一、游戏架构设计
1. 分层架构模型
csharp
// 游戏主框架
public class GameForm : Form {
private GameEngine engine;
private SpriteManager spriteManager;
protected override void OnLoad(EventArgs e) {
engine = new GameEngine(this);
spriteManager = new SpriteManager();
InitializeEventHandlers();
}
}
// 游戏引擎
public class GameEngine {
private List<GameObject> objects = new();
private Random random = new();
public void Update() {
foreach (var obj in objects) {
obj.Update();
}
CheckCollisions();
}
}
// 游戏对象基类
public abstract class GameObject {
public PointF Position { get; set; }
public Size Size { get; set; }
public abstract void Update();
public abstract void Draw(Graphics g);
}
二、核心功能实现
1. 游戏对象管理
csharp
// 玩家飞机
public class HeroPlane : GameObject {
private Image[] normalFrames;
private Image[] powerUpFrames;
public HeroPlane() {
normalFrames = new Image[] {
Properties.Resources.hero1,
Properties.Resources.hero2
};
powerUpFrames = new Image[] {
Properties.Resources.hero_super1,
Properties.Resources.hero_super2
};
}
public override void Update() {
// 实现移动逻辑
}
}
// 敌机工厂模式
public static class EnemyFactory {
public static Enemy CreateEnemy(int type) {
return type switch {
0 => new BasicEnemy(),
1 => new AdvancedEnemy(),
2 => new BossEnemy(),
_ => throw new ArgumentOutOfRangeException(nameof(type))
};
}
}
2. 碰撞检测系统
csharp
public static class CollisionDetector {
public static bool CheckCollision(GameObject a, GameObject b) {
return a.Bounds.IntersectsWith(b.Bounds);
}
public static void HandleBulletHit(Bullet bullet) {
var enemies = GameEngine.Instance.GetObjects<Enemy>();
foreach (var enemy in enemies) {
if (CheckCollision(bullet, enemy)) {
enemy.TakeDamage(bullet.Damage);
bullet.IsActive = false;
}
}
}
}
3. 用户输入处理
csharp
// 键盘事件处理
protected override void OnKeyDown(KeyEventArgs e) {
switch (e.KeyCode) {
case Keys.Left: hero.MoveLeft(); break;
case Keys.Right: hero.MoveRight(); break;
case Keys.Space: hero.Shoot(); break;
case Keys.R: GameEngine.Instance.Restart(); break;
}
}
// 鼠标控制扩展
protected override void OnMouseDown(MouseEventArgs e) {
if (e.Button == MouseButtons.Middle) {
hero.ActivateSpecialWeapon();
}
}
三、游戏资源管理
1. 动态资源加载
csharp
public static class ResourceManager {
private static Dictionary<string, Image> imageCache = new();
public static Image GetImage(string resourceName) {
if (!imageCache.ContainsKey(resourceName)) {
imageCache[resourceName] =
Image.FromStream(
Assembly.GetExecutingAssembly()
.GetManifestResourceStream(resourceName));
}
return imageCache[resourceName];
}
}
// 使用示例
heroSprite = ResourceManager.GetImage("GameAssets.hero.png");
2. 音效系统
csharp
public class AudioManager {
private static Dictionary<string, SoundPlayer> sounds = new();
static AudioManager() {
sounds.Add("shoot", new SoundPlayer("shoot.wav"));
sounds.Add("explosion", new SoundPlayer("explosion.wav"));
}
public static void Play(string soundName) {
if (sounds.ContainsKey(soundName)) {
sounds[soundName].Play();
}
}
}
// 触发音效
AudioManager.Play("shoot");
四、扩展功能实现
1. 多级火力系统
csharp
public enum FireMode {
Single,
Double,
Triple,
Spread
}
public class FireController {
private FireMode currentMode = FireMode.Single;
public void SetFireMode(FireMode mode) {
currentMode = mode;
UpdateBulletPattern();
}
private void UpdateBulletPattern() {
switch (currentMode) {
case FireMode.Double:
BulletManager.Instance.CreateBulletPattern(
new PointF(0, -10),
new PointF(0, 10));
break;
case FireMode.Spread:
BulletManager.Instance.CreateBulletPattern(
new PointF(-15, -10),
new PointF(0, 0),
new PointF(15, -10));
break;
}
}
}
2. 道具系统
csharp
public class PowerUp : GameObject {
public enum PowerUpType {
Health,
Shield,
SpeedBoost,
DoubleScore
}
public PowerUpType Type { get; private set; }
public override void ApplyEffect(Player player) {
switch (Type) {
case PowerUpType.Health:
player.IncreaseHealth(20);
break;
case PowerUpType.Shield:
player.ActivateShield();
break;
}
}
}
五、工程优化方案
1. 性能优化
- 对象池技术:重用子弹和爆炸特效对象
csharp
public class ObjectPool<T> where T : GameObject, new() {
private Stack<T> pool = new();
public T GetObject() {
return pool.Count > 0 ? pool.Pop() : new T();
}
public void ReturnObject(T obj) {
obj.Reset();
pool.Push(obj);
}
}
2. 代码结构优化
- 使用依赖注入框架(如Microsoft.Extensions.DependencyInjection)
- 实现MVC模式分离逻辑层和表现层
3. 调试工具
csharp
public class DebugOverlay : GameObject {
public void Draw(Graphics g) {
g.DrawString($"FPS: {GameEngine.Instance.FPS}",
Font, Brushes.Red, 10, 10);
g.DrawString($"Score: {Player.Instance.Score}",
Font, Brushes.Blue, 10, 30);
}
}
参考代码 C#仿微信打飞机游戏源码 www.youwenfan.com/contentcsn/92689.html
六、完整项目结构
csharp
AirplaneWar/
├── Assets/ # 资源文件
│ ├── Images/ # 图片资源
│ ├── Sounds/ # 音效文件
│ └── Fonts/ # 字体文件
├── Src/
│ ├── Core/ # 核心引擎
│ ├── Models/ # 数据模型
│ ├── Views/ # 视图组件
│ └── Controllers/ # 控制逻辑
├── Tests/ # 单元测试
└── GameConfig.json # 配置文件
七、部署与发布
- 安装包制作:使用Inno Setup创建安装程序
- 自动更新:集成Squirrel.Windows实现热更新
- 反作弊机制:添加代码混淆和完整性校验