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开发学院软件开发C语言 C#开发WPF/Silverlight动画及游戏系列教程(Game C... 阅读

C#开发WPF/Silverlight动画及游戏系列教程(Game Course):(十九) 完美精灵之八面玲珑(WPF Only)③

 2009-06-29 07:07:44 来源:WEB开发网 闂傚倸鍊搁崐椋庢濮橆兗缂氱憸宥堢亱闂佸湱铏庨崰鏍不椤栫偞鐓ラ柣鏇炲€圭€氾拷闂傚倸鍊搁崐椋庣矆娓氣偓楠炲鏁撻悩鎻掔€梺姹囧灩閻忔艾鐣烽弻銉︾厵闁规鍠栭。濂告煕鎼达紕校闁靛洤瀚伴獮鎺楀箣濠靛啫浜鹃柣銏⑶圭壕濠氭煙閻愵剚鐏辨俊鎻掔墛缁绘盯宕卞Δ鍐冣剝绻涘畝濠佺敖缂佽鲸鎹囧畷鎺戭潩閹典焦鐎搁梻浣烘嚀閸ゆ牠骞忛敓锟�婵犵數濮烽弫鍛婃叏椤撱垹绠柛鎰靛枛瀹告繃銇勯幘瀵哥畼闁硅娲熷缁樼瑹閳ь剙岣胯鐓ら柕鍫濇偪濞差亜惟闁宠桨鑳堕崝锕€顪冮妶鍡楃瑐闁煎啿鐖奸崺濠囧即閵忥紕鍘梺鎼炲劗閺呮稒绂掕缁辨帗娼忛埡浣锋闂佽桨鐒﹂幑鍥极閹剧粯鏅搁柨鐕傛嫹闂傚倸鍊搁崐椋庢濮橆兗缂氱憸宥堢亱闂佸湱铏庨崰鏍不椤栫偞鐓ラ柣鏇炲€圭€氾拷  闂傚倸鍊搁崐鐑芥嚄閼哥數浠氱紓鍌欒兌缁垶銆冮崨鏉戠厺鐎广儱顦崡鎶芥煏韫囨洖校闁诲寒鍓熷铏圭磼濡搫顫岄梺鍦拡閸嬪棝鎯€椤忓浂妯勯梺鍝勬湰濞叉ḿ鎹㈠┑濠勭杸闁哄洨濮烽悰銉╂⒒娴e搫甯跺鐟帮攻缁傚秴饪伴崼姘e亾閺冨牆绀冩い蹇庣娴滈箖鏌ㄥ┑鍡涱€楀褜鍠栭湁闁绘ɑ鐟ョ€氼喚绮绘ィ鍐╃厱妞ゆ劑鍊曢弸搴ㄦ煟韫囧鍔滈柕鍥у瀵潙螣閸濆嫬袝婵$偑鍊戦崹娲偡閳哄懎绠栭柍鈺佸暞閸庣喖鏌曢崶褍绨婚柟鍑ゆ嫹
核心提示: 由于Math.Tan()函数的参数为弧度单位,因此需要将角度通过公式换算成弧度,C#开发WPF/Silverlight动画及游戏系列教程(Game Course):(十九) 完美精灵之八面玲珑(WPF Only)③(3),并且至于之中的比较算法逻辑是否为最优,仍然那句老话:仁者见仁,Y序

由于Math.Tan()函数的参数为弧度单位,因此需要将角度通过公式换算成弧度,并且至于之中的比较算法逻辑是否为最优,仍然那句老话:仁者见仁,智者见智。或许你写的算法更优秀呢?

有了该方法,接下来就是在鼠标左键点击事件中获取目标点,并且将主角的当前动作切换成跑步状态,并启动A*寻路:

        private void Carrier_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) {
            Point p = e.GetPosition(Map); //点击的地方在Map中的坐标点
            Spirit.Action = Actions.Run; //主角动作切换成跑步状态
            AStarMoveTo(p); //开始寻路
        }

上两节的AstarMoveTo()方法中的Storyboard动画只创建X,Y序列点,而为了实现角色时时朝向,我们还需要创建对应的角色方向(Direction)序列点,因此我们还需要对本节中的AstarMoveTo()方法进行如下改进:

        private void AStarMoveTo(Point p) {
                ……
                //创建X轴方向逐帧动画
                DoubleAnimationUsingKeyFrames keyFramesAnimationX = new DoubleAnimationUsingKeyFrames();
                //总共花费时间 = path.Count * cost
                keyFramesAnimationX.Duration = new Duration(TimeSpan.FromMilliseconds(path.Count * cost));
                Storyboard.SetTarget(keyFramesAnimationX, Spirit);
                Storyboard.SetTargetProperty(keyFramesAnimationX, new PropertyPath("X"));
                //创建Y轴方向逐帧动画
                DoubleAnimationUsingKeyFrames keyFramesAnimationY = new DoubleAnimationUsingKeyFrames();
                keyFramesAnimationY.Duration = new Duration(TimeSpan.FromMilliseconds(path.Count * cost));
                Storyboard.SetTarget(keyFramesAnimationY, Spirit);
                Storyboard.SetTargetProperty(keyFramesAnimationY, new PropertyPath("Y"));
           //创建朝向动画
           DoubleAnimationUsingKeyFrames keyFramesAnimationDirection = new DoubleAnimationUsingKeyFrames();
           keyFramesAnimationDirection.Duration = new Duration(TimeSpan.FromMilliseconds(path.Count * cost));
           Storyboard.SetTarget(keyFramesAnimationDirection, Spirit);
           Storyboard.SetTargetProperty(keyFramesAnimationDirection, new PropertyPath("Direction"));
                for (int i = 0; i < framePosition.Count(); i++) {
                    //加入X轴方向的匀速关键帧
                    LinearDoubleKeyFrame keyFrame = new LinearDoubleKeyFrame();
                    //平滑衔接动画(将寻路坐标系中的坐标放大回地图坐标系中的坐标)
                    keyFrame.Value = i == 0 ? Spirit.X : framePosition[i].X * GridSize;
                    keyFrame.KeyTime = KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(cost * i));
                    keyFramesAnimationX.KeyFrames.Add(keyFrame);
                    //加入X轴方向的匀速关键帧
                    keyFrame = new LinearDoubleKeyFrame();
                    keyFrame.Value = i == 0 ? Spirit.Y : framePosition[i].Y * GridSize;
                    keyFrame.KeyTime = KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(cost * i));
                    keyFramesAnimationY.KeyFrames.Add(keyFrame);
                    //加入朝向匀速关键帧
                    keyFrame = new LinearDoubleKeyFrame();
                    keyFrame.Value = i == framePosition.GetUpperBound(0)
                     ? Super.GetDirectionByTan(framePosition[i].X, framePosition[i].Y, framePosition[i - 1].X, framePosition[i - 1].Y)
                     : Super.GetDirectionByTan(framePosition[i + 1].X, framePosition[i + 1].Y, framePosition[i].X, framePosition[i].Y)
                    ;
                    keyFrame.KeyTime = KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(cost * i));
                    keyFramesAnimationDirection.KeyFrames.Add(keyFrame);
                }
                storyboard.Children.Add(keyFramesAnimationX);
                storyboard.Children.Add(keyFramesAnimationY);
                storyboard.Children.Add(keyFramesAnimationDirection);
……
         }

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