I want to load an small image into a WinForms pictureBox control and then animate it moving to the other side of the form.
I've loaded image and used a timer to move the image, but when I run it the application just shows the final position of the pictureBox and its image.
How I can show image smoothly transition to the final location?
Here is my code so far:
public partial class Form1 : Form
{
private int counter = 0;
void timer_Tick(object sender, EventArgs e)
{
counter++;
if (counter == 1)
{
pictureBox1.Show();
timer1.Stop();
counter = 0;
}
}
public Form1()
{
InitializeComponent();
timer1.Interval = 10;
timer1.Tick += new EventHandler(timer_Tick);
}
private void button1_Click(object sender, EventArgs e)
{
while(i<=100){
int x = pictureBox1.Location.X;
int y = pictureBox1.Location.Y;
pictureBox1.Location = new Point(x+25, y);
timer1.Start();
}
}
}
Does this work? Sorry, I can't test it where I am right now (on netbook without VS).
public partial class Form1 : Form
{
void timer_Tick(object sender, EventArgs e)
{
int x = pictureBox1.Location.X;
int y = pictureBox1.Location.Y;
pictureBox1.Location = new Point(x+25, y);
if (x > this.Width)
timer1.Stop();
}
public Form1()
{
InitializeComponent();
timer1.Interval = 10;
timer1.Tick += new EventHandler(timer_Tick);
}
private void button1_Click(object sender, EventArgs e)
{
pictureBox1.Show();
timer1.Start();
}
}
Related
So I am trying to make a mini-game where when one image intersects with another image they would score a point. This is everything I have. I am trying to make an image (aka snitch) move to a random location every time picplayer intercepts with snitch. Can someone also help me fix my code as my player teleports randomly for some reason. Thank you
public partial class Form1 : Form
{
int x, y;
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
x = 0;
y = 0;
}
private void button1_Click(object sender, EventArgs e)
{
//enable the timer when the start button is clicked
timer1.Enabled = true;
}
private void timer1_Tick(object sender, EventArgs e)
{
//create a random x and y coordinate
Random r = new Random();
x = r.Next(1, 500);
y = r.Next(1, 500);
//Creates the picturebox on your form
PictureBox villain = new PictureBox();
villain.Location = new Point(x, y);
villain.Height = 150;
villain.Width = 150;
villain.SizeMode = PictureBoxSizeMode.Zoom;
villain.Image = Properties.Resources.snitch;
this.Controls.Add(villain);
if (picPlayer.Bounds.IntersectsWith(villain.Bounds))
{
MessageBox.Show("You won");
villain.Dispose();
}
}
//Moves harry potter according to the keys pressed
private void textBox1_Keydown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Up)
{
y -= 10;
}
if (e.KeyCode == Keys.Down)
{
y += 10;
}
if (e.KeyCode == Keys.Left)
{
x -= 10;
}
if (e.KeyCode == Keys.Right)
{
x += 10;
}
picPlayer.Location = new Point(x, y);
As others have stated, there's no need to create new PictureBox for your villain each time. Below I've moved your Random instance and the villain PictureBox out to Form level (the same place as you existing x and y variables). Next we setup the villain in the Load() event as these properties don't change. Finally, we use different variables for the random location of the villain so that the player doesn't get changed:
int x, y;
Random r = new Random();
PictureBox villain = new PictureBox();
private void Form1_Load(object sender, EventArgs e)
{
x = 0;
y = 0;
villain.Height = 150;
villain.Width = 150;
villain.SizeMode = PictureBoxSizeMode.Zoom;
villain.Image = Properties.Resources.snitch;
this.Controls.Add(villain);
villain.Hide();
}
private void button1_Click(object sender, EventArgs e)
{
//enable the timer when the start button is clicked
timer1.Enabled = true;
}
private void timer1_Tick(object sender, EventArgs e)
{
//create a random x and y coordinate
int villX = r.Next(1, 500);
int villY = r.Next(1, 500);
villain.Location = new Point(villX, villY);
villain.Show();
if (picPlayer.Bounds.IntersectsWith(villain.Bounds))
{
MessageBox.Show("You won");
villain.Hide();
}
}
I am new in c# and trying to develop Scary Screamer Application. It is an joke windows forms application which is running on the PC and invisible in taskbar.
There is timer running in this application. If system datetime.now.minute = 15
It should play scary sound and show scary picture on the screen. After 1-2 seconds picture should disappear from the screen.
But i am stuck and don't know how to make picture disappear. Any Ideas how to do that?
Below is my code:
namespace screamer2
{
public partial class Form1 : Form
{
SoundPlayer pla = new SoundPlayer(Properties.Resources._3);
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
this.TransparencyKey = this.BackColor;
this.Left = 0;
this.Top = 0;
this.Width = Screen.PrimaryScreen.Bounds.Width/2;
this.Height = Screen.PrimaryScreen.Bounds.Height/2;
this.TopMost = true;
}
private void timer1_Tick(object sender, EventArgs e)
{
if (DateTime.Now.Minute == 15)
{
BackgroundImage = Properties.Resources._1;
System.Threading.Thread.Sleep(500);
pla.Play();
}
}
}
}
I would propose to set image once in Form1_Load and then control any showing and hiding of window using Form.Opacity variable. I have tested the code below and should work as you wanted.
SoundPlayer pla = new SoundPlayer(Properties.Resources._3);
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
this.TransparencyKey = this.BackColor;
this.Left = 0;
this.Top = 0;
this.Opacity = 0; //This line added
this.Width = Screen.PrimaryScreen.Bounds.Width / 2;
this.Height = Screen.PrimaryScreen.Bounds.Height / 2;
this.BackgroundImage = Properties.Resources._1; //We set the image once here
this.TopMost = true;
}
private void timer1_Tick(object sender, EventArgs e)
{
if (DateTime.Now.Minute == 15)
{
this.Opacity = 1; //We show the window
System.Threading.Thread.Sleep(500);
pla.Play();
this.Opacity = 0; //We hide the window
}
}
I need to change the position of a window on mouse click.
here is the code.
private void Button_Click(object sender, RoutedEventArgs e)
{
for(int i=0; i<50; i++)
{
this.Top -= i;
this.Left -= i;
}
}
But whenever i run this program only the last position is shown. My intention is to move it continuosly till the end of loop.
Finally i found the answer myself. It s working perfectly as i expected. I used SynchronizationContext which can post Actions to update controls on UI thread.
public partial class Splash : Window
{
SynchronizationContext sc;
System.Timers.Timer t;
double i=0;
double tempTop;
double angle = 0;
public Splash()
{
InitializeComponent();
sc=SynchronizationContext.Current;
}
private void Move(object sender, MouseEventArgs e)
{
DragMove();
}
private void btnClose_Click(object sender, RoutedEventArgs e)
{
Application.Current.Shutdown();
}
private void btnMinim_Click(object sender, RoutedEventArgs e)
{
this.WindowState = WindowState.Minimized;
}
private void Button_Click(object sender, RoutedEventArgs e)
{
l1.Content = "Helicopter Moving";
if(t!=null)
{
t.Stop();
t.Dispose();
}
//for (double i = 0; i < 1; i += 0.05)
//{
// this.Top -= i;
// this.Left -= i;
// Thread.Sleep(100);
//}
//l1.Content = "Helicopter Stopped";
tempTop = this.Top;
t = new System.Timers.Timer();
t.Interval = 10;
t.Enabled = true;
t.Elapsed += Change;
t.Start();
}
void Change(object sender, EventArgs e)
{
if (i <= 3)
{
sc.Post(o =>
{
this.Top = tempTop * (Math.Cos(Math.PI * angle / 180));
this.Left -= i;
angle = (angle >= 360) ? 0 : ++angle;
i = i + 0.01;
}, null);
}
else
{
t.Stop();
i = i * -1;
}
}
}
}
Try this should work Thread.Sleep will not work for you as its a UI thread. You need timer to make this work
Timer t;
private void Button_Click(object sender, RoutedEventArgs e)
{
i=0;
if(t!=null)
{
t.Stop();
t.Dispose();
}
t = new Timer();
t.Interval = 800;
t.Enabled = true;
t.Tick += T_Tick;
t.Start();
}
int i=0;
private static void T_Tick(object sender, EventArgs e)
{
if(i<=50)
{
this.Top -= i;
this.Left -= i;
i++;
}
else
t.Stop();
}
Just start an animation when your click event triggers. You can define how long should the animation last.
Basic benefit of using animations instead of doing calculations manually is animations being run in separated thread, so you don't loose application's responsiveness.
What is more, you can edit your animations in separated tools, such as Blend without the need to verifying animations in runtime.
Few sources:
http://www.wpf-tutorial.com/styles/trigger-animations-enteractions-exitactions/
http://dotnetslackers.com/articles/wpf/IntroductionToWPFAnimations.aspx
http://www.wpftutorial.net/Animation.html
I want to run a progress bar on a form through the use of a timer.
I have tried multiple ways and have not been able to get it to work.
I hope someone here can help me with this.
private void SplashScreen_Load(object sender, EventArgs e)
{
splashScreenTimer.Enabled = true;
splashScreenTimer.Start();
splashScreenTimer.Interval = 1000;
progressBar.Maximum = 100;
splashScreenTimer.Tick += new EventHandler(timer1_Tick);
}
private void timer_Tick(object sender, EventArgs e)
{
if (progressBar.Value != 10)
{
progressBar.Value++;
}
else
{
splashScreenTimer.Stop();
}
}
you are assigning event_handler like
splashScreenTimer.Tick += new EventHandler(timer1_Tick);
and you are changing the progressBar value in
private void timer_Tick(object sender, EventArgs e)
{
if (progressBar.Value != 10)
{
progressBar.Value++;
}
else
{
splashScreenTimer.Stop();
}
}
change event handler to
splashScreenTimer.Tick += new EventHandler(timer_Tick);
or move codes to the other event handler timer1_Tick which should be in your form
For running the progressBar full in 4 seconds you can do like this
private void Form1_Load(object sender, EventArgs e)
{
splashScreenTimer.Enabled = true;
splashScreenTimer.Start();
splashScreenTimer.Interval = 30;
progressBar.Maximum = 100;
splashScreenTimer.Tick += new EventHandler(timer_Tick);
}
int waitingTime = 0;
private void timer_Tick(object sender, EventArgs e)
{
if (progressBar.Value < 100)
{
progressBar.Value++;
}
else
{
if (waitingTime++ > 35)
this.Close();
}
}
I am working on a simple mediaplayer application. It works great but I want to add some extra features. I have added a trackbar control.How can i set trackbar length the same as the music's length ?
Like if the song is halfways the trackbars halfways.This is what I have so far
string[] files, indexed_files;
private void button3_Click(object sender, EventArgs e)
{
OpenFileDialog ofd = new OpenFileDialog();
ofd.Multiselect = true;
if (ofd.ShowDialog() == DialogResult.OK) {
files = ofd.SafeFileNames;
indexed_files = ofd.FileNames;
for (int i = 0; i < files.Length; i++)
{
listBox1.Items.Add(files[i]);
}
}
button4.Enabled = true;
}
private void listBox1_SelectedIndexChanged(object sender, EventArgs e)
{
axWindowsMediaPlayer1.URL = indexed_files[listBox1.SelectedIndex];
progressBar1.Maximum =(int) axWindowsMediaPlayer1.currentMedia.duration;
axWindowsMediaPlayer1.PlayStateChange += axWindowsMediaPlayer1_PlayStateChange;
}
void axWindowsMediaPlayer1_PlayStateChange(object sender, AxWMPLib._WMPOCXEvents_PlayStateChangeEvent e)
{
trackBar1.Value = (int)axWindowsMediaPlayer1.Ctlcontrols.currentPosition;
}
int index = 0;
private void button4_Click(object sender, EventArgs e)
{
if (listBox1.Items.Count != 0) {
axWindowsMediaPlayer1.URL = indexed_files[index];
trackBar1.Maximum = (int)axWindowsMediaPlayer1.currentMedia.duration;
index++;
index = (index % listBox1.Items.Count);
}
}
This will bring you the desired outcome.In my example i just placed the url in the form load for demonstration purposes.The openstatechanged event its to set the trackbar maximum since you need to wait for the player to load the file,after that the code its pretty self-explanatory:
public partial class Form1 : Form
{
Timer t;
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
axWindowsMediaPlayer1.URL = "YourUrlHere";
t = new Timer();
t.Interval = 1000;
t.Tick += new EventHandler(t_Tick);
}
void t_Tick(object sender, EventArgs e)
{
trackBar1.Value = (int)this.axWindowsMediaPlayer1.Ctlcontrols.currentPosition;
}
private void axWindowsMediaPlayer1_OpenStateChange(object sender, AxWMPLib._WMPOCXEvents_OpenStateChangeEvent e)
{
if (axWindowsMediaPlayer1.openState == WMPLib.WMPOpenState.wmposMediaOpen)
{
trackBar1.Maximum = (int)axWindowsMediaPlayer1.currentMedia.duration;
t.Start();
}
}
}
Yes its a timer:),and probably it is best to set it bellow 1000 for reasons of delay.
So you should now add a timer and insert the following code in timer Tick event handler:
trackbar.Value = this.axWindowsMediaPlayer1.ctlControls.CurrentPosition;