PIbd-23_Polevoy_S.V._SelfPr.../SelfPropelledArtilleryUnit/DrawingArtillery.cs

138 lines
5.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading.Tasks;
namespace Artilleries
{
public class DrawingArtillery
{
public EntityArtillery Artillery { protected set; get; }
protected float _startPosX;
protected float _startPosY;
private int? _pictureWidth = null;
private int? _pictureHeight = null;
protected readonly int _artilleryWidth = 80;
protected readonly int _artilleryHeight = 50;
public DrawingArtillery(int speed, float weight, Color bodyColor)
{
Artillery = new EntityArtillery(speed, weight, bodyColor);
}
protected DrawingArtillery(int speed, float weight, Color bodyColor, int artilleryWidth, int artilleryHeight) : this(speed, weight, bodyColor)
{
_artilleryWidth = artilleryWidth;
_artilleryHeight = artilleryHeight;
}
public void SetPosition(int x, int y, int width, int height)
{
if (x < 0 || x + _artilleryWidth >= width)
{
return;
}
if (y < 0 || y + _artilleryHeight >= height)
{
return;
}
_startPosX = x;
_startPosY = y;
_pictureWidth = width;
_pictureHeight = height;
}
public void MoveTransport(Direction direction)
{
if (!_pictureWidth.HasValue || !_pictureHeight.HasValue)
{
return;
}
switch (direction)
{
case Direction.Right:
if (_startPosX + _artilleryWidth + Artillery.Step < _pictureWidth)
{
_startPosX += Artillery.Step;
}
break;
case Direction.Left:
if (_startPosX - Artillery.Step >= 0)
{
_startPosX -= Artillery.Step;
}
break;
case Direction.Up:
if (_startPosY - Artillery.Step >= 0)
{
_startPosY -= Artillery.Step;
}
break;
case Direction.Down:
if (_startPosY + _artilleryHeight + Artillery.Step < _pictureHeight)
{
_startPosY += Artillery.Step;
}
break;
}
}
public virtual void DrawTransport(Graphics g)
{
if (_startPosX < 0 || _startPosY < 0 || !_pictureHeight.HasValue || !_pictureWidth.HasValue)
{
return;
}
Brush brush = new SolidBrush(Artillery?.BodyColor ?? Color.Black);
g.FillRectangle(brush, _startPosX + _artilleryWidth / 8 * 2, _startPosY, _artilleryWidth / 8 * 4, _artilleryHeight / 5);
g.FillRectangle(brush, _startPosX, _startPosY + _artilleryHeight / 5, _artilleryWidth, _artilleryHeight / 3);
Brush blackBrush = new SolidBrush(Color.Black);
Brush grayBrush = new SolidBrush(Color.Gray);
g.FillEllipse(grayBrush, _startPosX, _startPosY + _artilleryHeight * 2 / 5, _artilleryWidth, _artilleryHeight * 2 / 5);
g.FillEllipse(blackBrush, _startPosX + _artilleryWidth / 20, _startPosY + _artilleryHeight * 7 / 15, _artilleryWidth * 4 / 20, _artilleryHeight * 10 / 32);
g.FillEllipse(blackBrush, _startPosX + _artilleryWidth * 5 / 20, _startPosY + _artilleryHeight * 9 / 16, _artilleryWidth * 3 / 20, _artilleryHeight * 8 / 32);
g.FillEllipse(blackBrush, _startPosX + _artilleryWidth * 8 / 20, _startPosY + _artilleryHeight * 10 / 16, _artilleryWidth * 2 / 20, _artilleryHeight * 6 / 32);
g.FillEllipse(blackBrush, _startPosX + _artilleryWidth * 10 / 20, _startPosY + _artilleryHeight * 10 / 16, _artilleryWidth * 2 / 20, _artilleryHeight * 6 / 32);
g.FillEllipse(blackBrush, _startPosX + _artilleryWidth * 12 / 20, _startPosY + _artilleryHeight * 9 / 16, _artilleryWidth * 3 / 20, _artilleryHeight * 8 / 32);
g.FillEllipse(blackBrush, _startPosX + _artilleryWidth * 15 / 20, _startPosY + _artilleryHeight * 7 / 15, _artilleryWidth * 4 / 20, _artilleryHeight * 10 / 32);
}
public void ChangeBorders(int width, int height)
{
_pictureWidth = width;
_pictureHeight = height;
if (_pictureWidth <= _artilleryWidth || _pictureHeight <= _artilleryHeight)
{
_pictureWidth = null;
_pictureHeight = null;
return;
}
if (_startPosX + _artilleryWidth > _pictureWidth)
{
_startPosX = _pictureWidth.Value - _artilleryWidth;
}
if (_startPosY + _artilleryHeight > _pictureHeight)
{
_startPosY = _pictureHeight.Value - _artilleryHeight;
}
}
public virtual void SetBodyColor(Color color)
{
Artillery = new EntityArtillery(Artillery.Speed, Artillery.Weight, color);
}
public (float Left, float Right, float Top, float Bottom) GetCurrentPosition()
{
return (_startPosX, _startPosX + _artilleryWidth - 1, _startPosY, _startPosY + _artilleryHeight - 1);
}
}
}