如何使透明面板的图片框出现?

How make pictureboxes of a transparent Panel to appear?

我正在制作 windows 形式的 2D 游戏,但我遇到了问题... 所以,我有一个面板,其中所有 "Ground" Tiles (PictureBox[]) 都是...但是我需要在 "Ground Tiles" 上面有另一个面板,而不是仅仅设置 PictureBox.Image ,所以它看起来像是玩家在某物后面......但是那个面板需要是透明的,并且它的图片框需要出现才能产生效果,但它没有......我放置瓷砖(PictureBox)的原因在 Panel 内部,这是因为我想制造一种错觉,即相机聚焦在玩家身上(意味着玩家并没有真正移动,是 Panels 在移动)。

有人能帮帮我吗?我知道它看起来很复杂...抱歉...

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);


    }
  }
}

这就像在另一个面板上叠加一个透明面板... 我试图将第二个面板设置为透明,但它的图像没有出现。

view of the tiles

This may help you to understand

我想做的基本上是3层面板...

PropTextures(比如玩家是否在某物后面)


Player Texture / PropTextures(与物体碰撞)


地面纹理(玩家可以或不能行走的地方)

PictureBox 控件未提供您尝试使用的透明度。如果您继续当前的方法,我认为您不会有太多运气。

这里有一个替代方法的提示。如果您在使用 PictureBox 控件等时遇到困难,那么您可以自己进行渲染。创建一个 DoubleBuffered 的 UserControl,并在 Paint 事件中,为每个精灵调用 Graphics.DrawImage 以将每个图像渲染到正确的位置。这种技术的好处在于,以这种方式绘制精灵时,您将获得正确的 alpha-correct 合成。请务必对它们进行排序,以便从后向前绘制它们,"paint over" 背景精灵使用前景精灵。