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c#checkboxtimermovekeydown

How can I put a checkBox in the form and not to break the control loop?


I have been working on a little game and I encountered with this problem and I can't figure out how to solve it. Everything worked fine until I put a checkBox on the form. How can I reach that to use the checkBox and the control at the same time and not to break the control loop with the checkBox.

Here is my code:

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.Threading;

namespace Mozgás_Gyakorlás
{
    public partial class Form1 : Form
    {
        enum Position
        {
            Left, Right, Up, Down
        }
        public int x = 262;
        public int y = 318;
        private Position pozíció;
        public Form1()
        {
            InitializeComponent();
            pozíció = Position.Left;
        }

        public void pictureBox4_Paint(object sender, PaintEventArgs e)
        {
            timer2.Start();
            e.Graphics.FillRectangle((Brushes.Blue), x, y, 20, 20);
            checkBox1.PerformLayout();
        }

        private void timer2_Tick(object sender, EventArgs e)
        {
            if(pozíció == Position.Right)
            {
                x += 3;
            }
            if(pozíció == Position.Left)
            {
                x -= 3;
            }
            if(pozíció == Position.Up)
            {
                y -= 3;
            }
            if(pozíció == Position.Down)
            {
                y += 3;
            }
            pictureBox4.Invalidate();
        }

        private void Form1_KeyDown(object sender, KeyEventArgs e)
        {
            if(e.KeyCode == Keys.Up)
            {
                pozíció = Position.Up;
            }
            if(e.KeyCode == Keys.Down)
            {
                pozíció = Position.Down;
            }
            if(e.KeyCode == Keys.Left)
            {
                pozíció = Position.Left;
            }
            if(e.KeyCode == Keys.Right)
            {
                pozíció = Position.Right;
            }
        }

        private void checkBox1_Click(object sender, EventArgs e)
        {
            if (checkBox1.Checked == true)
            {
                pictureBox4.Image = Image.FromFile(@"D:\Táblázat2.JPG");
            }
            else
            {
                pictureBox4.Image = null;
            }
        }

    }
}


Solution

  • Here's some points that might help.

    • The Timer should be started/stopped in the Form's constructor/Load event or on a Button click and not in the Paint event.
    public Form1()
    {
        InitializeComponent();
        pozíció = Position.Left;
        timer2.Start();
    }
    
    • The Timer.Tick event:
    private void timer2_Tick(object sender, EventArgs e)
    {
        //Hint: You might want to keep the rectangle within the canvas.
        pozíció = x < 0 ? Position.Right : x + 21 > pictureBox4.ClientRectangle.Right ? Position.Left : pozíció;
        pozíció = y < 0 ? Position.Down : y + 21 > pictureBox4.ClientRectangle.Bottom ? Position.Up : pozíció;
    
        switch (pozíció)
        {
            case Position.Right:
                x += 3;
                break;
            case Position.Left:
                x -= 3;
                break;
            case Position.Up:
                y -= 3;
                break;
            case Position.Down:
                y += 3;
                break;
            default:
                x = 0;
                y = 0;
                break;
        }
        pictureBox4.Invalidate();
    }
    
    • You can write the enum block as follows:
    enum Position
    {
        Left = 37,
        Up,
        Right,
        Down,
    }
    

    Where 37 is the KeyCode of the Left key, and consequently Up = 38, Right = 39, and Down = 40. So you can shrink the KeyDown event as follows:

    private void Form1_KeyDown(object sender, KeyEventArgs e)
    {
        if (e.KeyCode == Keys.Left ||
            e.KeyCode == Keys.Up ||
            e.KeyCode == Keys.Right ||
            e.KeyCode == Keys.Down)
        {
            pozíció = (Position)e.KeyCode;
            pictureBox4.Invalidate();
        }
    }
    
    • To show/hide the image, handle the CheckedChanged instead:
    private void checkBox1_CheckedChanged(object sender, EventArgs e)
    {
        pictureBox4.Image = checkBox1.Checked ? Táblázat2 : null;
    }
    

    Presuming that the Táblázat2 is a class level variable = Image.FromFile(@"D:\Táblázat2.JPG"); assigned in the Form's constructor.

    • The Paint event:
    private void pictureBox4_Paint(object sender, PaintEventArgs e)
    {
        e.Graphics.FillRectangle(Brushes.Blue, x, y, 20, 20);
    }
    
    • Alternatively, and as you are handling the Paint event, you can get rid of the CheckedChanged event of the CheckBox control and draw the image yourself:
    private void pictureBox4_Paint(object sender, PaintEventArgs e)
    {
        var g = e.Graphics;
    
        if (checkBox1.Checked)
        {
            var sz = Táblázat2.Size;
            var r = e.ClipRectangle;
    
            g.SmoothingMode = SmoothingMode.HighQuality;
    
            g.DrawImage(Táblázat2,
            new Rectangle((r.Width - sz.Width) / 2, (r.Height - sz.Height) /2, sz.Width, sz.Height),
            new Rectangle(0, 0, sz.Width, sz.Height),
            GraphicsUnit.Pixel);
        }
        g.FillRectangle(Brushes.Blue, x, y, 20, 20);
    }
    

    and just in case the timer is not enabled:

    private void checkBox1_CheckedChanged(object sender, EventArgs e)
    {
        pictureBox4.Invalidate();
    }
    

    Good luck.