C# 秒表游戏

C# 秒表游戏,c#,maze,stopwatch,C#,Maze,Stopwatch,我正在尝试用C#创建迷宫游戏,我有点困惑于制作秒表(我希望它从关卡开始,以胜利结束),以打印玩关卡的时间。我不明白在哪里以及如何正确添加它。这是我的主要游戏逻辑 using System; using System.Collections.Generic; using System.Text; using System.Threading; namespace Labyrinth { class Level { private Field gameField;

我正在尝试用C#创建迷宫游戏,我有点困惑于制作秒表(我希望它从关卡开始,以胜利结束),以打印玩关卡的时间。我不明白在哪里以及如何正确添加它。这是我的主要游戏逻辑

using System;
using System.Collections.Generic;
using System.Text;
using System.Threading;


namespace Labyrinth
{
    class Level
    {
        private Field gameField;
        private Player player;

        public Thread keyThread;
        public PressedKey key;

        public enum PressedKey
        {
            Left, Right, Up, Down, Fire, None
        }

        public bool Game;


        public Level(int level)
        {
            Console.CursorVisible = false;
            Game = true;
            StartThread();
            new LevelLoader(level).LoadField(out gameField, out player);
        }

        public void UpdateField()
        {
            PlayerAction();
            PutCharactersOnField();
            Thread.Sleep(50);
        }

        private void PutCharactersOnField()
        {
            for (int y = 0; y < gameField.Height; y++)
            {
                for (int x = 0; x < gameField.Width; x++)
                {
                    if (!(gameField[x, y] is Wall) && !((gameField[x, y] is Key)) && !((gameField[x, y] is Door)))
                    {
                        gameField[x, y] = new Empty();
                    }
                }
            }
            gameField[player.X, player.Y] = player;
        }

        private void PlayerAction()
        {
            int dx = 0, dy = 0;
            switch (key)
            {
                case PressedKey.Up:
                    dy = -1;
                    break;
                case PressedKey.Down:
                    dy = 1;
                    break;
                case PressedKey.Left:
                    dx = -1;
                    break;
                case PressedKey.Right:
                    dx = 1;
                    break;
            }

            player.Rotate(dx, dy);
            if (gameField.CanMakeStep(player.X + dx, player.Y + dy))
            {
                player.MakeStep(dx, dy);
                key = PressedKey.None;
            }
        }


        public void PrintLevel()
        {
            gameField.Print();
            player.Draw();
            LivesMessage();
            if (Door.count == 0)
            {
                Win();
            };
        }

        private void Win()
        {
            Game = false;
            keyThread.Interrupt();
            Console.Beep();
            Console.Clear();
            Console.WriteLine("COngrats! You win");
            Console.ReadKey();
            Help WinMenu = new Help();
            WinMenu.Menu();
        }

        private void ConsoleMessage(int x, int y, string message)
        {
            Console.SetCursorPosition(x, y);
            Console.Write(message);
        }

    

        private void LivesMessage()
        {
            Console.ForegroundColor = ConsoleColor.Red;
            Console.BackgroundColor = ConsoleColor.Black;
            ConsoleMessage(0, gameField.Height + 1, "Doors Left: " + Door.count);
            ConsoleMessage(0, gameField.Height + 2, "Keys Left: " + Key.count);
        }

        private void StartThread()
        {
            key = PressedKey.None;
            keyThread = new Thread(KeysInput);
            keyThread.Start();
        }

        private void KeysInput()
        {
            while (Game)
            {
                var currntKey = Console.ReadKey(true);

                switch (currntKey.Key)
                {
                    case ConsoleKey.W:
                        key = PressedKey.Up;
                        break;
                    case ConsoleKey.UpArrow:
                        key = PressedKey.Up;
                        break;
                    case ConsoleKey.A:
                        key = PressedKey.Left;
                        break;
                    case ConsoleKey.LeftArrow:
                        key = PressedKey.Left;
                        break;
                    case ConsoleKey.D:
                        key = PressedKey.Right;
                        break;
                    case ConsoleKey.RightArrow:
                        key = PressedKey.Right;
                        break;
                    case ConsoleKey.S:
                        key = PressedKey.Down;
                        break;
                    case ConsoleKey.DownArrow:
                        key = PressedKey.Down;
                        break;
                    default:
                        key = PressedKey.None;
                        break;
                }
            }
        }
    }
}

使用系统;
使用System.Collections.Generic;
使用系统文本;
使用系统线程;
名称空间迷宫
{
班级
{
私人领域游戏领域;
私人玩家;
公共线程键线程;
公共按键;
公共枚举按键
{
左,右,上,下,开火,没有
}
公共布尔游戏;
公共级别(内部级别)
{
Console.CursorVisible=false;
游戏=真实;
StartThread();
新关卡加载器(关卡).LoadField(退出游戏区,退出玩家);
}
public void UpdateField()
{
PlayerAction();
PutCharactersOnField();
睡眠(50);
}
私有无效PutCharactersOnField()
{
对于(int y=0;y
我对这个话题很陌生,所以如果有任何帮助,我将不胜感激。在哪里以及如何添加秒表?? 我应该做一个秒表分离类或只是一些方法

    Stopwatch stopWatch = new Stopwatch(); 
    stopWatch.Start();
    for (int i = 0; i < 10; i++)
        Console.ReadKey();
 
    Console.WriteLine();
    stopWatch.Stop();]
 
    TimeSpan ts = stopWatch.Elapsed;
    Console.WriteLine($"{ts.Seconds:00}:{ts.Milliseconds:00}");
 
    Console.ReadKey();
秒表秒表=新秒表();
秒表。开始();
对于(int i=0;i<10;i++)
Console.ReadKey();
Console.WriteLine();
秒表。停止();]
TimeSpan ts=秒表。已用时间;
WriteLine($“{ts.Seconds:00}:{ts.microsides:00}”);
Console.ReadKey();

您根本不应该为此使用
秒表
,因为该类实际上是用于诊断的(线索是它的名称空间
System.diagnostics

您感兴趣的是玩家玩游戏需要多长时间,这可以通过
DateTime
完成。您可以将其中2个与
Subtract
进行比较,后者将返回
TimeSpan
的实例-您可以使用该实例确定玩家玩游戏所花费的秒/分/秒数

创建关卡时存储
startTime
(我假设这是游戏“开始”的点)

然后当游戏结束时比较一下
private DateTime startTime;

public Level(int level)
{
    Console.CursorVisible = false;
    Game = true;
    StartThread();
    new LevelLoader(level).LoadField(out gameField, out player);
    startTime = DateTime.UtcNow;
}
private void Win()
{
    Game = false;
    keyThread.Interrupt();
    Console.Beep();
    Console.Clear();

    var timeTaken = DateTime.UtcNow.Subtract(startTime);
    Console.WriteLine($"You took {timeTaken.TotalSeconds} seconds");

    Console.WriteLine("COngrats! You win");
    Console.ReadKey();
    Help WinMenu = new Help();
    WinMenu.Menu();
}