visual basic game player wont move - vb.net

For a school project I am making a simple game were zombie's walk straight down and try to attack the players base (it is kinda like space invaders and planets versus zombies). however my player has stopped moving when I press D or A, when I try to play the game. I will post my code. can somebody help make my player move side to side?.
Public Class Form2
Dim Player_Health As Integer = 10
Dim Player_Max_Health As Integer = 100
Dim Player_X_Speed_Moving As Integer = 0
Dim Player_Potential_X_Speed As Integer = 10
Private Sub Form2_KeyDown(ByVal sender As Object, ByVal e As System.Windows.Forms.KeyEventArgs) Handles Me.KeyDown
If e.KeyCode = Keys.A Then
Player_X_Speed_Moving = -Player_Potential_X_Speed
End If
If e.KeyCode = Keys.D Then
Player_X_Speed_Moving = Player_Potential_X_Speed
End If
End Sub
Private Sub Form2_KeyUp(ByVal sender As Object, ByVal e As System.Windows.Forms.KeyEventArgs) Handles Me.KeyUp
If e.KeyCode = Keys.A Then
Player_X_Speed_Moving = 0
End If
If e.KeyCode = Keys.D Then
Player_X_Speed_Moving = 0
End If
End Sub
Private Sub Form2_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load
Dim bmp As Bitmap = Bitmap.FromFile("C:\Users\Kevin Welch\Documents\Visual Studio 2010\Projects\Zom-b\Zom-b\My Project\Res\Spr\Player1.bmp")
bmp.MakeTransparent(Color.White) ' magenta in bitmap will be transparent
PictureBox1.Image = bmp
Timer1.Enabled = True
End Sub
Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tick
Call MovePlayer()
End Sub
Private Sub MovePlayer()
PictureBox1.Left += Player_X_Speed_Moving
End Sub
Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click
Form1.Show()
Me.Hide()
End Sub
End Class

My guess would be that the form's message queue is getting backed up with key down events and your Tick event is having trouble keeping up. Most window UI systems use a single thread that responds to messages that are pumped to them such as key down/up, mouse movements, and clicks. If the UI thread is busy, your Tick event will have to wait since it runs on the same thread. Many games have a game loop that processes window events along with processing game logic and graphics rendering. I would recommend look into using the XNA Framework since it handles most of that stuff for you.

Related

form increases size when resizing using button

so I removed the borders of my program to have my own custom ui into it, so of course I have to make a way to resize it. i do this by using a button, but when it is on the bottom-right sides of the screen the program increases its size by a lot but it can still be resized, and when it's on the top left side it still does it but only increases the size by a little.
also I know there are other ways, but for me this one's the easiest, it's just that the button increases it's own size for some reason.
here's the code:
Private Sub tim_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles tim.Tick
Me.Size = MousePosition
End Sub
Private Sub res_MouseDown(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles res.MouseDown
tim.Enabled = True
End Sub
Private Sub res_MouseUp(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles res.MouseUp
tim.Enabled = False
End Sub
If I understand your intent correctly, what you are missing is the Control.PointToClient method. It converts MousePosition from coordinates on your screen to coordinates on your form.
Here's a modified version of your code.
Private Sub tim_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles tim.Tick
Dim curpos As Point = PointToClient(MousePosition)
Size = New Size(curpos.X + (Size.Width - ClientSize.Width), curpos.Y + (Size.Height - ClientSize.Height))
'if your form has no border you can skip the above and just use:
' Size = PointToClient(MousePosition)
End Sub
Private Sub res_MouseDown(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles res.MouseDown
Cursor.Position = PointToScreen(ClientRectangle.Size)
Cursor = Cursors.SizeNWSE
tim.Enabled = True
End Sub
Private Sub res_MouseUp(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles res.MouseUp
Cursor = Cursors.Default
tim.Enabled = False
End Sub

VB.NET optimizing drag & drop code

I'm currently struggling with drag & drop code. I have 3 images that are at the top, and I want to add them in a random order in a flow-layout-panel.
I have this code for adding the square image into the flow-layout-panel, but I have got the feeling that this is not 100% correct. Is it possible to add these with 1 sub instead of 3?
And how do you write a sub that detects what object in being dragged? Now my sub just adds a square with each dragdrop event. But I need it to drop a Square only when a Square is being dragged and drop a Trapezium or round when it's being dragged.
Public Class Form2
Private Sub PictureBox1_MouseMove(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles PictureBox1.MouseMove
' Initiate dragging.
PictureBox1.DoDragDrop(PictureBox1, DragDropEffects.Copy)
End Sub
Private Sub PictureBox2_MouseMove(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles PictureBox2.MouseMove
' Initiate dragging.
PictureBox2.DoDragDrop(PictureBox2, DragDropEffects.Copy)
End Sub
Private Sub PictureBox3_MouseMove(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles PictureBox3.MouseMove
' Initiate dragging.
PictureBox3.DoDragDrop(PictureBox2, DragDropEffects.Copy)
End Sub
Private Sub FlowLayoutPanel1_DragEnter(ByVal sender As Object, ByVal e As _
System.Windows.Forms.DragEventArgs) Handles FlowLayoutPanel1.DragEnter
' Check the format of the data being dropped.
If (e.Data.GetDataPresent(GetType(PictureBox))) Then
' Display the copy cursor.
e.Effect = DragDropEffects.Copy
Else
' Display the no-drop cursor.
e.Effect = DragDropEffects.None
End If
End Sub
Private Sub FlowLayoutPanel1_DragDrop(ByVal sender As Object, ByVal e As _
System.Windows.Forms.DragEventArgs) Handles FlowLayoutPanel1.DragDrop
Dim oPB As New PictureBox()
oPB.Image = Image.FromFile("C:\Users\Jef\Desktop\square.jpg")
oPB.Visible = True
oPB.Width = 100
oPB.Height = 100
oPB.SizeMode = PictureBoxSizeMode.CenterImage
FlowLayoutPanel1.Controls.Add(oPB)
End Sub
You already got the answer in your previous question:
Private Sub FlowLayoutPanel1_DragDrop(ByVal sender As Object, ByVal e As _
System.Windows.Forms.DragEventArgs) Handles FlowLayoutPanel1.DragDrop
Dim oPB As New PictureBox()
Dim pb = CType(e.Data.GetData(GetType(PictureBox)))
oPB.Image = pb.Image
pb.Image = Nothing '' Optional
'' etc...
End Sub
You do have a bug, the probable reason why you did not use the answer:
Private Sub PictureBox3_MouseMove(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles PictureBox3.MouseMove
' Initiate dragging.
PictureBox3.DoDragDrop(PictureBox2, DragDropEffects.Copy)
End Sub
Note how it drags the wrong control, PictureBox2 instead of PictureBox3. You avoid bugs like this by writing DRY code, Do not Repeat Yourself. The sender argument of a MouseMove event already gives you a reference to the control. So you just need one event handler for all three controls:
Private Sub PictureBox_MouseMove(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles PictureBox1.MouseMove, PictureBox2.MouseMove, PictureBox3.MouseMove
' Initiate dragging.
Me.DoDragDrop(sender, DragDropEffects.Copy)
End Sub
With the detail that we now let the Form support DoDragDrop(). Which only matters if you implement the GiveFeedback or QueryContinueDrag events.

How to make a picturebox hide when dragged over another picturebox?

So I nailed the ability to drag a picturebox around the Windows form. I need it to hide itself when it's dragged and dropped over another picture. I've tried a few methods but none seem to work and I am now back at square one, the only code I have is so that I can move the picturebox around the form.
I Solved Your Problem
Here Is How The Form Should Look Like
And Here Is The Code I Made:
Private Sub CheckTimer_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles CheckTimer.Tick
CheckTimer.Stop()
CheckTimer.Interval = 1
If PictureBox2.Location = New System.Drawing.Point(TextBox1.Text, TextBox2.Text) Then
PictureBox2.Visible = False
End If
CheckTimer.Start()
End Sub
Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load
TextBox1.Text = PictureBox1.Location.X
TextBox2.Text = PictureBox1.Location.Y
CheckTimer.Start()
End Sub
Hope This Code Was Helpful To You.
I made an better code than the old one, try it.
Here Is How The Form Should Look Like:
and here is the code :
Public Class Form1
Dim Point As New Point
Dim X, Y As Integer
Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tick
Timer1.Stop()
Timer1.Interval = 1
Point = Cursor.Position
PictureBox2.Location = New System.Drawing.Point(Point.X - X, Point.Y - Y)
Timer1.Start()
End Sub
Private Sub PictureBox2_MouseDown(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles PictureBox2.MouseDown
X = Cursor.Position.X - PictureBox2.Location.X
Y = Cursor.Position.Y - PictureBox2.Location.Y
Timer1.Start()
End Sub
Private Sub PictureBox2_MouseUp(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles PictureBox2.MouseUp
Timer1.Stop()
If PictureBox2.Location.X < PictureBox1.Size.Width Then
PictureBox2.Visible = False
End If
End Sub
End Class
I hope this code was useful to you.

VB Detect Idle time

I'm looking for a way to detect if the user has been idle for 5 min then do something, and if and when he comes back that thing will stop, for example a timer.
This is what i have tried (but this will only detect if form1 has been inactive / not clicked or anything):
Public Class Form1
Private Sub form1_Load(ByVal sender As Object, ByVal e As System.EventArgs) Handles Me.Load
'You should have already set the interval in the designer...
Timer1.Start()
End Sub
Private Sub form1_KeyPress(ByVal sender As Object, ByVal e As System.Windows.Forms.KeyPressEventArgs) Handles Me.KeyPress
Timer1.Stop()
Timer1.Start()
End Sub
Private Sub form1_MouseMove(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles Me.MouseMove
Timer1.Stop()
Timer1.Start()
End Sub
Private Sub form1_MouseClick(ByVal sender As Object, ByVal e As System.Windows.Forms.MouseEventArgs) Handles Me.MouseClick
Timer1.Stop()
Timer1.Start()
End Sub
Private Sub Timer_Tick(ByVal sender As Object, ByVal e As System.EventArgs) Handles Timer1.Tick
MsgBox("Been idle for to long") 'I just have the program exiting, though you could have it do whatever you want.
End Sub
End Class
This is done easiest by implementing the IMessageFilter interface in your main form. It lets you sniff at input messages before they are dispatched. Restart a timer when you see the user operating the mouse or keyboard.
Drop a timer on the main form and set the Interval property to the timeout. Start with 2000 so you can see it work. Then make the code in your main form look like this:
Public Class Form1
Implements IMessageFilter
Public Sub New()
InitializeComponent()
Application.AddMessageFilter(Me)
Timer1.Enabled = True
End Sub
Public Function PreFilterMessage(ByRef m As Message) As Boolean Implements IMessageFilter.PreFilterMessage
'' Retrigger timer on keyboard and mouse messages
If (m.Msg >= &H100 And m.Msg <= &H109) Or (m.Msg >= &H200 And m.Msg <= &H20E) Then
Timer1.Stop()
Timer1.Start()
End If
End Function
Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tick
Timer1.Stop()
MessageBox.Show("Time is up!")
End Sub
End Class
You may have to add code that disables the timer temporarily if you display any modal dialogs that are not implemented in .NET code.
This might work by setting it to just call the Reset idk i just want it work all over the program idk how to do it, i just created this code :
Public Class test
Dim IdleTimer As String
Dim testsave As String
Dim idle_TimerSet As String = 60 '<---- Here You choose The timer (1 per Sec)
Private Sub test_Load(ByVal sender As Object, ByVal e As System.EventArgs) Handles Me.Load
IdleTimer = idle_TimerSet
End Sub
Private Sub Idle_Tick(sender As Object, e As EventArgs) Handles Idle.Tick
If IdleTimer <= 1 Then
MsgBox("[ Idle Screen ]")
Else
IdleTimer = IdleTimer - 1 '<--- The Counter
IdleTracker.Text = IdleTimer
End If
End Sub
Private Sub test_MouseDown(sender As Object, e As MouseEventArgs) Handles Me.MouseDown
Call Reset_Idle() 'This is on the main Form
End Sub
Private Sub test_MouseMove(sender As Object, e As MouseEventArgs) Handles Me.MouseMove
Call Reset_Idle() 'This is on the main Form
End Sub
Public Sub Reset_Idle() '<-- The Reset Action
'Idle.Enabled = False
IdleTimer = idle_TimerSet
'Idle.Enabled = True
End Sub
End Class

How to use timer for for next loop in visual basic 2008

I have a case where i need to generate millions of unique codes. For this I have created a generate function where the random number is generated. I call this function from a for loop and add the generated number on a list box. my code is as follow
for i=1 to val(txtnumber.txt)
mynum=generate()
next
I have created a lable on form where i wanted to display the no of secs elapsed while processing the loop. I used timer control as
timer1.start()
for i=1 to val(txtnumber.text)
mynum=generate()
listbox1.items.add(mynum)
next
timer1.stop
and on timer1_tick function
Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tick
Label1.Text = Val(Label1.Text) + 1
End Sub
but when i click generate button, all numbers are generated, but timer doesnot shows time elapsed.
I may have missed something, so please help me out
This is probably best handled in a BackgroundWorker. Place one on the form and set its WorkerReportsProgress=True. Also, placing a million numbers in a ListBox probably isn't a good idea, so I omitted that.
Private Sub Button1_Click(ByVal sender As Object, ByVal e As EventArgs) Handles Button1.Click
Button1.Enabled = False
BackgroundWorker1.RunWorkerAsync()
End Sub
Private Sub BackgroundWorker1_DoWork(ByVal sender As Object, ByVal e As DoWorkEventArgs) Handles BackgroundWorker1.DoWork
Dim started As DateTime = Now
For i As Integer = 1 To val(txtnumber.txt)
mynum=generate()
BackgroundWorker1.ReportProgress(i, Nothing)
Next
Dim ended As TimeSpan = Now.Subtract(started)
BackgroundWorker1.ReportProgress(0, ended.TotalSeconds.ToString)
End Sub
Private Sub BackgroundWorker1_ProgressChanged(ByVal sender As Object, ByVal e As ProgressChangedEventArgs) Handles BackgroundWorker1.ProgressChanged
If e.UserState IsNot Nothing Then
Label1.Text = e.UserState.ToString()
Else
Label1.Text = e.ProgressPercentage.ToString
End If
End Sub
Private Sub BackgroundWorker1_RunWorkerCompleted(ByVal sender As Object, ByVal e As RunWorkerCompletedEventArgs) Handles BackgroundWorker1.RunWorkerCompleted
Button1.Enabled = True
End Sub
Your label should be updating correctly when the worker reports the ProgressChanged event.
What you're encountering is a threading issue. The work you are doing to generate the numbers is being executing by the UI thread, so it never gets a chance to update the screen. Take a look here: How to prevent UI from freezing during lengthy process?
This one might also have good information for you: Updating UI from another thread
Try this:
Private _Counter As Integer = 0
Private _StartTime As Date = Now
Private Sub Button1_Click(sender As System.Object, e As System.EventArgs) Handles Button1.Click
_StartTime = Now
_Counter = CInt(Val(txtnumber.Text))
ListBox1.Items.Clear()
Label1.Text = "0"
Timer1.Interval = 50
Timer1.Start()
End Sub
Private Sub Timer1_Tick(sender As System.Object, e As System.EventArgs) Handles Timer1.Tick
ListBox1.Items.Add(generate())
Label1.Text = New Date((Now - _StartTime).Ticks).ToString("HH:mm:ss.ff")
_Counter -= 1
If (_Counter <= 0) Then
Timer1.Stop()
End If
End Sub
Or you can research actual Threading.