绑定源
private int[,] _map = new int[22, 12]
{
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
};
public int[,] Map
{
get => _map;
set => SetProperty(ref _map, value);
}
DependencyProperty
public static readonly DependencyProperty MapArrayProperty =
DependencyProperty.Register
(
"MapArray",
typeof(int[,]),
typeof(MapControl),
new PropertyMetadata
(
null,
new PropertyChangedCallback(MapArrayChanged)
)
);
private static void MapArrayChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
MapControl map = (MapControl)d;
map.MapChanged();
}
public int[,] MapArray
{
get
{
return (int[,])GetValue(MapArrayProperty);
}
set
{
SetValue(MapArrayProperty, value);
}
}
private void MapChanged()
{
for(int i = 0; i<MapArray.GetLength(0); i++)
{
for(int j = 0; j<MapArray.GetLength(1); j++)
{
Grid grid = new Grid();
grid.Background = ColorSeletor(MapArray[i, j]);
Grid.SetRow(grid, i);
Grid.SetColumn(grid, j);
GridMap.Children.Add(grid);
}
}
}
开始按钮绑定源
public ICommand StartCommand
{
get;
set;
}
private void RandomBlockSelector()
{
IDefaultBlock defaultBlock = null;
Random r = new Random();
int selectedblock = r.Next(2, 9);
switch (selectedblock)
{
case 2:
defaultBlock = new IBlock();
break;
case 3:
defaultBlock = new JBlock();
break;
case 4:
defaultBlock = new LBlock();
break;
case 5:
defaultBlock = new OBlock();
break;
case 6:
defaultBlock = new SBlock();
break;
case 7:
defaultBlock = new TBlock();
break;
case 8:
defaultBlock = new ZBlock();
break;
}
InsertBlock(defaultBlock.BlockArray);
}
private void InsertBlock(int[,] blockShape)
{
for(int i = 4; i<8; i++)
{
for(int j = 1; j<5; j++)
{
Map[i, j] = blockShape[i - 4, j - 1];
}
}
}
private void Start()
{
RandomBlockSelector();
}
如果我启动应用程序,则绑定正在工作
但是如果我单击按钮,则绑定无效我认为当我单击按钮以修改数组时必须修改数组和属性更改事件必须发生更改视图
[如果还有其他方法来绑定2D数组,请告诉我要么你能在我的代码中找到错误吗
这是单击按钮后如果出现的话应该在视图中显示的内容
WPF,Windows窗体和其他桌面应用程序格式不是游戏开发的正确工具。正确的工具是带有game loop的任何东西。 XNA的版本过时,但是有一个完整列表,可能是current frontends。
问题是您的收藏没有更改通知,以防收藏价值发生变化。您需要的是ObservableCollection或其他“为WPF制造”的集合。 ObservableCollection<int>[]
-ObservableCollection实例的数组-可能是您正在寻找的机器人。但是ObservableCollection<ObservableCollection<int>>
可能是一个更好的选择(您可能希望使用别名来使这些类型保持可读性)。