C# Keep picturebox in form1 - c#

I have a picturebox in windows form application that has the ability to move with arrowkeys. I want it to have certain limits to where it can go, specifically in the form. How do I do this? My class to move the target is below:
namespace AmazingPaintball
{
class Target
{
private Point p;
public Target(Point myPoi)
{
p = myPoi;
}
public Point Move(Keys key)
{
if (key == Keys.Left)
{
p.Offset(-50, 0);
}
else if (key == Keys.Right)
{
p.Offset(50, 0);
}
else if (key == Keys.Up)
{
p.Offset(0, -50);
}
else if (key == Keys.Down)
{
p.Offset(0, 50);
}
return p;
}
}
}
Below is the form1:
namespace AmazingPaintball
{
public partial class Form1 : Form
{
Random positionX = new Random();
Random positionY = new Random();
Target einstein;
int count = 0;
Paintballs pBalls = new Paintballs();
Stopwatch stopwatch = new Stopwatch();
SoundPlayer wavPlayer = new SoundPlayer(#"G:\ChefBrohansPaintballFunNew\ChefBrohansPaintballFun\Resources\singlegunshot.wav");
SoundPlayer wavPlayer2 = new SoundPlayer(#"G:\ChefBrohansPaintballFunNew\ChefBrohansPaintballFun\bin\Debug\Resources\Applause.wav");
public Form1()
{
InitializeComponent();
Point point = new Point(positionX.Next(0, 638), positionY.Next(0, 404));
einstein = new Target(point);
ptrEinstein.Location = point;
}
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
pBalls.paint(e.Graphics);
}
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
ptrEinstein.Location = einstein.Move(e.KeyData);
pictureBox1.Update();
pictureBox1.Refresh();
}
private void pictureBox1_MouseClick(object sender, MouseEventArgs e)
{
wavPlayer.Play();
pBalls.add(e.Location);
pictureBox1.Refresh();
count++;
}
private void Form1_Load(object sender, EventArgs e)
{
stopwatch.Start();
}
private void ptrEinstein_MouseClick(object sender, MouseEventArgs e)
{
count++;
ptrEinstein.Image = Properties.Resources.AlbertEinsteinTongue;
stopwatch.Stop();
wavPlayer2.Play();
MessageBox.Show("It took " + count + " shots and " + stopwatch.Elapsed + " seconds to hit the target");
wavPlayer2.Stop();
ptrEinstein.Image = Properties.Resources.AlbertEinsteinFace;
count = 0;
stopwatch.Reset();
stopwatch.Start();
}
}
}
The picturebox is ptrEinstein and it is able to move in the form1_keydown event.

When you're moving the picture box, first check to make sure where you're moving it to is inside the form. E.g. check if the new X + the width of the picture box is less than the width of the form, etc.

This will be incomplete because we do not have your code, but you should compare the clientSize properties to the picturebox location (taking into account the size of the picturebox):
PictureBox pb = new PictureBox();
int newX = oldX + xOffset; // xOffset is whatever you're incrementing x by
int newY = oldY + yOffset; // yOffset is whatever you're incrementing y by
if (newX < 0) {
newX = 0;
} else if (newX > this.ClientSize.Width - pb.Width) {
newX = this.ClientSize.Width - pb.Width;
}
if (newY < 0) {
newY = 0;
} else if (newY > this.ClientSize.Height - pb.Height) {
newY = this.ClientSize.Height - pb.Height;
}
// New point to move it to
Point newP = new Point(newX, newY);

Related

Holding down a key pauses the timer

I have an astro game with 2 picture boxes. One with a fireball(asteroid), and another with a UFO. I am moving the UFO with left and right key, handeled in keydown event. The asteroid falls from top to bottom. I am changing Y coordinate in a timer tick event. My problem is that if I hold down a key, the asteroid stops from falling and starts again as soon as I release the key.
UFOpictureBox is 100,100 picture box
Form Class
public partial class Form1 : Form
{
int hearts = 3, score = 0;
Point pozitieUFO, pozitieAsteroid;
Asteroid asteroid = new Asteroid();
Random random = new Random();
public Form1()
{
InitializeComponent();
DoubleBuffered = true;
KeyPreview = true;
pozitieUFO = UFOpictureBox.Location;
}
private void startBtn_Click(object sender, EventArgs e)
{
hearts = 3;
score = 0;
gameOverLabel.Visible = false;
startBtn.Visible = false;
exitBtn.Visible = false;
Controls.Add(asteroid);
pozitieAsteroid = asteroid.Location;
asteroidTimer.Start();
}
private void exitBtn_Click(object sender, EventArgs e)
{
this.Close();
}
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyData == Keys.Left) pozitieUFO.X -= 10;
if (pozitieUFO.X <= 12) pozitieUFO.X = 12;
if (e.KeyData == Keys.Right) pozitieUFO.X += 10;
if (pozitieUFO.X >= 792) pozitieUFO.X = 792;
UFOpictureBox.Invalidate();
UFOpictureBox.Location = pozitieUFO;
}
private void asteroidTimer_Tick(object sender, EventArgs e)
{
pozitieAsteroid.Y += score/5 + 5;
if (pozitieAsteroid.Y > 420)
{
hearts--;
heartsLabel.Text = "Hearts: " + hearts;
if (hearts <= 0)
{
gameOver();
return;
}
pozitieAsteroid.Y = 1;
pozitieAsteroid.X = random.Next(12, 792);
}
if (asteroid.Bounds.IntersectsWith(UFOpictureBox.Bounds))
{
pozitieAsteroid.Y = 1;
pozitieAsteroid.X = random.Next(12, 792);
score++;
scoreLabel.Text = "Score: " + score;
}
asteroid.Invalidate();
asteroid.Location = pozitieAsteroid;
}
private void gameOver()
{
startBtn.Visible = true;
exitBtn.Visible = true;
gameOverLabel.Visible = true;
asteroidTimer.Stop();
}
}
Asteroid Class
class Asteroid : PictureBox
{
Random random = new Random();
public Asteroid()
{
Width = Height = 50;
SizeMode = PictureBoxSizeMode.StretchImage;
BackColor = Color.Transparent;
Image = Properties.Resources.fire;
Left = random.Next(12,792);
Top = 0;
}
}

How do I make a picturebox move and rotate within a groupbox?

I am currently working on a topdown game made in windows forms. In the game, your character rotates after your mouse and you can shoot a shot from your character in the direction of your mouse. To create multiple areas in the game, I chose to use groupboxes as separate areas in the game that you can switch between using buttons but I've run in to a problem. I can no longer rotate or move my character or even shoot within the groupboxes.
I've tried setting breakpoints and discovered that the keyup, keydown and mousemove methods are not being called but I don't know why. For some reason I get an error when i release space in the btnSave_Click method which i marked in the code.
static Image originalImage;
bool pRight, pLeft, pUp, pDown;
string[] Saves;
Save[] RSaves = new Save[4];
Save yoursave;
Save temp;
int slot;
NewGame newgame;
SavedGames savedgames;
string savedata, name = "";
int lvl = 1;
double exp = 0, money = 0;
int pSpeed = 5;
double deltaY, deltaX;
float interval = 7;
Point start;
Point nextStart;
Point cursor;
float radian;
const double Rad2Grad = (180 / Math.PI);
public MainGame()
{
InitializeComponent();
pbPlayer.BringToFront();
gbxTown.AllowDrop = true;
gbxQ1.AllowDrop = true;
pbShot.Location = pbPlayer.Location;
// newgame = new NewGame();
// savedgames = new SavedGames();
originalImage = pbPlayer.Image;
}
public void setSaves(string savedata, int slot)
{
Saves = savedata.Split('#');
string a1 = Saves[0];
string a2 = Saves[1];
string a3 = Saves[2];
string a4 = Saves[3];
RSaves[0] = temp.StringToSaves(temp, a1);
RSaves[1] = temp.StringToSaves(temp, a2);
RSaves[2] = temp.StringToSaves(temp, a3);
RSaves[3] = temp.StringToSaves(temp, a4);
yoursave = RSaves[slot - 1];
name = yoursave.getName();
this.slot = slot;
Controls.Add(pbPlayer);
Controls.Add(pbShot);
}
private void MainGame_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyData == Keys.A)
{
pRight = false;
pLeft = true;
}
else if (e.KeyData == Keys.D)
{
pRight = true;
pLeft = false;
}
else if (e.KeyData == Keys.S)
{
pUp = true;
pDown = false;
}
else if (e.KeyData == Keys.W)
{
pUp = false;
pDown = true;
}
if (e.KeyData == Keys.Space)
{
start = pbPlayer.Location;
cursor = Cursor.Position;
nextStart = start;
deltaY = cursor.Y - start.Y;
deltaX = cursor.X - start.X;
double test = Angle(start, cursor);
radian = (float)(Angle(start, cursor) - 175);
timer2.Enabled = true;
}
}
private void MainGame_KeyUp_1(object sender, KeyEventArgs e)
{
if (e.KeyData == Keys.A)
{
pLeft = false;
}
else if (e.KeyData == Keys.D)
{
pRight = false;
}
else if (e.KeyData == Keys.S)
{
pUp = false;
}
else if (e.KeyData == Keys.W)
{
pDown = false;
}
if (e.KeyData == Keys.Space)
{
timer2.Stop();
pbShot.Location = start;
}
}
private void timer1_Tick(object sender, EventArgs e)
{
MovePlayer();
//checkCollision();
}
private void btnNextArea_Click(object sender, EventArgs e)
{
pbPlayer.Parent = gbxQ1;
pbShot.Parent = gbxQ1;
gbxQ1.Location = new Point(0, 0);
gbxTown.Location = new Point(605, 0);
pbPlayer.Location = new Point(100, 200);
pbShot.Location = pbPlayer.Location;
}
private void btnSave_Click(object sender, EventArgs e)
{
newgame = new NewGame();
savedgames = new SavedGames();
RSaves[slot - 1] = new Save(name, money, lvl, exp);
for (int i = 0; i < 4; i++) //When the Spacebar is released, a System.IndexOutOfRangeException error happens for i.
{
Saves[i] = RSaves[i].SavesToString();
}
savedata = Saves[0] + Saves[1] + Saves[2] + Saves[3];
System.IO.File.WriteAllLines(#"saves.txt", Saves);
newgame.setSaves(savedata);
savedgames.setSaves(savedata);
}
private void btnBack_Click(object sender, EventArgs e)
{
pbPlayer.Parent = gbxTown;
pbShot.Parent = gbxTown;
gbxTown.Location = new Point(0, 0);
gbxQ1.Location = new Point(605, 0);
pbPlayer.Location = new Point(100, 200);
pbShot.Location = pbPlayer.Location;
}
private void MainGame_MouseMove_1(object sender, MouseEventArgs e)
{
var y2 = e.Y;
var y1 = (this.pbPlayer.Location.Y + (this.pbPlayer.Height / 2));
var x2 = e.X;
var x1 = (this.pbPlayer.Location.X + (this.pbPlayer.Width / 2));
var angle = (float)Math.Atan2((y1 - y2), (x1 - x2));
pbPlayer.Image = RotateImage(originalImage, (angle * 57));
}
private double Angle(Point start, Point end)
{
return (float)Math.Atan2(end.Y - start.Y, end.X - start.X) * 57;
}
private void timer2_Tick_1(object sender, EventArgs e)
{
nextStart.X -= Convert.ToInt16(interval * ((float)Math.Cos(radian / Rad2Grad)));
nextStart.Y -= Convert.ToInt16(interval * ((float)Math.Sin(radian / Rad2Grad)));
pbShot.Location = nextStart;
}
public static Image RotateImage(Image img, float rotationAngle)
{
Bitmap bmp = new Bitmap(img.Width, img.Height);
Graphics gfx = Graphics.FromImage(bmp);
gfx.TranslateTransform((float)bmp.Width / 2, (float)bmp.Height / 2);
gfx.RotateTransform(rotationAngle);
gfx.TranslateTransform(-(float)bmp.Width / 2, -(float)bmp.Height / 2);
gfx.InterpolationMode = InterpolationMode.HighQualityBicubic;
gfx.DrawImage(img, new Point(0, 0));
gfx.Dispose();
return bmp;
}
private void MovePlayer()
{
if (pRight == true && pbPlayer.Left < 900)
{
pbPlayer.Left += pSpeed;
}
else if (pLeft == true && pbPlayer.Left > 0)
{
pbPlayer.Left -= pSpeed;
}
else if (pUp == true && pbPlayer.Top < 600)
{
pbPlayer.Top += pSpeed;
}
else if (pDown == true && pbPlayer.Top > 0)
{
pbPlayer.Top -= pSpeed;
}
}
The expected outcome is for the movement, aiming and firing to work as intended within the groupboxes but currently they do not execute in the code while in the groupboxes. It works fine in the form but not in the groupboxes. I would appriciate any help.

Move a picture box faster and faster with a timer on click in C#

I have a class assignment to move a picturebox randomly across the form. Once you click on the picturebox, it is supposed to scream and change the picture then change it back to the original picture. When you click again, it is supposed to go faster. I have it working up to the point of making it go faster. Here is my code:
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
tm1.Interval = 1000;
tm1.Tick += new EventHandler(tm_Tick);
}
Timer tm1 = new Timer();
int X = 0;
int Y = 0;
private void pictureBox1_Click(object sender, EventArgs e)
{
if (timer1.Enabled)
{
timer1.Stop();
pictureBox1.Image = Properties.Resources.Mimikyu;
Application.DoEvents();
pictureBox1.WaitOnLoad = true;
System.Threading.Thread.Sleep(10);
SoundPlayer sp = new SoundPlayer(Properties.Resources.screa);
sp.PlaySync();
pictureBox1.Image = Properties.Resources.Evee;
}
else
timer1.Start();
}
private void tm_Tick(object sender, EventArgs e)
{
int X = ((int)(new Random().Next(0, 1000)));
int Y = ((int)(new Random().Next(0, 500)));
if (X > 1025 - pictureBox1.Width)
{
X = 1025 - pictureBox1.Width;
}
if (Y > 545 - pictureBox1.Height)
{
Y = 545 - pictureBox1.Height;
}
pictureBox1.Location = new Point(X, Y);
}
}
}
Point me to where I need to go to get the interval to move faster and faster after each click Thank you.
decreasing the tm1.Interval should do it
...
else
if (tm1.Interval>10){tm1.Interval -= 10;}
timer1.Start();

C# How to make PictureBoxs move automatically?

I created 5 PictureBox "Shapes" and I want them to move to the left automatically when the program is launched. So in the timer1_Tick method, I use "Shapes[i].Left -= 2", it's said that "Shapes" isn't in the actual context, so How can I make the Shapes[i] global from the "CreatePipes" method?
public partial class Form1 : Form
{
int i = 0;
int N = 5;
int yspeed;
int gravity = 2;
public Form1()
{
InitializeComponent();
this.KeyDown += new System.Windows.Forms.KeyEventHandler(this.Form1_KeyDown);
}
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Space)
{
yspeed = -15;
}
}
private void Form1_Load(object sender, EventArgs e)
{
CreatePipes(1);
}
public void CreatePipes(object Number)
{
PictureBox[] Shapes = new PictureBox[N];
for (i = 0; i < N; i++)
{
Shapes[i] = new PictureBox();
Shapes[i].Name = "ItemNum_" + i.ToString();
Shapes[i].Location = new Point(300 + 120 * i, 250);
Shapes[i].Size = new Size(30, 1000 );
Shapes[i].BackColor = Color.Green;
Shapes[i].Visible = true;
this.Controls.Add(Shapes[i]);
}
}
private void bird_Click(object sender, EventArgs e)
{
}
private void timer1_Tick(object sender, EventArgs e)
{
for (i = 0; i < N; i++)
{
Shapes[i].Left -= 2; //So the problem is here. Shapes[i] isn't in the actual context. But I don't know to to make it global from CreatePipes
}
yspeed += gravity;
bird.Top += yspeed;
}
}
}
You have to declare PictureBox[] Shapes above CreatePipes function, in Form1 class. Then in CreatePipes func, change PictureBox[] Shapes = new PictureBox[N]; to Shapes = new PictureBox[N];

How to move panels up/down on keysDown event in c#

I've 4 panels, having same Y and different X, that are created at the program start on a picturebox. When I click on a panel, it sets the focus and is ready to get a keysDown event so i.e. if I click on up arrow key the panel moves up.
This is the code:
public partial class FormView : Form
{
List<CircleButton> myPanels = new List<CircleButton>(); // array of panels CircleButton
Point[] arrayPoints_milestones; // array of X,Y
int index;
public FormView()
{
InitializeComponent();
arrayPoints_milestones = new Point[4];
for (int i = 0; i < 4; i++ )
{
arrayPoints_milestones[i] = new Point { X = 20, Y = 20 };
}
test();
}
protected void panel_Click(object sender, EventArgs e)
{
myPanels[index].PreviewKeyDown -= new PreviewKeyDownEventHandler(panel_KeyDown);
CircleButton panel = sender as CircleButton;
index = (int)panel.Tag;
myPanels[index].Focus(); //panel.Focus();
myPanels[index].PreviewKeyDown += new PreviewKeyDownEventHandler(panel_KeyDown);
}
private void panel_KeyDown(object sender, PreviewKeyDownEventArgs e)
{
if (e.KeyCode == Keys.Up)
{
myPanels[index].Centre = new Point(myPanels[index].Centre.X, myPanels[index].Centre.Y - 10);
MessageBox.Show("" + myPanels[index].Centre.Y);
Invalidate();
}
if (e.KeyCode == Keys.Down)
{
myPanels[index].Centre = new Point(myPanels[index].Centre.X, myPanels[index].Centre.Y + 10);
MessageBox.Show("" + myPanels[index].Centre.Y);
Invalidate();
}
}
private void test()
{
//for (int i = 0; i < 4; i++)
int i=0;
foreach(var value in arrayPoints_milestones)
{
CircleButton panel = new CircleButton();
panel.Tag = i;
panel.Centre = new Point(arrayPoints_milestones[i].X + i * 10, arrayPoints_milestones[i].Y);
panel.Radius = 10;
panel.BackColor = Color.Red;
panel.Message = "Index: " + panel.Tag.ToString();
myPanels.Add(panel); // qui aggiungo il pannello alla lista di pannelli myPanels
pictureBox1.Controls.Add(myPanels[i]);
myPanels[i].Click += new EventHandler(panel_Click);
i++;
}
}
}
and this is the custom panel class:
public class CircleButton : Panel
{
//Properties to draw circle
float radius;
public float Radius
{
get { return radius; }
set
{
radius = value;
this.Size = new Size((int)Radius, (int)Radius);
}
}
public string Name
{
get;
set;
}
Point centre;
public Point Centre
{
get { return centre; }
set
{
centre = value;
this.Location = Centre;
}
}
public string Message { get; set; }
public CircleButton()
{
//Default Values
Name = "panel_base";
this.BackColor = Color.Black;
Radius = 1;
Centre = new Point(0, 0);
this.DoubleBuffered = true;
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
//Defines a graphic path and set it as the panel's region
//For custom region use different path's
if (centre != null)
{
GraphicsPath path = new GraphicsPath();
path.AddEllipse(0, 0, radius, radius);
this.Region = new Region(path);
path.Dispose();
}
}
}
Each time you click a panel, a PreviewKeyDownEventHandler is added - so 3 clicks will trigger 3 (different) eventhandlers with the same invocation target, and each will move your panel for 10 pixels up/down:
protected void panel_Click(object sender, EventArgs e) {
CircleButton panel = sender as CircleButton;
index = (int)panel.Tag;
myPanels[index].Focus(); //panel.Focus();
myPanels[index].PreviewKeyDown += new PreviewKeyDownEventHandler(panel_KeyDown);
}
Updated code for FormView:
public partial class FormView : Form {
List<CircleButton> myPanels = new List<CircleButton>(); // local use only in my example
Point[] arrayPoints_milestones; //not needed anymore
int index; //not needed anymore
public FormView() {
InitializeComponent();
this.Load += FormView_Load;
}
void FormView_Load(object sender, EventArgs args) {
Point panelOffset = new Point(20, 20);
for (int i = 0; i < 4; i++) {
var panel = new CircleButton() {
Name = "panel" + i, //Attention! You have hidden the property "Name" in "Control" with a re-declaration in "CircleButton"
Tag = i, //not needed anymore, right?
Centre = new Point(panelOffset.X + i * 10, panelOffset.Y),
Radius = 10,
BackColor = Color.Red,
Message = "Index: " + i.ToString(),
};
panel.Click += (s, e) => {
panel.Focus();
};
panel.PreviewKeyDown += (s, e) => {
if(e.KeyCode == Keys.Up) {
Point centre = panel.Centre; //copy value
centre.Y -= 10;
panel.Centre = centre; //assign modified copy
Invalidate();
}
if(e.KeyCode == Keys.Down) {
Point centre = panel.Centre; //copy value
centre.Y += 10;
panel.Centre = centre; //assign modified copy
Invalidate();
}
};
myPanels.Add(panel);
pictureBox1.Controls.Add(panel);
}
}
}

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