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上接游戏人生Silverlight(2) - 趣味钢琴[Silverlight 2.0(c#)]

发布时间:2024/4/14 C# 60 豆豆
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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
[×××]

转载于:https://blog.51cto.com/webabcd/345629

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