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游戏人生Silverlight(5) - 星际竞技场[Silverlight 2.0(c#, Farseer Physics Engine)]


作者: webabcd
物理引擎: Farseer Physics Engine


介绍
使用 Silverlight 2.0(c#, Farseer Physics Engine) 开发一个射击游戏:星际竞技场


玩法
W 或者 ↑ = 前进;S 或者 ↓ = 后退:A 或者 ← = 左转;D 或者 → = 右转;J 或者 Ctrl = 开火


在线DEMO



思路
1、使用一个开源的 Silverlight 物理引擎: Farseer Physics Engine
2、将 Farseer Physics Engine 中的物理运算器 PhysicsSimulator 放到一个全局变量中,对 Body 和 Geom 做即时运算,
2、写个 IPhysicsControl 接口,用于描述物理对象的各个属性,需要运动和碰撞的对象,要实现该接口抽象出来的各个属性
3、写个抽象类(Sprite),在其内封装好物理引擎。各种类型的物理对象的模拟器,都需要重写该抽象类的两个方法GetForce()和GetTorque()即可,其分别要返回对象在当前时刻所受到的牵引力和力矩
4、写个 IFire 接口,所有可开火的对象都要实现该接口
5、写个控件 PhysicsBox,用于包装 IPhysicsControl,从而将模拟器计算出的运动和碰撞结果呈现到界面上


关键代码  
Sprite.cs(Sprite 模拟器的基类)
 
InBlock.gif using System;
InBlock.gif using System.Net;
InBlock.gif using System.Windows;
InBlock.gif using System.Windows.Controls;
InBlock.gif using System.Windows.Documents;
InBlock.gif using System.Windows.Ink;
InBlock.gif using System.Windows.Input;
InBlock.gif using System.Windows.Media;
InBlock.gif using System.Windows.Media.Animation;
InBlock.gif using System.Windows.Shapes;
InBlock.gif
InBlock.gif using FarseerGames.FarseerPhysics;
InBlock.gif using FarseerGames.FarseerPhysics.Mathematics;
InBlock.gif using FarseerGames.FarseerPhysics.Dynamics;
InBlock.gif using FarseerGames.FarseerPhysics.Collisions;
InBlock.gif
InBlock.gif namespace YYArena.Core
InBlock.gif{
InBlock.gif         /// <summary>
InBlock.gif         /// Sprite 基类
InBlock.gif         /// </summary>
InBlock.gif         public abstract class Sprite
InBlock.gif        {
InBlock.gif                 private PhysicsSimulator _physicsSimulator;
InBlock.gif
InBlock.gif                 protected PhysicsBox playerBox;
InBlock.gif                 protected Geom playerGeometry;
InBlock.gif
InBlock.gif                 /// <summary>
InBlock.gif                 /// 构造函数
InBlock.gif                 /// </summary>
InBlock.gif                 /// <param name="physicsSimulator">PhysicsSimulator</param>
InBlock.gif                 /// <param name="physicsControl">IPhysicsControl</param>
InBlock.gif                 /// <param name="position">初始位置</param>
InBlock.gif                 /// <param name="angle">初始转角</param>
InBlock.gif                 /// <param name="originalVelocity">初始速度</param>
InBlock.gif                 public Sprite(PhysicsSimulator physicsSimulator,
InBlock.gif                        IPhysicsControl physicsControl, Vector2 position, float angle, float originalVelocity)
InBlock.gif                {
InBlock.gif                        _physicsSimulator = physicsSimulator;
InBlock.gif
InBlock.gif                        playerBox = new PhysicsBox(physicsControl);
InBlock.gif                        playerBox.Body.Position = position;
InBlock.gif                        playerBox.Body.Rotation = ( float)Helper.Angle2Radian(angle);
InBlock.gif                        playerBox.Body.LinearVelocity = Helper.Convert2Vector(originalVelocity, ( float)Helper.Angle2Radian(angle));
InBlock.gif
InBlock.gif                         // Body 和 Geom 的 Tag 保存为 Sprite,方便引用
InBlock.gif                        playerBox.Body.Tag = this;
InBlock.gif                        playerBox.Geom.Tag = this;
InBlock.gif
InBlock.gif                        playerBox.Update();
InBlock.gif                }
InBlock.gif
InBlock.gif                 /// <summary>
InBlock.gif                 /// 即时计算力和力矩
InBlock.gif                 /// </summary>
InBlock.gif                 void CompositionTarget_Rendering( object sender, EventArgs e)
InBlock.gif                {
InBlock.gif                         if (Enabled)
InBlock.gif                        {
InBlock.gif                                var force = GetForce();
InBlock.gif                                var torque = GetTorque();
InBlock.gif
InBlock.gif                                playerBox.Body.ApplyForce(force);
InBlock.gif                                playerBox.Body.ApplyTorque(torque);
InBlock.gif
InBlock.gif                                playerBox.Update();
InBlock.gif                        }
InBlock.gif                }
InBlock.gif
InBlock.gif                 /// <summary>
InBlock.gif                 /// 返回 Sprite 当前受的力
InBlock.gif                 /// </summary>
InBlock.gif                 protected abstract Vector2 GetForce();
InBlock.gif                 /// <summary>
InBlock.gif                 /// 返回 Sprite 当前受的力矩
InBlock.gif                 /// </summary>
InBlock.gif                 protected abstract float GetTorque();
InBlock.gif
InBlock.gif                 public PhysicsBox PhysicsBox
InBlock.gif                {
InBlock.gif                        get { return playerBox; }
InBlock.gif                }
InBlock.gif
InBlock.gif                 private bool _enabled = false;
InBlock.gif                 /// <summary>
InBlock.gif                 /// 是否启用此 Sprite
InBlock.gif                 /// </summary>
InBlock.gif                 public bool Enabled
InBlock.gif                {
InBlock.gif                        get { return _enabled; }
InBlock.gif                        set
InBlock.gif                        {    
InBlock.gif                                _enabled = value;
InBlock.gif
InBlock.gif                                 if (value)
InBlock.gif                                {
InBlock.gif                                        CompositionTarget.Rendering += new EventHandler(CompositionTarget_Rendering);
InBlock.gif
InBlock.gif                                        _physicsSimulator.Add(playerBox.Body);
InBlock.gif                                        _physicsSimulator.Add(playerBox.Geom);
InBlock.gif                                }
InBlock.gif                                 else
InBlock.gif                                {
InBlock.gif                                        CompositionTarget.Rendering -= new EventHandler(CompositionTarget_Rendering);
InBlock.gif
InBlock.gif                                        GC.SuppressFinalize( this);
InBlock.gif                                        _physicsSimulator.Remove(playerBox.Body);
InBlock.gif                                        _physicsSimulator.Remove(playerBox.Geom);
InBlock.gif                                }
InBlock.gif                        }
InBlock.gif                }
InBlock.gif        }
InBlock.gif}
PlayerSprite.cs(玩家 Sprite 模拟器)
InBlock.gif using System;
InBlock.gif using System.Net;
InBlock.gif using System.Windows;
InBlock.gif using System.Windows.Controls;
InBlock.gif using System.Windows.Documents;
InBlock.gif using System.Windows.Ink;
InBlock.gif using System.Windows.Input;
InBlock.gif using System.Windows.Media;
InBlock.gif using System.Windows.Media.Animation;
InBlock.gif using System.Windows.Shapes;
InBlock.gif
InBlock.gif using System.Collections.Generic;
InBlock.gif using FarseerGames.FarseerPhysics.Mathematics;
InBlock.gif using FarseerGames.FarseerPhysics;
InBlock.gif using FarseerGames.FarseerPhysics.Collisions;
InBlock.gif
InBlock.gif namespace YYArena.Core
InBlock.gif{
InBlock.gif         /// <summary>
InBlock.gif         /// 玩家 Sprite
InBlock.gif         /// </summary>
InBlock.gif         public class PlayerSprite : Sprite, IFire
InBlock.gif        {
InBlock.gif                 private List<Key> _upKeys { get; set; }
InBlock.gif                 private List<Key> _downKeys { get; set; }
InBlock.gif                 private List<Key> _leftKeys { get; set; }
InBlock.gif                 private List<Key> _rightKeys { get; set; }
InBlock.gif                 private List<Key> _fireKeys { get; set; }
InBlock.gif
InBlock.gif                 private KeyboardHandler _keyHandler;
InBlock.gif                 private IPhysicsControl _physicsControl;
InBlock.gif
InBlock.gif                 /// <summary>
InBlock.gif                 /// 构造函数
InBlock.gif                 /// </summary>
InBlock.gif                 /// <param name="physicsSimulator">PhysicsSimulator</param>
InBlock.gif                 /// <param name="physicsControl">IPhysicsControl</param>
InBlock.gif                 /// <param name="position">初始位置</param>
InBlock.gif                 /// <param name="angle">初始转角</param>
InBlock.gif                 /// <param name="originalVelocity">初始速度</param>
InBlock.gif                 /// <param name="keyboardHandler">KeyboardHandler</param>
InBlock.gif                 /// <param name="up">操作玩家向前移动的按键集合</param>
InBlock.gif                 /// <param name="down">操作玩家向后移动的按键集合</param>
InBlock.gif                 /// <param name="left">操作玩家向左转动的按键集合</param>
InBlock.gif                 /// <param name="right">操作玩家向右转动的按键集合</param>
InBlock.gif                 /// <param name="fire">操作玩家开火的按键集合</param>
InBlock.gif                 public PlayerSprite(PhysicsSimulator physicsSimulator,
InBlock.gif                        IPhysicsControl physicsControl, Vector2 position, float angle, float originalVelocity,
InBlock.gif                        KeyboardHandler keyboardHandler,
InBlock.gif                        List<Key> up, List<Key> down, List<Key> left, List<Key> right, List<Key> fire)
InBlock.gif                        : base(physicsSimulator, physicsControl, position, angle, originalVelocity)
InBlock.gif                {
InBlock.gif                        PrevFireDateTime = DateTime.MinValue;
InBlock.gif                        MinFireInterval = 500d;
InBlock.gif
InBlock.gif                        _upKeys = up;
InBlock.gif                        _downKeys = down;
InBlock.gif                        _leftKeys = left;
InBlock.gif                        _rightKeys = right;
InBlock.gif                        _fireKeys = fire;
InBlock.gif
InBlock.gif                        _keyHandler = keyboardHandler;
InBlock.gif                        _physicsControl = physicsControl;
InBlock.gif
InBlock.gif                        CompositionTarget.Rendering += new EventHandler(CompositionTarget_Rendering);
InBlock.gif                }
InBlock.gif
InBlock.gif                 void CompositionTarget_Rendering( object sender, EventArgs e)
InBlock.gif                {
InBlock.gif                         if (Enabled)
InBlock.gif                        {
InBlock.gif                                 // 如果按了开火键,是否可开火
InBlock.gif                                 if (_keyHandler.AnyKeyPressed(_fireKeys) && (DateTime.Now - PrevFireDateTime).TotalMilliseconds > MinFireInterval)
InBlock.gif                                {
InBlock.gif                                        PrevFireDateTime = DateTime.Now;
InBlock.gif                                         if (Fire != null)
InBlock.gif                                                Fire( this, EventArgs.Empty);
InBlock.gif                                }
InBlock.gif                        }
InBlock.gif                }
InBlock.gif
InBlock.gif                 public DateTime PrevFireDateTime { get; set; }
InBlock.gif
InBlock.gif                 public double MinFireInterval { get; set; }
InBlock.gif
InBlock.gif                 public event EventHandler<EventArgs> Fire;
InBlock.gif
InBlock.gif                 protected override Vector2 GetForce()
InBlock.gif                {
InBlock.gif                        Vector2 force = Vector2.Zero;
InBlock.gif
InBlock.gif                         if (_keyHandler.AnyKeyPressed(_upKeys))
InBlock.gif                                force += Helper.Convert2Vector(_physicsControl.ForceAmount, playerBox.Body.Rotation);
InBlock.gif                         if (_keyHandler.AnyKeyPressed(_downKeys))
InBlock.gif                                force += Helper.Convert2Vector(_physicsControl.ForceAmount, playerBox.Body.Rotation - Helper.Angle2Radian(180));
InBlock.gif
InBlock.gif                         // 最大线性速度限制
InBlock.gif                         if (playerBox.Body.LinearVelocity.Length() > _physicsControl.MaxLinearVelocity)
InBlock.gif                                force = Vector2.Zero;
InBlock.gif
InBlock.gif                         return force;
InBlock.gif                }
InBlock.gif
InBlock.gif                 protected override float GetTorque()
InBlock.gif                {
InBlock.gif                         float torque = 0;
InBlock.gif
InBlock.gif                         if (_keyHandler.AnyKeyPressed(_leftKeys))
InBlock.gif                                torque -= _physicsControl.TorqueAmount;
InBlock.gif                         if (_keyHandler.AnyKeyPressed(_rightKeys))
InBlock.gif                                torque += _physicsControl.TorqueAmount;
InBlock.gif
InBlock.gif                         // 用于修正 RotationalDragCoefficient (在没有任何 Torque 的情况下,如果转速小于 1.3 则设其为 0)
InBlock.gif                         // 如果不做此修正的话,转速小于 1.3 后还会转好长时间
InBlock.gif                         if (!_keyHandler.AnyKeyPressed(_leftKeys) && !_keyHandler.AnyKeyPressed(_rightKeys) && Math.Abs(playerBox.Body.AngularVelocity) < 1.3)
InBlock.gif                                playerBox.Body.AngularVelocity = 0;
InBlock.gif
InBlock.gif                         // 最大转速限制
InBlock.gif                         if (Math.Abs(playerBox.Body.AngularVelocity) > _physicsControl.MaxAngularVelocity)
InBlock.gif                                torque = 0;
InBlock.gif
InBlock.gif                         return torque;
InBlock.gif                }
InBlock.gif        }
InBlock.gif}
AISprite.cs(敌军 Sprite 模拟器)
InBlock.gif using System;
InBlock.gif using System.Net;
InBlock.gif using System.Windows;
InBlock.gif using System.Windows.Controls;
InBlock.gif using System.Windows.Documents;
InBlock.gif using System.Windows.Ink;
InBlock.gif using System.Windows.Input;
InBlock.gif using System.Windows.Media;
InBlock.gif using System.Windows.Media.Animation;
InBlock.gif using System.Windows.Shapes;
InBlock.gif
InBlock.gif using System.Collections.Generic;
InBlock.gif using FarseerGames.FarseerPhysics.Mathematics;
InBlock.gif
InBlock.gif using FarseerGames.FarseerPhysics;
InBlock.gif using FarseerGames.FarseerPhysics.Collisions;
InBlock.gif using FarseerGames.FarseerPhysics.Dynamics;
InBlock.gif
InBlock.gif namespace YYArena.Core
InBlock.gif{
InBlock.gif         /// <summary>
InBlock.gif         /// 敌军 Sprite
InBlock.gif         /// </summary>
InBlock.gif         public class AISprite : Sprite, IFire
InBlock.gif        {
InBlock.gif                 private Sprite _attackTarget;
InBlock.gif                 private int _aiLevel;
InBlock.gif                 private IPhysicsControl _physicsControl;
InBlock.gif
InBlock.gif                 /// <summary>
InBlock.gif                 /// 构造函数
InBlock.gif                 /// </summary>
InBlock.gif                 /// <param name="physicsSimulator">PhysicsSimulator</param>
InBlock.gif                 /// <param name="physicsControl">IPhysicsControl</param>
InBlock.gif                 /// <param name="position">初始位置</param>
InBlock.gif                 /// <param name="angle">初始转角</param>
InBlock.gif                 /// <param name="originalVelocity">初始速度</param>
InBlock.gif                 /// <param name="attackTarget">***目标</param>
InBlock.gif                 /// <param name="aiLevel">ai等级</param>
InBlock.gif                 public AISprite(PhysicsSimulator physicsSimulator,
InBlock.gif                        IPhysicsControl physicsControl, Vector2 position, float angle, float originalVelocity, Sprite attackTarget, int aiLevel)
InBlock.gif                        : base(physicsSimulator, physicsControl, position, angle, originalVelocity)
InBlock.gif                {
InBlock.gif                         // 上次开火时间
InBlock.gif                        PrevFireDateTime = DateTime.Now.AddSeconds(3);
InBlock.gif                         // 最小开火间隔
InBlock.gif                        MinFireInterval = 3000d;
InBlock.gif
InBlock.gif                        _attackTarget = attackTarget;
InBlock.gif                        _aiLevel = aiLevel;
InBlock.gif                        _physicsControl = physicsControl;
InBlock.gif
InBlock.gif                        InitAI();
InBlock.gif
InBlock.gif                        CompositionTarget.Rendering += new EventHandler(CompositionTarget_Rendering);
InBlock.gif                }
InBlock.gif
InBlock.gif                 private void InitAI()
InBlock.gif                {
InBlock.gif                         // 根据 ai 等级设置最小开火间隔
InBlock.gif                         double fireCoefficient = 1 + 30 / _aiLevel;
InBlock.gif                        MinFireInterval = Helper.GenerateRandom(( int)MinFireInterval, ( int)(fireCoefficient * MinFireInterval));
InBlock.gif                }
InBlock.gif
InBlock.gif                 void CompositionTarget_Rendering( object sender, EventArgs e)
InBlock.gif                {
InBlock.gif                         if (Enabled && AttackTarget.Enabled)
InBlock.gif                        {
InBlock.gif                                 // 是否开火
InBlock.gif                                 if ((DateTime.Now - PrevFireDateTime).TotalMilliseconds > MinFireInterval)
InBlock.gif                                {
InBlock.gif                                        PrevFireDateTime = DateTime.Now;
InBlock.gif
InBlock.gif                                         if (Fire != null)
InBlock.gif                                                Fire( this, EventArgs.Empty);
InBlock.gif                                }
InBlock.gif                        }
InBlock.gif                }
InBlock.gif
InBlock.gif                 public DateTime PrevFireDateTime { get; set; }
InBlock.gif
InBlock.gif                 public double MinFireInterval { get; set; }
InBlock.gif
InBlock.gif                 public event EventHandler<EventArgs> Fire;
InBlock.gif
InBlock.gif
InBlock.gif                 public Sprite AttackTarget
InBlock.gif                {
InBlock.gif                        get { return _attackTarget; }
InBlock.gif                        set { _attackTarget = value; }
InBlock.gif                }
InBlock.gif
InBlock.gif                 protected override Vector2 GetForce()
InBlock.gif                {
InBlock.gif                        Vector2 force = Vector2.Zero;
InBlock.gif
InBlock.gif                         if (!_attackTarget.Enabled)
InBlock.gif                                 return force;
InBlock.gif
InBlock.gif                        force += Helper.Convert2Vector(_physicsControl.ForceAmount, playerBox.Body.Rotation);
InBlock.gif
InBlock.gif                         // 根据 ai 等级做最大线性速度限制
InBlock.gif                         if (playerBox.Body.LinearVelocity.Length() > _physicsControl.MaxLinearVelocity * Helper.GenerateRandom(50, 200) / 1000)
InBlock.gif                                force = Vector2.Zero;
InBlock.gif
InBlock.gif                         return force;
InBlock.gif                }
InBlock.gif
InBlock.gif                 protected override float GetTorque()
InBlock.gif                {
InBlock.gif                         float torque = 0f;
InBlock.gif
InBlock.gif                         if (!_attackTarget.Enabled)
InBlock.gif                                 return torque;
InBlock.gif
InBlock.gif                         // 按某个方向旋转,原则是以最小的旋转角度对准目标
InBlock.gif                        Vector2 relativePosition = _attackTarget.PhysicsBox.Body.Position - playerBox.Body.Position;
InBlock.gif                         double targetRotation = Helper.Convert2Rotation(relativePosition);
InBlock.gif                         double currentRotation = playerBox.Body.Rotation;
InBlock.gif                         double relativeAngle = Helper.Radian2Angle(targetRotation - currentRotation);
InBlock.gif                         if (relativeAngle < 0)
InBlock.gif                                relativeAngle += 360;
InBlock.gif
InBlock.gif                         if (relativeAngle > 1)
InBlock.gif                        {
InBlock.gif                                 if (relativeAngle < 180 && relativeAngle > 0)
InBlock.gif                                        torque += _physicsControl.TorqueAmount;
InBlock.gif                                 else if (relativeAngle > 180 && relativeAngle < 360)
InBlock.gif                                        torque -= _physicsControl.TorqueAmount;
InBlock.gif                        }
InBlock.gif                         else
InBlock.gif                        {
InBlock.gif                                playerBox.Body.AngularVelocity = 0;
InBlock.gif                        }
InBlock.gif
InBlock.gif
InBlock.gif                         // 最大转速限制
InBlock.gif                         if (Math.Abs(playerBox.Body.AngularVelocity) > _physicsControl.MaxAngularVelocity)
InBlock.gif                                torque = 0;
InBlock.gif                        
InBlock.gif                         return torque;
InBlock.gif                }
InBlock.gif        }
InBlock.gif}