游戏人生Silverlight(2) - 趣味钢琴[Silverlight 2.0(c#)]
2009-06-22 08:33:15 来源:WEB开发网3、乐谱提示动画
AnimationMusicBook.xaml.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Shapes;
using YYPiano.Controls.Parts;
using System.Threading;
namespace YYPiano.Controls
{
/**//// <summary>
/// 乐谱动画
/// </summary>
public partial class AnimationMusicBook : UserControl
{
/**//// <summary>
/// 当前进入到目标区域的按键集合(先进先出)
/// </summary>
private List<KeyHitModel> _currentKeys = new List<KeyHitModel>();
public AnimationMusicBook()
{
InitializeComponent();
}
/**//// <summary>
/// 启动乐谱动画
/// </summary>
/// <param name="code">乐谱编码</param>
/// <returns>是否成功地启动了乐谱动画</returns>
public bool Start(string code)
{
code = code.ToUpper().Trim();
// 清除已有的 AnimationKey 控件
foreach (var c in root.Children)
{
var ak = c as AnimationKey;
ak.Stop();
}
root.Children.Clear();
_currentKeys.Clear();
// 把乐谱编码解析为乐谱实体类(用于描述乐谱的每一音阶)集合
var musicBook = new List<MusicBookModel>();
var countDelay = 0;
try
{
foreach (var s in code.Split(','))
{
var delay = int.Parse(s.Trim().Substring(1));
var key = Convert.ToChar(s.Trim().Substring(0, 1)).ToKey();
musicBook.Add(new MusicBookModel() { Length = countDelay, Key = key });
countDelay += delay;
}
}
catch (Exception)
{
return false;
}
// 在容器内放置相应的 AnimationKey 控件
for (int i = 0; i < musicBook.Count; i++)
{
AnimationKey key = new AnimationKey();
key.TargetIndex = i % 3;
key.Key = musicBook[i].Key;
key.BeginTime = TimeSpan.FromMilliseconds(musicBook[i].Length);
key.Inside += new EventHandler<PianoKeyEventArgs>(key_Inside);
key.Outside += new EventHandler<PianoKeyEventArgs>(key_Outside);
key.Start();
root.Children.Add(key);
}
return true;
}
/**//// <summary>
/// 按键进入目标区
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
void key_Inside(object sender, PianoKeyEventArgs e)
{
_currentKeys.Add(new KeyHitModel { Key = e.Key, Hit = false });
}
/**//// <summary>
/// 按键离开目标区
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
void key_Outside(object sender, PianoKeyEventArgs e)
{
// 获取此次离开目标区的按键(进入到目标区域的按键集合的第一个成员)
var key = _currentKeys.First();
if (!key.Hit)
OnLost();
_currentKeys.RemoveAt(0);
}
/**//// <summary>
/// 指定的键值被敲击后所执行的方法
/// </summary>
/// <param name="key">键值</param>
public void Play(Key key)
{
if (key >= Key.A && key <= Key.Z && _currentKeys.Where(p => !p.Hit).Count() > 0)
{
var validKey = _currentKeys.Where(p => !p.Hit && p.Key == key).FirstOrDefault();
if (validKey != null)
{
OnScore();
validKey.Hit = true;
}
else
{
OnLost();
}
}
}
/**//// <summary>
/// 按键敲击正确的事件
/// </summary>
public event EventHandler<EventArgs> Score;
public void OnScore()
{
if (Score != null)
{
Score(this, new EventArgs());
}
}
/**//// <summary>
/// 按键敲击错误或未及时敲击的事件
/// </summary>
public event EventHandler<EventArgs> Lost;
public void OnLost()
{
if (Lost != null)
{
Lost(this, new EventArgs());
}
}
}
}
OK
系列文章:
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