Reputation: 65
So, I am kinda stucked on my moving PICTURE box; at the moment my form 2 loads the picture box starts moving, that is exactly what I wanted, However it isn't in my Control and that's what I am trying to do, but I've failed.....All I want is the direction of the moving picture Box to be controlled by the keys......Thanks.
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form2 : Form
{
public Form2()
{
InitializeComponent();
}
private void Form2_Load(object sender, EventArgs e)
{
timer1.Start();
}
private void Form2_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Right)
{
pictureBox1.Location = new Point(pictureBox1.Location.X + 5, pictureBox1.Location.Y);
}
if (e.KeyCode == Keys.Up)
{
pictureBox1.Location = new Point(pictureBox1.Location.X, pictureBox1.Location.Y - 5);
}
if (e.KeyCode == Keys.Left)
{
pictureBox1.Location = new Point(pictureBox1.Location.X - 5, pictureBox1.Location.Y);
}
if (e.KeyCode == Keys.Down)
{
pictureBox1.Location = new Point(pictureBox1.Location.X, pictureBox1.Location.Y + 5);
}
}
private void timer1_Tick(object sender, EventArgs e)
{
pictureBox1.Location = new Point(pictureBox1.Location.X + 25, pictureBox1.Location.Y);
}
private void pictureBox1_Click(object sender, EventArgs e)
{
}
}
}
Upvotes: 0
Views: 2355
Reputation: 941217
You need a variable that indicates in which direction the box is moving:
private enum Direction { None, Left, Right, Up, Down };
private Direction currentDir = Direction.None;
The timer's Tick event needs to check this variable to know in which direction to move the box:
private void timer1_Tick(object sender, EventArgs e) {
int vel = 5;
switch (currentDir) {
case Direction.Left: pictureBox1.Left -= Math.Min(vel, pictureBox1.Left); break;
case Direction.Right: pictureBox1.Left += Math.Min(vel, this.ClientSize.Width - pictureBox1.Right); break;
case Direction.Up: pictureBox1.Top -= Math.Min(vel, pictureBox1.Top); break;
case Direction.Down: pictureBox1.Top += Math.Min(vel, this.ClientSize.Height - pictureBox1.Bottom); break;
}
}
Your KeyDown event handler should simply set the variable:
private void Form1_KeyDown(object sender, KeyEventArgs e) {
switch (e.KeyData) {
case Keys.Left: currentDir = Direction.Left; break;
case Keys.Right: currentDir = Direction.Right; break;
case Keys.Up: currentDir = Direction.Up; break;
case Keys.Down: currentDir = Direction.Down; break;
}
}
You also need the KeyUp event, it should stop moving the box again:
private void Form1_KeyUp(object sender, KeyEventArgs e) {
switch (e.KeyData) {
case Keys.Left: if (currentDir == Direction.Left) currentDir = Direction.None; break;
case Keys.Right: if (currentDir == Direction.Right) currentDir = Direction.None; break;
case Keys.Up: if (currentDir == Direction.Up) currentDir = Direction.None; break;
case Keys.Down: if (currentDir == Direction.Down) currentDir = Direction.None; break;
}
}
Upvotes: 3
Reputation: 2530
The timer events are being raised on the UI thread, thus the key press events aren't being picked up fast enough.
Run the timer on a background thread, and it should work. Just remember that the timer will then be making cross thread calls, thus you need to make use of Control.InvokeRequired
Upvotes: 0