As you can see, the logic is quite simple though the simplicity will not be aided by the targets which, as I mentioned earlier, show up and disappear very quickly. The following image shows some of the elements of interest:. JungleCanvas contains two Image controls. The first Image control, JungleImage , contains a full image of some jungle while the second Image control, OverlayImage , contains an image that is a cut-out of a section of the image in JungleImage.
The following image shows the cut-out image on top of the original image:. The overlay image merely serves to create the illusion that some of the targets are appearing from behind some bushes and a fallen branch, more precisely from beneath the ground and behind some bushes and a fallen branch. The Target s are placed between the two Image controls.
Its IsHitTestVisible property is set to false. The targets have the challenging task of showering with virtual lead are Target UserControl s. If you open up Target. The numbered regions are ViewBox es, containing several Path objects, while the whitish area is just a Path object:. Target contains a Storyboard named TargetStoryboard that causes the apparent popping-up and down of the target in the game. The dents that show up on the targets when you fire at them are courtesy of the Dent UserControl.
The RepeatBehavior property of a Timeline controls how many times an animation repeats its simple duration. By using RepeatBehavior , you can specify that a Timeline repeats for a certain number of times an iteration count or for a specified time period. In either case, the animation goes through as many beginning-to-end runs that it needs in order to fill the requested count or duration. By default, timelines have a repeat count of 1.
However, if you set the RepeatBehavior property of a Timeline to Forever , the timeline repeats indefinitely. The following example shows how to use the RepeatBehavior property to control the repeat behavior of an animation. The example animates the Width property of five rectangles with each rectangle using a different type of repeat behavior. Active Oldest Votes. Improve this answer. Milan Nankov Milan Nankov 1, 12 12 silver badges 14 14 bronze badges. From my research, the reasons the StoryboardTimer is better than the DispatcherTimer is as follows: The StoryBoard is handled on a separate thread that is not affected by the UI thread which the DispatcherTimer is on.
The DispatcherTimer is a lower resolution timer than the timer behind the Storyboard class, which causes loss in fidelity. Aaron M Aaron M 2, 1 1 gold badge 23 23 silver badges 38 38 bronze badges. I have no doubt about the correctness of information from MSDN blog, my question is whether same thing applies for wpf also i.
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