ContentPresenter">
                            <Setter Property="Canvas.Left" Value="{Binding XPosActual}" />
                            <Setter Property="Canvas.Top" Value="{Binding YPosActual}" />
                        </Style>
                    </ItemsControl.ItemContainerStyle>
                    <ItemsControl.ItemTemplate>
                        <DataTemplate>
                            <Border BorderBrush="DarkGray" BorderThickness="0">
                                <Border x:Name="UiCanvas"
                                        Width="{Binding BlockSize}"
                                        Height="{Binding BlockSize}" />
                            </Border>
                            <DataTemplate.Triggers>
                                <DataTrigger Binding="{Binding BlockType}" Value="0">
                                    <Setter TargetName="UiCanvas" Property="Background" Value="Black"></Setter>
                                </DataTrigger>
                                <DataTrigger Binding="{Binding BlockType}" Value="1">
                                    <Setter TargetName="UiCanvas" Property="Background" Value="Chocolate"></Setter>
                                    <Setter TargetName="UiCanvas" Property="CornerRadius" Value="8"></Setter>
                                </DataTrigger>
                                <DataTrigger Binding="{Binding BlockType}" Value="2">
                                    <Setter TargetName="UiCanvas" Property="Background" Value="Red"></Setter>
                                    <Setter TargetName="UiCanvas" Property="CornerRadius" Value="10"></Setter>
                                </DataTrigger>
                                <DataTrigger Binding="{Binding BlockType}" Value="3">
                                    <Setter TargetName="UiCanvas" Property="Background" Value="Cyan"></Setter>
                                    <Setter TargetName="UiCanvas" Property="CornerRadius" Value="9"></Setter>
                                </DataTrigger>
                                <DataTrigger Binding="{Binding BlockType}" Value="4">
                                    <Setter TargetName="UiCanvas" Property="Background" Value="White"></Setter>
                                    <Setter TargetName="UiCanvas" Property="CornerRadius" Value="9"></Setter>
                                </DataTrigger>
                            </DataTemplate.Triggers>
                        </DataTemplate>
 
                    </ItemsControl.ItemTemplate>
                </ItemsControl>
            </Grid>
        </ScrollViewer>
    </hc:SimplePanel>
</hc:GlowWindow>


2023-10-07   #2

这种高频刷新重绘的一个更适合直接画吧

2023-10-07   #3

回复#2 @aubreychao :

这种其实不算高频,而且wpf本来就是绑定模式,只要绑定值有变化,刷新是自动的。

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