C# 如何使透明面板的图片框出现?
我正在做一个windows窗体的2D游戏,我有一个问题。。。 所以,我有一个面板,所有的“地面”瓷砖(PictureBox[])都是。。。但是,我需要在“地面瓷砖”的上面再加一个面板,这样看起来玩家好像在后面什么东西,而不是仅仅设置PictureBox.Image。。。但是这个面板需要是透明的,它的图片框需要出现才能产生效果,但是它没有。。。我之所以将瓷砖(PictureBox)放在面板内,是因为我想制造一种错觉,即相机聚焦在玩家身上(意思是玩家没有真正移动,移动的是面板) 有人能帮我吗?我知道它看起来很复杂。。。对不起C# 如何使透明面板的图片框出现?,c#,winforms,panel,transparency,C#,Winforms,Panel,Transparency,我正在做一个windows窗体的2D游戏,我有一个问题。。。 所以,我有一个面板,所有的“地面”瓷砖(PictureBox[])都是。。。但是,我需要在“地面瓷砖”的上面再加一个面板,这样看起来玩家好像在后面什么东西,而不是仅仅设置PictureBox.Image。。。但是这个面板需要是透明的,它的图片框需要出现才能产生效果,但是它没有。。。我之所以将瓷砖(PictureBox)放在面板内,是因为我想制造一种错觉,即相机聚焦在玩家身上(意思是玩家没有真正移动,移动的是面板) 有人能帮我吗?我知道
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 World;
namespace World
{
public partial class LoadWorld : Form
{
public int TileSizeX = 30;
public int TileSizeY = 30;
public int TileT = 2500;
public int TileX = 49;
public int TileY = 49
//Here's the problematic panel
public Panel PropPanel = new Panel();
public PictureBox[] WorldTile = new PictureBox[2500];
public PictureBox[] PropTile = new PictureBox[2500];
public static Dictionary<PictureBox, int[]> tileProp = new Dictionary<PictureBox, int[]>();
public LoadWorld()
{
InitializeComponent();
}
private void LoadWorld_Load(object sender, EventArgs e)
{
//settings of the PropPanel
PropPanel.BorderStyle = BorderStyle.None;
PropPanel.BringToFront();
PropPanel.BackColor = Color.Transparent;
PropPanel.Visible = true;
PropPanel.Name = "PropPanel";
PropPanel.TabIndex = 0;
int valueA = 0;
int valueX = 0;
int valueY = 0;
foreach (PictureBox pictureBoxValue in WorldTile)
{
if(valueY < TileY)
{
if(valueX < TileX)
{
WorldTile[valueA] = new PictureBox()
{
Size = new Size(TileSizeX, TileSizeY),
Location = new Point(valueX * 30, valueY * 30),
BackgroundImage = new Bitmap("Sprites/null.png"),
Visible = true,
Name = "tile" + valueA
};
WorldMap.Controls.Add(WorldTile[valueA]);
valueA = valueA + 1;
valueX = valueX + 1;
}
else if(valueX == TileX)
{
WorldTile[valueA] = new PictureBox()
{
Size = new Size(TileSizeX, TileSizeY),
Location = new Point(valueX * 30, valueY * 30),
BackgroundImage = new Bitmap("Sprites/null.png"),
Visible = true,
Name = "tile" + valueA,
};
WorldMap.Controls.Add(WorldTile[valueA]);
valueA = valueA + 1;
valueY = valueY + 1;
valueX = 0;
}
}
else if(valueY == TileY)
{
if (valueX < TileX)
{
WorldTile[valueA] = new PictureBox()
{
Size = new Size(TileSizeX, TileSizeY),
Location = new Point(valueX * 30, valueY * 30),
BackgroundImage = new Bitmap("Sprites/null.png"),
Visible = true,
Name = "tile" + valueA,
};
WorldMap.Controls.Add(WorldTile[valueA]);
valueX = valueX + 1;
valueA = valueA + 1;
}
else if (valueX == TileX)
{
WorldTile[valueA] = new PictureBox()
{
Size = new Size(TileSizeX, TileSizeY),
Location = new Point(valueX * 30, valueY * 30),
BackgroundImage = new Bitmap("Sprites/null.png"),
Visible = true,
Name = "tile" + valueA,
};
WorldMap.Controls.Add(WorldTile[valueA]);
}
}
}
SetGroundTiles();
SetPropTiles();
}
public void SetGroundTiles()
{
SGT(1, "grass");
SGT(2, "DirtPathVSideL");
SGT(3, "DirtPathCenter");
SGT(4, "DirtPathVSideR");
//Road
SGT(9, "SidewalkMiddle");
SGT(10, "Asphalt");
SGT(11, "Asphalt");
SGT(12, "Asphalt2YL");
SGT(13, "Asphalt");
SGT(14, "Asphalt");
SGT(15, "GrassConcreteHL");
SGT(59, "SidewalkMiddle");
SGT(60, "Asphalt");
SGT(61, "Asphalt");
SGT(62, "Asphalt2YL");
SGT(63, "Asphalt");
SGT(64, "Asphalt");
SGT(65, "GrassConcreteHL");
SGT(109, "SidewalkMiddle");
SGT(110, "Asphalt");
SGT(111, "Asphalt");
SGT(112, "Asphalt2YL");
SGT(113, "Asphalt");
SGT(114, "Asphalt");
SGT(115, "GrassConcreteHL");
}
public void SetPropTiles()
{
SPT(9, "SmallTree2", true, false);
SPT(60, "SmallTree1", false, true);
}
public void SGT (int valueA, string texture)
{
WorldTile[valueA].BackgroundImage = new Bitmap("Sprites/" + texture + ".png");
}
public void SPT(int valueA, string texture, bool Collide, bool IsOverlaying)
{
PropTile[valueA] = new PictureBox
{
Name = "Panel" + valueA,
Image = new Bitmap("Sprites/" + texture + ".png"),
Location = WorldTile[valueA].Location,
Size = WorldTile[valueA].Size,
Visible = true,
BackColor = Color.Transparent,
};
//Where PropPanel is being used
PropTile[valueA].BorderStyle = BorderStyle.None;
PropPanel.BringToFront();
PropPanel.Controls.Add(PropTile[valueA]);
WorldMap.Controls.Add(PropPanel);
}
}
}
使用系统;
使用System.Collections.Generic;
使用系统组件模型;
使用系统数据;
使用系统图;
使用System.Linq;
使用系统文本;
使用System.Threading.Tasks;
使用System.Windows.Forms;
利用世界;
名称空间世界
{
公共部分类LoadWorld:Form
{
公共int TileSizeX=30;
公共整数TileSizeY=30;
公共int TileT=2500;
公共int-TileX=49;
公共整数TileY=49
//这是有问题的面板
公共面板PropPanel=新面板();
公共PictureBox[]WorldTile=新PictureBox[2500];
公共PictureBox[]PropTile=新PictureBox[2500];
公共静态字典tileProp=新字典();
公共加载世界()
{
初始化组件();
}
私有void LoadWorld_Load(对象发送方,事件参数e)
{
//PropPanel的设置
PropPanel.BorderStyle=BorderStyle.None;
PropPanel.BringToFront();
PropPanel.BackColor=颜色.透明;
PropPanel.Visible=true;
PropPanel.Name=“PropPanel”;
PropPanel.TabIndex=0;
int valueA=0;
int valueX=0;
int valueY=0;
foreach(WorldTile中的PictureBox pictureBoxValue)
{
如果(值<蒂利)
{
如果(值x