[C#] Trying my first game

Started by
0 comments, last by remigius 15 years, 2 months ago
So I'm trying to build a simple "game" application, that now has the user paddle and later on I'll add the shooting animations. What I did was create a class for the paddle and I did the game loop (I'm not sure if I did it right) in the OnPaint event. My problem is the animation isn't smooth, it flicks each time it draws again. This is the code I did: Paddle class:
[SOURCE]
   class Paddle
    {
        private int x, y;
        private bool in_area;

        //Ctor
        public Paddle(int x, int y)
        {
            this.x = x;
            this.y = y;
            this.in_area = true;
        }

        //Properties
        public int X
        {
            get
            {
                return this.x;
            }
            set
            {
                if (value >= 0)
                {
                    this.x = value;
                }
            }
        }
        public int Y
        {
            get
            {
                return this.y;
            }
            set
            {
                if (value >= 0)
                {
                    this.y = value;
                }
            }
        }
        public bool InArea
        {
            get
            {
                return this.in_area;
            }
        }

        /* Functions */
        /* void DrawPaddle() - Draws the paddle on the screen. Called when rendering is on.
         * void MoveRight() - Moves the paddle right. Called when Right button is pressed.
         * void MoveLeft() - Moves the paddle left. Called when Left buttong is pressed.
         * bool CheckCollideWalls() - Checks if paddle is whitin the form's area.
         */

        public void DrawPaddle(Graphics g)
        {
            SolidBrush PaddleBrush = new SolidBrush(Color.Blue);

            Rectangle PaddleRect = new Rectangle();
            PaddleRect.X = this.x;
            PaddleRect.Y = this.y;
            PaddleRect.Width = 80;
            PaddleRect.Height = 20;

            g.FillRectangle(PaddleBrush, PaddleRect);
        }
        public void MoveLeft()
        {
            if (this.in_area)
            {
                this.x -= 3;
            }
        }
        public void MoveRight()
        {
            if (this.in_area)
            {
                this.x += 3;
            }
        }
        public bool CheckCollideWalls()
        {
            return false;
        }
    }
[/SOURCE]
And the game loop (Correct me if I did it wrong, please):
[SOURCE]
      protected override void OnPaint(PaintEventArgs e)
        {
            base.OnPaint(e);
            Graphics g = e.Graphics;
            UserPaddle.DrawPaddle(g);
            Application.DoEvents();
            Invalidate();
        }
[/SOURCE]
If you also need the key press and down events, I'll write them down. Thanks in advance, Portishead.
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It's been a while, but as I recall this is due to the background being repainted when you call Invalidate. If that's correct, you should be able to fix it by adding this code to your Form's/Control's constructor:

this.Setstyle(Controlstyles.AllPaintingInWmPaint | Controlstyles.UserPaint, true);


(I've edited this a number of times, but GDNet seems intent on molesting the casing in that code snippet, so you can't use it verbatim :)
Rim van Wersch [ MDXInfo ] [ XNAInfo ] [ YouTube ] - Do yourself a favor and bookmark this excellent free online D3D/shader book!

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