This commit is contained in:
elizaveta 2024-03-13 00:33:53 +04:00
parent 0728c22bb5
commit 4693f2b551
6 changed files with 284 additions and 34 deletions

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@ -0,0 +1,27 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Tank;
public enum DirectionType
{
/// <summary>
/// Вверх
/// </summary>
Up = 1,
/// <summary>
/// Вниз
/// </summary>
Down = 2,
/// <summary>
/// Влево
/// </summary>
Left = 3,
/// <summary>
/// Вправо
/// </summary>
Right = 4
}

150
Tank/Tank/DrawningtTank.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Tank;
public class DrawningtTank
{
/// <summary>
/// Класс-сущность
/// </summary>
public EntityTank? EntityTank { get; private set; }
/// <summary>
/// Ширина окна
/// </summary>
private int? _pictureWidth;
/// <summary>
/// Высота окна
/// </summary>
private int? _pictureHeight;
/// <summary>
/// Левая координата прорисовки автомобиля
/// </summary>
private int? _startPosX;
/// <summary>
/// Верхняя кооридната прорисовки автомобиля
/// </summary>
private int? _startPosY;
/// <summary>
/// Ширина прорисовки автомобиля
/// </summary>
private readonly int _drawningCarWidth = 110;
/// <summary>
/// Высота прорисовки автомобиля
/// </summary>
private readonly int _drawningCarHeight = 60;
/// <summary>
/// Инициализация свойств
/// </summary>
/// <param name="speed">Скорость</param>
/// <param name="weight">Вес</param>
/// <param name="bodyColor">Основной цвет</param>
/// <param name="additionalColor">Дополнительный цвет</param>
/// <param name="bodyKit">Признак наличия обвеса</param>
/// <param name="wing">Признак наличия антикрыла</param>
/// <param name="sportLine">Признак наличия гоночной полосы</param>
public void Init(int speed, double weight, Color bodyColor, Color
additionalColor, bool bodyKit, bool wing, bool sportLine)
{
EntityTank = new EntityTank();
EntityTank.Init(speed, weight, bodyColor, additionalColor,
bodyKit, wing, sportLine);
_pictureWidth = null;
_pictureHeight = null;
_startPosX = null;
_startPosY = null;
}
/// <summary>
/// Установка границ поля
/// </summary>
/// <param name="width">Ширина поля</param>
/// <param name="height">Высота поля</param>
/// <returns>true - границы заданы, false - проверка не пройдена, нельзя разместить объект в этих размерах</returns>
public bool SetPictureSize(int width, int height)
{
// TODO проверка, что объект "влезает" в размеры поля
// если влезает, сохраняем границы и корректируем позицию объекта, если она была уже установлена
_pictureWidth = width;
_pictureHeight = height;
return true;
}
/// <summary>
/// Установка позиции
/// </summary>
/// <param name="x">Координата X</param>
/// <param name="y">Координата Y</param>
public void SetPosition(int x, int y)
{
if (!_pictureHeight.HasValue || !_pictureWidth.HasValue)
{
return;
}
// TODO если при установке объекта в эти координаты, он будет "выходить" за границы формы
// то надо изменить координаты, чтобы он оставался в этих границах
_startPosX = x;
_startPosY = y;
}
/// <summary>
/// Изменение направления перемещения
/// </summary>
/// <param name="direction">Направление</param>
/// <returns>true - перемещене выполнено, false - перемещение невозможно</returns>
public bool MoveTransport(DirectionType direction)
{
if (EntityTank == null || !_startPosX.HasValue ||
!_startPosY.HasValue)
{
return false;
}
switch (direction)
{
//влево
case DirectionType.Left:
if (_startPosX.Value - EntityTank.Step > 0)
{
_startPosX -= (int)EntityTank.Step;
}
return true;
//вверх
case DirectionType.Up:
if (_startPosY.Value - EntityTank.Step > 0)
{
_startPosY -= (int)EntityTank.Step;
}
return true;
// вправо
case DirectionType.Right:
//TODO прописать логику сдвига в право
return true;
//вниз
case DirectionType.Down:
//TODO прописать логику сдвига в вниз
return true;
default:
return false;
}
}
/// <summary>
/// Прорисовка объекта
/// </summary>
/// <param name="g"></param>
public void DrawTransport(Graphics g)
{
if (EntityTank == null || !_startPosX.HasValue ||
!_startPosY.HasValue)
{
return;
}
Pen pen = new(Color.Black);
Brush additionalBrush = new
SolidBrush(EntityTank.AdditionalColor);
// обвесы
if (EntityTank.BodyKit)
{
return;
}
}
}

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Tank/Tank/EntityTank.cs Normal file
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namespace Tank;
public class EntityTank
{
/// <summary>
/// Скорость
/// </summary>
public int Speed { get; private set; }
/// <summary>
/// Вес
/// </summary>
public double Weight { get; private set; }
/// <summary>
/// Основной цвет
/// </summary>
public Color BodyColor { get; private set; }
/// <summary>
/// Дополнительный цвет (для опциональных элементов)
/// </summary>
public Color AdditionalColor { get; private set; }
/// <summary>
/// Признак (опция) наличия обвеса
/// </summary>
public bool BodyKit { get; private set; }
/// <summary>
/// Признак (опция) наличия антикрыла
/// </summary>
public bool Wing { get; private set; }
/// <summary>
/// Признак (опция) наличия гоночной полосы
/// </summary>
public bool SportLine { get; private set; }
/// <summary>
/// Шаг перемещения автомобиля
/// </summary>
public double Step => Speed * 100 / Weight;
/// <summary>
/// Инициализация полей объекта-класса спортивного автомобиля
/// </summary>
/// <param name="speed">Скорость</param>
/// <param name="weight">Вес автомобиля</param>
/// <param name="bodyColor">Основной цвет</param>
/// <param name="additionalColor">Дополнительный цвет</param>
/// <param name="bodyKit">Признак наличия обвеса</param>
/// <param name="wing">Признак наличия антикрыла</param>
/// <param name="sportLine">Признак наличия гоночной полосы</param>
public void Init(int speed, double weight, Color bodyColor, Color additionalColor, bool bodyKit, bool wing, bool sportLine)
{
Speed = speed;
Weight = weight;
BodyColor = bodyColor;
AdditionalColor = additionalColor;
BodyKit = bodyKit;
Wing = wing;
SportLine = sportLine;
}
}

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@ -3,12 +3,12 @@
partial class FormTank
{
/// <summary>
/// Required designer variable.
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
@ -23,15 +23,21 @@
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "Form1";
SuspendLayout();
//
// FormTank
//
AutoScaleDimensions = new SizeF(13F, 32F);
AutoScaleMode = AutoScaleMode.Font;
ClientSize = new Size(800, 450);
Name = "FormTank";
Text = "Танк";
ResumeLayout(false);
}
#endregion

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@ -1,3 +1,13 @@
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;
namespace Tank
{
public partial class FormTank : Form
@ -7,4 +17,4 @@ namespace Tank
InitializeComponent();
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
@ -26,36 +26,36 @@
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->