I have Player1Y and Player2Y for two players' Y value.
I want Player1 to decrease its Y value when pressing W to move it up. Same goes for Player2 but by pressing Up.
I'm using this code:
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Up && Player2Y > 0)
{
Player2Y -= 5;
Invalidate();
}
if (e.KeyCode == Keys.W && Player1Y > 0)
{
Player1Y -= 5;
Invalidate();
}
}
The problem is that there are 2 players and when they press W and Up at the same time, only one player moves depending on who pressed last. How can I solve this problem?
I think you should add a synchronization lock to your code:
private System.Object _synchLock = new System.Object();
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
lock(_synchLock)
{
if (e.KeyCode == Keys.Up && Player2Y > 0)
{
Player2Y -= 5;
Invalidate();
}
if (e.KeyCode == Keys.W && Player1Y > 0)
{
Player1Y -= 5;
Invalidate();
}
}
}
Add additional flag for check a change Y by any player. I think if keys Up and W is pressed in one event's handler then believe that it is pressed simultaneously. So main that you move only one player in handler event.
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
bool isYChanged = false;
if (e.KeyCode == Keys.Up && Player2Y > 0)
{
Player2Y -= 5;
Invalidate();
isYChanged = true;
}
if (e.KeyCode == Keys.W && Player1Y > 0 && isYChanged == false)
{
Player1Y -= 5;
Invalidate();
}
}
Related
I want to use the code below, but the "MouseWheel" event is not working.
private void zoomControl1_MouseWheel(object sender, MouseEventArgs e)
{
if (Control.ModifierKeys == Keys.Control && e.Delta > 0)
{
zoomControl1.Zoom += 0.1f;
}
else if (Control.ModifierKeys == Keys.Control && e.Delta < 0)
{
zoomControl1.Zoom -= 0.1f;
}
}
I can't seem to figure out how to make this simple animation work, where i have user control over a red square, and it shouldn't overlap/intersect with a black square (e.g. a wall sprite)
My best effort is to have stack data structure of keys pressed and if there is an intersection, then we look at (peek) last key pressed and assign a speed of -1. (See line 67 of code) But this doesn't prevent an overlap. Is there a way that I can make it so the user's red rectangle can't overlap with black?
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.Collections;
namespace Movement
{
public partial class Form1 : Form
{
bool moveRight, moveLeft, moveUp, moveDown;
Keys currentInput;
Keys lastInput;
Stack pressedKeys = new Stack();
int speed = 5;
bool collision = false;
public Form1()
{
InitializeComponent();
this.CenterToScreen();
}
private void pbRed_Click(object sender, EventArgs e)
{
}
private void moveTimeEvent(object sender, EventArgs e)
{
currentInput = Keys.KeyCode;
//moving left
if (moveLeft == true && pbRed.Left > 7 )
{
pbRed.Left -= speed;
}
//moving right
if (moveRight == true && pbRed.Left < 750)
{
pbRed.Left += speed;
}
//moving up
if(moveUp == true && pbRed.Top > 7)
{
pbRed.Top -= speed;
}
//moving down
if(moveDown == true && pbRed.Top < 400)
{
pbRed.Top += speed;
}
if (moveLeft == true || moveRight == true || moveUp == true || moveDown == true)
{
pressedKeys.Push(currentInput);
}
Collision();
}
private void Collision()
{
//collision detection
if(pbRed.Bounds.IntersectsWith(pbBlack.Bounds))
{
collision = true;
if(collision)
{
lastInput = (Keys)pressedKeys.Peek();
if(currentInput == lastInput)
{
speed = -1;
}
}
}
}
private void keyisdown(object sender, KeyEventArgs e)
{
if(e.KeyCode == Keys.Left)
{
moveLeft = true;
}
if (e.KeyCode == Keys.Right)
{
moveRight = true;
}
if (e.KeyCode == Keys.Up)
{
moveUp = true;
}
if (e.KeyCode == Keys.Down)
{
moveDown = true;
}
}
private void keyisup(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Left)
{
moveLeft = false;
}
if (e.KeyCode == Keys.Right)
{
moveRight = false;
}
if (e.KeyCode == Keys.Up)
{
moveUp = false;
}
if (e.KeyCode == Keys.Down)
{
moveDown = false;
}
}
}
}
When your speed is 5, don't apply a movement of 5 pixels in one go, but apply the 5 steps separately. Before each step, so before actually moving the rectangle, decide whether that one step movement is allowed.
Also look at vertical and horizontal movement separately.
using System;
using System.Drawing;
using System.Windows.Forms;
namespace Movement
{
public partial class Form1 : Form
{
bool moveRight, moveLeft, moveUp, moveDown;
int speed = 5;
public Form1()
{
InitializeComponent();
this.CenterToScreen();
}
private void moveTimeEvent(object sender, EventArgs e)
{
// Get movement vector
Point movement = new Point(0, 0);
if (moveLeft) movement.X -= 1;
if (moveRight) movement.X += 1;
if (moveUp) movement.Y -= 1;
if (moveDown) movement.Y += 1;
// Speed defines how many steps we move
for (int i=1; i<= speed; i++)
{
// Check vertical movement allowed
if (movement.X != 0)
{
Rectangle newPosition = pbRed.Bounds;
newPosition.X += movement.X;
if (!CheckCollision(newPosition))
{
movement.X = 0;
}
}
// Check horizontal movement allowed
if (movement.Y != 0)
{
Rectangle newPosition = pbRed.Bounds;
newPosition.X += movement.X;
newPosition.Y += movement.Y;
if (!CheckCollision(newPosition))
{
movement.Y = 0;
}
}
// Apply Actual movement
if (!movement.IsEmpty)
{
Rectangle newPosition = pbRed.Bounds;
newPosition.X += movement.X;
newPosition.Y += movement.Y;
pbRed.Bounds = newPosition;
}
}
}
// Returns true when movingRecht is allowed position
private bool CheckCollision(Rectangle movingRect)
{
bool lResult = true;
//collision detection
lResult = lResult && !pbBlack.Bounds.IntersectsWith(movingRect);
// Check we remain inside the form
lResult = lResult && movingRect.Left >= 0;
lResult = lResult && movingRect.Top >= 0;
lResult = lResult && movingRect.Right <= ClientRectangle.Right;
lResult = lResult && movingRect.Bottom <= ClientRectangle.Bottom;
return lResult;
}
private void keyisdown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Left)
{
moveLeft = true;
}
if (e.KeyCode == Keys.Right)
{
moveRight = true;
}
if (e.KeyCode == Keys.Up)
{
moveUp = true;
}
if (e.KeyCode == Keys.Down)
{
moveDown = true;
}
}
private void keyisup(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Left)
{
moveLeft = false;
}
if (e.KeyCode == Keys.Right)
{
moveRight = false;
}
if (e.KeyCode == Keys.Up)
{
moveUp = false;
}
if (e.KeyCode == Keys.Down)
{
moveDown = false;
}
}
}
}
I want to move a button automatically using a timer and want it to change direction when another key is pressed, kinda like what happens in snake
I have used a string to set what the direction should be, but this doesn't work.
string x = "right";
public Form1()
{
InitializeComponent();
timer1.Interval = 1000;
timer1.Start();
}
private void Player_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.W)
{
string x = "up";
}
else if (e.KeyCode == Keys.S)
{
string x = "down";
}
else if (e.KeyCode == Keys.D)
{
string x = "right";
}
else if (e.KeyCode == Keys.A)
{
string x = "left";
}
}
private void Form1_Load(object sender, EventArgs e)
{
}
private void Timer1_Tick(object sender, EventArgs e)
{
while (x == "up")
{
Player.Top -= 10;
}
while (x == "down")
{
Player.Top += 10;
}
while (x == "right")
{
Player.Left += 10;
}
while (x == "left")
{
Player.Left -= 10;
}
}
}
The button just disappears, but I want it to move by ten until it gets a key press like "D" then it changes direction
1: You are creating variable 'x' every time means locally in player_keyDown event so create it globally.
2: you are using while loop it, not needed as you are already using timer_tick.
3: Instead of Top, Left use Location property of button it gives you X, Y co-ordinate
public partial class Form2 : Form
{
public Form2()
{
InitializeComponent();
timer1.Interval = 1000;
timer1.Start();
}
string x = "right";
private void Player_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.W)
{
x = "up";
}
else if (e.KeyCode == Keys.S)
{
x = "down";
}
else if (e.KeyCode == Keys.D)
{
x = "right";
}
else if (e.KeyCode == Keys.A)
{
x = "left";
}
}
private void timer1_Tick(object sender, EventArgs e)
{
if (x == "up")
{
Player.Location = new System.Drawing.Point(Player.Location.X, Player.Location.Y - 10);
}
if (x == "down")
{
Player.Location = new System.Drawing.Point(Player.Location.X, Player.Location.Y + 10);
}
if (x == "right")
{
Player.Location = new System.Drawing.Point(Player.Location.X + 10, Player.Location.Y);
}
if (x == "left")
{
Player.Location = new System.Drawing.Point(Player.Location.X - 10, Player.Location.Y);
}
}
}
Basically,I am a beginner in C# and I just started working on a simple platformer game following a basic Visual Studio 2015 tutorial.This is the code:
public partial class Form1 : Form
{
bool goleft = false;
bool goright = false;
bool jumping = false;
int JumpSpeed = 10;
int force = 8;
int score = 0;
public Form1()
{
InitializeComponent();
}
private void keyisdown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Left)
{
goleft = true;
}
if (e.KeyCode == Keys.Right)
{
goright = true;
}
if (e.KeyCode == Keys.Space && !jumping)
{
jumping = true;
}
}
private void keyisup(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Left)
{
goleft = false;
}
if (e.KeyCode == Keys.Right)
{
goright = false;
}
if (jumping)
{
jumping = false;
}
}
private void timer1_Tick(object sender, EventArgs e)
{
player.Top += JumpSpeed;
if (jumping && force < 0)
{
jumping = false;
}
if (goleft)
{
player.Left -= 5;
}
if (goright)
{
player.Left += 5;
}
if (jumping)
{
JumpSpeed = -12;
force -= 1;
}
else
{
JumpSpeed = 12;
}
foreach (Control x in this.Controls)
{
if (x is PictureBox && x.Tag == "p")
{
if (player.Bounds.IntersectsWith(x.Bounds) && !jumping)
{
force = 8;
player.Top = x.Top - player.Height;
}
}
if (player.Bounds.IntersectsWith(Door.Bounds))
{
timer1.Stop();
MessageBox.Show("You Won!");
this.Close();
}
}
}
}
The gravity force and everything works great EXCEPT for one big problem with the player that I definitely can't solve without some help.
The problem is: the player is completely glitched and it keeps going up and down. I realised that this is because of two lines in private void timer1_Tick(object sender, EventArgs e):
player.Top += JumpSpeed;
and
player.Top = x.Top - player.Height;
Both of these try to change player.Top and interfere with each other. The trouble is that I can't just cut one of the two without destroying the gravity force code. What I think might work is applying player.Top += JumpSpeed; ONLY if(player.Bounds.IntersectsWith(x.Bounds) && !jumping) = false but I don't know how to write the code this way at all (previous tries always ended up with errors).
Thanks in advance for any help and please forgive any grammar errors that I made because I am not a native english speaker.
I don't know how your Form looks like, but with what you provided I would change the code like that:
public partial class Form1 : Form
{
bool goleft = false;
bool goright = false;
int JumpSpeed = 0; //current vertical speed
int force = 8; //initial jump speed
int score = 0;
public Form1()
{
InitializeComponent();
}
private void keyisdown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Left)
{
goleft = true;
}
if (e.KeyCode == Keys.Right)
{
goright = true;
}
if (e.KeyCode == Keys.Space && JumpSpeed==0) //JumpSpeed==0 to prevent "double jump"
{
JumpSpeed = force; //start jumping with full power
}
}
private void keyisup(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Left)
{
goleft = false;
}
if (e.KeyCode == Keys.Right)
{
goright = false;
}
}
private void timer1_Tick(object sender, EventArgs e)
{
if (goleft)
{
player.Left -= 5;
}
if (goright)
{
player.Left += 5;
}
JumpSpeed -= 1; //decrement the vertical speed = gravity -> choose higher value to bring him back on the ground quicker
player.Top -= JumpSpeed;
if (player.Bounds.IntersectsWith(Door.Bounds))
{
timer1.Stop();
MessageBox.Show("You Won!");
this.Close();
}
foreach (PictureBox x in this.Controls.OfType<PictureBox>())
{
if (x.Tag == "p")
{
if (player.Bounds.IntersectsWith(x.Bounds)) //if the player should be able to jump/walk on something the code is
{
player.Top = x.Top - player.Height;
JumpSpeed = 0; //the player stops falling
}
}
}
}
}
To make sure to player does not fall out of the window place PictureBoxes with tag == p on the floor!
PS:
Feel free to leave a comment!
I am developing 2D game(pacman)to improve myself in VB 2013 via c#,
and I want my key-down events activated by clicking specific button.(That is restart button shown when the game is over).Thanks for your help.
//these are my keydown codes
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
int r = pictureBox5.Location.X;
int t = pictureBox5.Location.Y;
if (pictureBox5.Top >= 33)
{
if (e.KeyCode == Keys.Up)
{
t = t - 15;
}
}
if (pictureBox5.Bottom <= 490)
{
if (e.KeyCode == Keys.Down)
{
t = t + 15;
}
}
if (pictureBox5.Right <= 520)
{
if (e.KeyCode == Keys.Right)
{
r = r + 15;
}
}
if (pictureBox5.Left >= 30)
{
if (e.KeyCode == Keys.Left)
{
r = r - 15;
}
}
if (e.KeyCode == Keys.Up && e.KeyCode == Keys.Right)
{
t = t - 15;
r = r + 15;
}
pictureBox5.Location = new Point(r, t);
}
//and that's the button I wanted to interlace with keydown event
private void button1_Click(object sender, EventArgs e)
{
}
A bit of refactoring could help here. Suppose that if you hit the button the keycode to use is Keys.Down. In this scenario you can move all the code inside the Form_KeyDown to a different method called HandleKey
private void HandleKey(Keys code)
{
int r = pictureBox5.Location.X;
int t = pictureBox5.Location.Y;
if (pictureBox5.Top >= 33)
{
if (code == Keys.Up)
t = t - 15;
}
if (pictureBox5.Bottom <= 490)
{
if (code == Keys.Down)
t = t + 15;
}
if (pictureBox5.Right <= 520)
{
if (code == Keys.Right)
r = r + 15;
}
if (pictureBox5.Left >= 30)
{
if (code == Keys.Left)
r = r - 15;
}
// This is simply impossible
if (code == Keys.Up && code == Keys.Right)
{
t = t - 15;
r = r + 15;
}
pictureBox5.Location = new Point(r, t);
}
Now you can call this method from the Form_KeyDown event
private void Form_KeyDown(object sender, KeyEventArgs e)
{
// Pass whatever the user presses...
HandleKey(e.KeyCode);
}
and from the button click
private void button1_Click(object sender, EventArgs e)
{
// Pass your defined key for the button click
HandleKey(Keys.Down);
}