Pibd-12 ZagidulinGA Lab01 Simple #1
13
Battleship/Battleship/DirectionType.cs
Normal file
13
Battleship/Battleship/DirectionType.cs
Normal file
@ -0,0 +1,13 @@
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using System;
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||||
using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Battleship;
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public enum DirectionType
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{
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Up = 1, //Вверх
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Down = 2,//Вниз
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Right = 3,//Вправо
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Left = 4 //Влево
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}
|
126
Battleship/Battleship/DrawningBattleship.cs
Normal file
126
Battleship/Battleship/DrawningBattleship.cs
Normal file
@ -0,0 +1,126 @@
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||||
using System;
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||||
using System.Collections.Generic;
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||||
using System.Linq;
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||||
using System.Text;
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||||
using System.Threading.Tasks;
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namespace Battleship;
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// класс прорисовки и пермещения
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public class DrawningBattleship
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{
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#region [Variables Initialization]
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public EntityBattleship? EntityBattleship { get; private set; } //класс сущность
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private int? _pictureWidth; //ширина окна
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private int? _pictureHeight; //высота окна
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private int? _startX; // Х начальной позиции
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private int? _startY; // Y начальной позиции
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private readonly int _drawningShipWidth = 143; // длина корабля
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private readonly int _drawningShipHeight = 75; // высота корабля
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#endregion
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public void Init(EntityBattleship entityBattleship) //инициализация свойств корабля и параметров окна, позиции
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{
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EntityBattleship = entityBattleship;
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_pictureWidth = null;
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_pictureHeight = null;
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_startX = null;
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_startY = null;
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}
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public bool SetPictureSize(int width, int height) // установка размеров окна
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{
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if (width > _drawningShipWidth && height > _drawningShipHeight) //если размеры окна позволяют вместить корабль, то присваиваем
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||||
{
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||||
if (_startX.HasValue && _startY.HasValue)
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{
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if (_drawningShipHeight + _startY.Value > height)
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||||
{
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_startY = height - _drawningShipHeight;
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||||
}
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||||
if (_drawningShipWidth + _startX.Value > width)
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||||
{
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||||
_startX = width - _drawningShipWidth;
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}
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||||
}
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||||
_pictureWidth = width;
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_pictureHeight = height;
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return true;
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}
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return false;
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}
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public void SetPosition(int x, int y) // установка позиции корабля
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{
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if (!_pictureHeight.HasValue || !_pictureWidth.HasValue) // проверка инициализации размеров окна
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return;
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||||
if (x < 0 || x + _drawningShipWidth > _pictureWidth) // если корабль не вмещается по Х - присваиваем 0
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x = 0;
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if (y < 0 || y + _drawningShipHeight > _pictureHeight) // если корабль не вмещается по Y - присваиваем 0
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y = 0;
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||||
_startX = x;
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_startY = y;
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||||
}
|
||||
public bool MoveTransport(DirectionType direction) //метод движения корабля
|
||||
{
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||||
if (EntityBattleship == null || !_startX.HasValue || !_startY.HasValue) //проверка наличия корабля и инициализации начальной позиции
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return false;
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||||
switch (direction)
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||||
{
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||||
case DirectionType.Left: // Влево
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||||
if (_startX.Value - EntityBattleship.Step > 0) // Проверяем, есть ли место для шага (аналогично далее)
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_startX -= (int)EntityBattleship.Step;
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||||
return true;
|
||||
case DirectionType.Right: // Вправо
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||||
if (_startX.Value + EntityBattleship.Step + _drawningShipWidth < _pictureWidth)
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||||
_startX += (int)EntityBattleship.Step;
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||||
return true;
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||||
case DirectionType.Up: // Вверх
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||||
if (_startY.Value - EntityBattleship.Step > 0)
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||||
_startY -= (int)EntityBattleship.Step;
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||||
return true;
|
||||
case DirectionType.Down: // Вниз
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||||
if (_startY.Value + _drawningShipHeight + EntityBattleship.Step < _pictureHeight)
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||||
_startY += (int)EntityBattleship.Step;
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||||
return true;
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
public void DrawTransport(Graphics g) //метод рисования корабля
|
||||
{
|
||||
if (EntityBattleship == null || !_startX.HasValue || !_startY.HasValue) //проверка наличия корабля и инициализации начальной позиции
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||||
return;
|
||||
Pen pen = new(Color.Black, 3);
|
||||
Brush addBr = new SolidBrush(EntityBattleship.AdditionalColor);
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||||
Brush br = new SolidBrush(EntityBattleship.BodyColor);
|
||||
#region [Drawing]
|
||||
// Гриницы Линкора
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||||
g.DrawLine(pen, _startX.Value + 3, _startY.Value + 15, _startX.Value + 93, _startY.Value + 15);
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g.DrawLine(pen, _startX.Value + 93, _startY.Value + 15, _startX.Value + 143, _startY.Value + 15 + 30);
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g.DrawLine(pen, _startX.Value + 143, _startY.Value + 15 + 30, _startX.Value + 93, _startY.Value + 15 + 60);
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g.DrawLine(pen, _startX.Value + 93, _startY.Value + 15 + 60, _startX.Value + 3, _startY.Value + 15 + 60);
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g.DrawLine(pen, _startX.Value + 3, _startY.Value + 15 + 60, _startX.Value + 3, _startY.Value + 15);
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||||
//Заливка
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||||
g.FillRectangle(br, _startX.Value + 3, _startY.Value + 15, 90, 60);
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||||
g.FillPolygon(br, new PointF[] { new PointF(_startX.Value + 93, _startY.Value + 15), new PointF(_startX.Value + 143, _startY.Value + 15 + 30), new PointF(_startX.Value + 93, _startY.Value + 15 + 60) });
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||||
//Элементы палубы
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g.DrawEllipse(pen, _startX.Value + 83, _startY.Value + 15 + 20, 20, 20);
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g.DrawRectangle(pen, _startX.Value + 63, _startY.Value + 15 + 15, 15, 30);
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||||
g.DrawRectangle(pen, _startX.Value + 43, _startY.Value + 15 + 25, 20, 10);
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||||
Brush brBlack = new SolidBrush(Color.Black);
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||||
g.FillRectangle(brBlack, _startX.Value, _startY.Value + 15 + 10, 3, 15);
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g.FillRectangle(brBlack, _startX.Value, _startY.Value + 15 + 35, 3, 15);
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||||
// Орудийная башня
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if (EntityBattleship.Weapon)
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||||
{
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||||
g.FillPie(addBr, _startX.Value + 8, _startY.Value + 15, 30, 25, 180, 180);
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||||
g.FillRectangle(addBr, _startX.Value + 18, _startY.Value, 10, 20);
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||||
}
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||||
//Ракеты
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||||
if (EntityBattleship.Rockets)
|
||||
{
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||||
g.FillRectangle(addBr, _startX.Value + 8, _startY.Value + 15 + 20, 30, 35);
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||||
g.DrawRectangle(pen, _startX.Value + 8, _startY.Value + 15 + 20, 30, 35);
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||||
g.DrawEllipse(pen, _startX.Value + 13, _startY.Value + 15 + 25, 10, 10);
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g.DrawEllipse(pen, _startX.Value + 23, _startY.Value + 15 + 25, 10, 10);
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||||
g.DrawEllipse(pen, _startX.Value + 23, _startY.Value + 15 + 40, 10, 10);
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||||
g.DrawEllipse(pen, _startX.Value + 13, _startY.Value + 15 + 40, 10, 10);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
26
Battleship/Battleship/EntityBattleship.cs
Normal file
26
Battleship/Battleship/EntityBattleship.cs
Normal file
@ -0,0 +1,26 @@
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||||
using System;
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||||
using System.Collections.Generic;
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||||
using System.Linq;
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||||
using System.Text;
|
||||
using System.Threading.Tasks;
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||||
namespace Battleship;
|
||||
// класс-сущность "Боевой корабль"
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||||
public class EntityBattleship
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||||
{
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||||
public int Speed; // скорость
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public double Weight; //вес
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public Color BodyColor; /*основной цвет*/
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public Color AdditionalColor; // дополнительный цвет
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||||
public bool Weapon { get; private set; } // оружие
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public bool Rockets { get; set; } // рокеты
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public double Step => Speed * 100 / Weight; // шаг перемещения корабля
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public void Init(int speed, double weight, Color bodycolor, Color additionalcolor, bool weapon, bool rockets) // инициализация полей объекта-класса военного корабля
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||||
{
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||||
Speed = speed;
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||||
Weight = weight;
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||||
BodyColor = bodycolor;
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||||
AdditionalColor = additionalcolor;
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||||
Weapon = weapon;
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||||
Rockets = rockets;
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||||
}
|
||||
}
|
39
Battleship/Battleship/Form1.Designer.cs
generated
39
Battleship/Battleship/Form1.Designer.cs
generated
@ -1,39 +0,0 @@
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||||
namespace Battleship
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||||
{
|
||||
partial class Form1
|
||||
{
|
||||
/// <summary>
|
||||
/// Required designer variable.
|
||||
/// </summary>
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||||
private System.ComponentModel.IContainer components = null;
|
||||
|
||||
/// <summary>
|
||||
/// Clean up any resources being used.
|
||||
/// </summary>
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||||
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing && (components != null))
|
||||
{
|
||||
components.Dispose();
|
||||
}
|
||||
base.Dispose(disposing);
|
||||
}
|
||||
|
||||
#region Windows Form Designer generated code
|
||||
|
||||
/// <summary>
|
||||
/// 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";
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
@ -1,10 +0,0 @@
|
||||
namespace Battleship
|
||||
{
|
||||
public partial class Form1 : Form
|
||||
{
|
||||
public Form1()
|
||||
{
|
||||
InitializeComponent();
|
||||
}
|
||||
}
|
||||
}
|
131
Battleship/Battleship/FormBattleship.Designer.cs
generated
Normal file
131
Battleship/Battleship/FormBattleship.Designer.cs
generated
Normal file
@ -0,0 +1,131 @@
|
||||
namespace Battleship
|
||||
{
|
||||
partial class FormBattleship
|
||||
{
|
||||
/// <summary>
|
||||
/// Required designer variable.
|
||||
/// </summary>
|
||||
private System.ComponentModel.IContainer components = null;
|
||||
/// <summary>
|
||||
/// 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)
|
||||
{
|
||||
if (disposing && (components != null))
|
||||
{
|
||||
components.Dispose();
|
||||
}
|
||||
base.Dispose(disposing);
|
||||
}
|
||||
#region Windows Form Designer generated code
|
||||
|
||||
/// <summary>
|
||||
/// Required method for Designer support - do not modify
|
||||
/// the contents of this method with the code editor.
|
||||
/// </summary>
|
||||
private void InitializeComponent()
|
||||
{
|
||||
pictureBoxBattleship = new PictureBox();
|
||||
buttonCreate = new Button();
|
||||
buttonUp = new Button();
|
||||
buttonDown = new Button();
|
||||
buttonLeft = new Button();
|
||||
buttonRight = new Button();
|
||||
((System.ComponentModel.ISupportInitialize)pictureBoxBattleship).BeginInit();
|
||||
SuspendLayout();
|
||||
//
|
||||
// pictureBoxBattleship
|
||||
//
|
||||
pictureBoxBattleship.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
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||||
pictureBoxBattleship.Location = new Point(0, 0);
|
||||
pictureBoxBattleship.Name = "pictureBoxBattleship";
|
||||
pictureBoxBattleship.Size = new Size(1259, 803);
|
||||
pictureBoxBattleship.TabIndex = 0;
|
||||
pictureBoxBattleship.TabStop = false;
|
||||
//
|
||||
// buttonCreate
|
||||
//
|
||||
buttonCreate.Anchor = AnchorStyles.Bottom | AnchorStyles.Left;
|
||||
buttonCreate.Location = new Point(12, 745);
|
||||
buttonCreate.Name = "buttonCreate";
|
||||
buttonCreate.Size = new Size(150, 46);
|
||||
buttonCreate.TabIndex = 1;
|
||||
buttonCreate.Text = "Создать";
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||||
buttonCreate.UseVisualStyleBackColor = true;
|
||||
buttonCreate.Click += buttonCreate_Click;
|
||||
//
|
||||
// buttonUp
|
||||
//
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||||
buttonUp.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||
buttonUp.BackgroundImage = Properties.Resources.right_arrow;
|
||||
buttonUp.BackgroundImageLayout = ImageLayout.Stretch;
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||||
buttonUp.Location = new Point(1152, 699);
|
||||
buttonUp.Name = "buttonUp";
|
||||
buttonUp.Size = new Size(40, 40);
|
||||
buttonUp.TabIndex = 2;
|
||||
buttonUp.UseVisualStyleBackColor = true;
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||||
buttonUp.Click += ButtonMove_Click;
|
||||
//
|
||||
// buttonDown
|
||||
//
|
||||
buttonDown.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||
buttonDown.BackgroundImage = Properties.Resources.right_arrow_2;
|
||||
buttonDown.BackgroundImageLayout = ImageLayout.Stretch;
|
||||
buttonDown.Location = new Point(1152, 745);
|
||||
buttonDown.Name = "buttonDown";
|
||||
buttonDown.Size = new Size(40, 40);
|
||||
buttonDown.TabIndex = 3;
|
||||
buttonDown.UseVisualStyleBackColor = true;
|
||||
buttonDown.Click += ButtonMove_Click;
|
||||
//
|
||||
// buttonLeft
|
||||
//
|
||||
buttonLeft.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||
buttonLeft.BackgroundImage = Properties.Resources.right_arrow_4;
|
||||
buttonLeft.BackgroundImageLayout = ImageLayout.Stretch;
|
||||
buttonLeft.Location = new Point(1106, 745);
|
||||
buttonLeft.Name = "buttonLeft";
|
||||
buttonLeft.Size = new Size(40, 40);
|
||||
buttonLeft.TabIndex = 4;
|
||||
buttonLeft.UseVisualStyleBackColor = true;
|
||||
buttonLeft.Click += ButtonMove_Click;
|
||||
//
|
||||
// buttonRight
|
||||
//
|
||||
buttonRight.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||
buttonRight.BackgroundImage = Properties.Resources.right_arrow_3;
|
||||
buttonRight.BackgroundImageLayout = ImageLayout.Stretch;
|
||||
buttonRight.Location = new Point(1198, 745);
|
||||
buttonRight.Name = "buttonRight";
|
||||
buttonRight.Size = new Size(40, 40);
|
||||
buttonRight.TabIndex = 5;
|
||||
buttonRight.UseVisualStyleBackColor = true;
|
||||
buttonRight.Click += ButtonMove_Click;
|
||||
//
|
||||
// FormBattleship
|
||||
//
|
||||
AutoScaleDimensions = new SizeF(13F, 32F);
|
||||
AutoScaleMode = AutoScaleMode.Font;
|
||||
ClientSize = new Size(1259, 803);
|
||||
Controls.Add(buttonRight);
|
||||
Controls.Add(buttonLeft);
|
||||
Controls.Add(buttonDown);
|
||||
Controls.Add(buttonUp);
|
||||
Controls.Add(buttonCreate);
|
||||
Controls.Add(pictureBoxBattleship);
|
||||
Name = "FormBattleship";
|
||||
Text = "Линкор";
|
||||
((System.ComponentModel.ISupportInitialize)pictureBoxBattleship).EndInit();
|
||||
ResumeLayout(false);
|
||||
}
|
||||
|
||||
#endregion
|
||||
private PictureBox pictureBoxBattleship;
|
||||
private Button buttonCreate;
|
||||
private Button buttonUp;
|
||||
private Button buttonDown;
|
||||
private Button buttonLeft;
|
||||
private Button buttonRight;
|
||||
}
|
||||
}
|
68
Battleship/Battleship/FormBattleship.cs
Normal file
68
Battleship/Battleship/FormBattleship.cs
Normal file
@ -0,0 +1,68 @@
|
||||
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 Battleship
|
||||
{
|
||||
public partial class FormBattleship : Form
|
||||
{
|
||||
private DrawningBattleship? _drawningBattleship;
|
||||
private EntityBattleship? _entityBattleship;
|
||||
public FormBattleship()
|
||||
{
|
||||
InitializeComponent();
|
||||
}
|
||||
private void Draw() // метод рисования корабля
|
||||
{
|
||||
if (_drawningBattleship == null)
|
||||
return;
|
||||
Bitmap bmp = new(pictureBoxBattleship.Width, pictureBoxBattleship.Height);
|
||||
Graphics gr = Graphics.FromImage(bmp);
|
||||
_drawningBattleship.DrawTransport(gr);
|
||||
pictureBoxBattleship.Image = bmp;
|
||||
}
|
||||
private void buttonCreate_Click(object sender, EventArgs e) // обработка кнопки "создать"
|
||||
{
|
||||
Random random = new Random();
|
||||
_drawningBattleship = new DrawningBattleship();
|
||||
_entityBattleship = new EntityBattleship();
|
||||
_entityBattleship.Init(random.Next(100, 300), random.Next(1000, 3000),
|
||||
Color.FromArgb(random.Next(0, 256), random.Next(0, 256), random.Next(0, 256)),
|
||||
Color.FromArgb(random.Next(0, 256), random.Next(0, 256), random.Next(0, 256)),
|
||||
Convert.ToBoolean(random.Next(0, 2)), Convert.ToBoolean(random.Next(0, 2)));
|
||||
_drawningBattleship.Init(_entityBattleship);
|
||||
_drawningBattleship.SetPictureSize(pictureBoxBattleship.Width, pictureBoxBattleship.Height);
|
||||
_drawningBattleship.SetPosition(random.Next(10, 100), random.Next(10, 100));
|
||||
Draw();
|
||||
}
|
||||
private void ButtonMove_Click(object sender, EventArgs e) // обработка кнопок движения
|
||||
{
|
||||
if (_drawningBattleship == null)
|
||||
return;
|
||||
string name = ((Button)sender)?.Name ?? string.Empty;
|
||||
bool result = false;
|
||||
switch (name)
|
||||
{
|
||||
case "buttonUp":
|
||||
result = _drawningBattleship.MoveTransport(DirectionType.Up);
|
||||
break;
|
||||
case "buttonDown":
|
||||
result = _drawningBattleship.MoveTransport(DirectionType.Down);
|
||||
break;
|
||||
case "buttonRight":
|
||||
result = _drawningBattleship.MoveTransport(DirectionType.Right);
|
||||
break;
|
||||
case "buttonLeft":
|
||||
result = _drawningBattleship.MoveTransport(DirectionType.Left);
|
||||
break;
|
||||
}
|
||||
if (result)
|
||||
Draw();
|
||||
}
|
||||
}
|
||||
}
|
@ -1,17 +1,17 @@
|
||||
<?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.
|
||||
-->
|
@ -11,7 +11,7 @@ namespace Battleship
|
||||
// To customize application configuration such as set high DPI settings or default font,
|
||||
// see https://aka.ms/applicationconfiguration.
|
||||
ApplicationConfiguration.Initialize();
|
||||
Application.Run(new Form1());
|
||||
Application.Run(new FormBattleship());
|
||||
}
|
||||
}
|
||||
}
|
103
Battleship/Battleship/Properties/Resources.Designer.cs
generated
Normal file
103
Battleship/Battleship/Properties/Resources.Designer.cs
generated
Normal file
@ -0,0 +1,103 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// Этот код создан программой.
|
||||
// Исполняемая версия:4.0.30319.42000
|
||||
//
|
||||
// Изменения в этом файле могут привести к неправильной работе и будут потеряны в случае
|
||||
// повторной генерации кода.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
namespace Battleship.Properties {
|
||||
using System;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Класс ресурса со строгой типизацией для поиска локализованных строк и т.д.
|
||||
/// </summary>
|
||||
// Этот класс создан автоматически классом StronglyTypedResourceBuilder
|
||||
// с помощью такого средства, как ResGen или Visual Studio.
|
||||
// Чтобы добавить или удалить член, измените файл .ResX и снова запустите ResGen
|
||||
// с параметром /str или перестройте свой проект VS.
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
|
||||
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
|
||||
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
|
||||
internal class Resources {
|
||||
|
||||
private static global::System.Resources.ResourceManager resourceMan;
|
||||
|
||||
private static global::System.Globalization.CultureInfo resourceCulture;
|
||||
|
||||
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
|
||||
internal Resources() {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Возвращает кэшированный экземпляр ResourceManager, использованный этим классом.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Resources.ResourceManager ResourceManager {
|
||||
get {
|
||||
if (object.ReferenceEquals(resourceMan, null)) {
|
||||
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Battleship.Properties.Resources", typeof(Resources).Assembly);
|
||||
resourceMan = temp;
|
||||
}
|
||||
return resourceMan;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Перезаписывает свойство CurrentUICulture текущего потока для всех
|
||||
/// обращений к ресурсу с помощью этого класса ресурса со строгой типизацией.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Globalization.CultureInfo Culture {
|
||||
get {
|
||||
return resourceCulture;
|
||||
}
|
||||
set {
|
||||
resourceCulture = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
|
||||
/// </summary>
|
||||
internal static System.Drawing.Bitmap right_arrow {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("right-arrow", resourceCulture);
|
||||
return ((System.Drawing.Bitmap)(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
|
||||
/// </summary>
|
||||
internal static System.Drawing.Bitmap right_arrow_2 {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("right-arrow-2", resourceCulture);
|
||||
return ((System.Drawing.Bitmap)(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
|
||||
/// </summary>
|
||||
internal static System.Drawing.Bitmap right_arrow_3 {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("right-arrow-3", resourceCulture);
|
||||
return ((System.Drawing.Bitmap)(obj));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
|
||||
/// </summary>
|
||||
internal static System.Drawing.Bitmap right_arrow_4 {
|
||||
get {
|
||||
object obj = ResourceManager.GetObject("right-arrow-4", resourceCulture);
|
||||
return ((System.Drawing.Bitmap)(obj));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
133
Battleship/Battleship/Properties/Resources.resx
Normal file
133
Battleship/Battleship/Properties/Resources.resx
Normal file
@ -0,0 +1,133 @@
|
||||
<?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
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
|
||||
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<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
|
||||
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
|
||||
mimetype set.
|
||||
|
||||
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
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
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
|
||||
: 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
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" use="required" type="xsd:string" />
|
||||
<xsd:attribute name="type" type="xsd:string" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="assembly">
|
||||
<xsd:complexType>
|
||||
<xsd:attribute name="alias" type="xsd:string" />
|
||||
<xsd:attribute name="name" type="xsd:string" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="data">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="resheader">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:choice>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:schema>
|
||||
<resheader name="resmimetype">
|
||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
|
||||
<data name="right-arrow-4" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>..\Resources\right-arrow-4.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
|
||||
</data>
|
||||
<data name="right-arrow-2" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>..\Resources\right-arrow-2.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
|
||||
</data>
|
||||
<data name="right-arrow-3" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>..\Resources\right-arrow-3.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
|
||||
</data>
|
||||
<data name="right-arrow" type="System.Resources.ResXFileRef, System.Windows.Forms">
|
||||
<value>..\Resources\right-arrow.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
|
||||
</data>
|
||||
</root>
|
BIN
Battleship/Battleship/Resources/right-arrow-2.png
Normal file
BIN
Battleship/Battleship/Resources/right-arrow-2.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 12 KiB |
BIN
Battleship/Battleship/Resources/right-arrow-3.png
Normal file
BIN
Battleship/Battleship/Resources/right-arrow-3.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.1 KiB |
BIN
Battleship/Battleship/Resources/right-arrow-4.png
Normal file
BIN
Battleship/Battleship/Resources/right-arrow-4.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 10 KiB |
BIN
Battleship/Battleship/Resources/right-arrow.png
Normal file
BIN
Battleship/Battleship/Resources/right-arrow.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 12 KiB |
Loading…
x
Reference in New Issue
Block a user