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16 changed files with 913 additions and 76 deletions

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ProjectStormtrooper
{
/// <summary>
/// Направление перемещения
/// </summary>
public enum DirectionType
{
/// <summary>
/// Вверх
/// </summary>
Up = 1,
/// <summary>
/// Вниз
/// </summary>
Down = 2,
/// <summary>
/// Влево
/// </summary>
Left = 3,
/// <summary>
/// Вправо
/// </summary>
Right = 4
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ProjectStormtrooper
{
/// <summary>
/// Класс отвечающий за прорисовку и перемещение объекта-сущности
/// </summary>
public class DrawingStormtrooper
{
/// <summary>
/// Класс-сущность
/// </summary>
public EntityStormtrooper? EntityStormtrooper { get; private set; }
/// <summary>
/// Ширина окна
/// </summary>
private int _pictureWidth;
/// <summary>
/// Высота окна
/// </summary>
private int _pictureHeight;
/// <summary>
/// Левая координата начала прорисовки
/// </summary>
private int _startPosX;
/// <summary>
/// Верхняя координата начала прорисовки
/// </summary>
private int _startPosY;
/// <summary>
/// Ширина прорисовки
/// </summary>
private readonly int _stormtrooperWidth = 110;
/// <summary>
/// Высота прорисовки
/// </summary>
private readonly int _stormtrooperHeight = 110;
/// <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="rockets">Признак наличия ракет</param>
/// <param name="bombs">Признак наличия бомб</param>
/// <param name="width">Ширина картинки</param>
/// <param name="height">Высота картинки</param>
/// <returns>true - если объект успешно создан, false - проверка не пройдена,
/// т.к. нельзя создать объект в этих размерах</returns>
public bool Init(int speed, double weight, Color bodyColor,
Color additionalColor, bool rockets, bool bombs,
int width, int height)
{
if (width < _stormtrooperWidth && height < _stormtrooperHeight)
{
return false;
}
_pictureWidth = width;
_pictureHeight = height;
EntityStormtrooper = new EntityStormtrooper();
EntityStormtrooper.Init(speed, weight, bodyColor, additionalColor, rockets, bombs);
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 (x < 0)
{
x = 0;
}
else if (x > _pictureWidth - _stormtrooperWidth)
{
x = _pictureWidth - _stormtrooperWidth;
}
_startPosX = x;
if (y < 0)
{
y = 0;
}
else if (y > _pictureHeight - _stormtrooperHeight)
{
y = _pictureHeight - _stormtrooperHeight;
}
_startPosY = y;
}
/// <summary>
/// Перемещение объекта
/// </summary>
/// <param name="direction">Направление перемещения</param>
public void MoveTransport(DirectionType direction)
{
if (EntityStormtrooper == null)
{
return;
}
switch (direction)
{
// Вверх
case DirectionType.Up:
if (_startPosY - EntityStormtrooper.Step >= 0)
{
_startPosY -= (int)EntityStormtrooper.Step;
}
break;
// Вниз
case DirectionType.Down:
if (_startPosY + _stormtrooperHeight + EntityStormtrooper.Step <= _pictureHeight)
{
_startPosY += (int)EntityStormtrooper.Step;
}
break;
// Влево
case DirectionType.Left:
if (_startPosX - EntityStormtrooper.Step >= 0)
{
_startPosX -= (int)EntityStormtrooper.Step;
}
break;
// Вправо
case DirectionType.Right:
if (_startPosX + _stormtrooperWidth + EntityStormtrooper.Step <= _pictureWidth)
{
_startPosX += (int)EntityStormtrooper.Step;
}
break;
}
}
/// <summary>
/// Прорисовка объекта
/// </summary>
/// <param name="g"></param>
public void DrawTransport(Graphics g)
{
if (EntityStormtrooper == null)
{
return;
}
Pen penBlack = new Pen(Color.Black);
Brush brushBlack = new SolidBrush(Color.Black);
Brush brushBodyColor = new SolidBrush(EntityStormtrooper.BodyColor);
Brush brushAdditionalColor = new SolidBrush(EntityStormtrooper.AdditionalColor);
// Высота фюзеляжа
int bodyHeight = _stormtrooperHeight / 9;
// Рисуем бомбы
if (EntityStormtrooper.Bombs)
{
Point[] pointsBombTail = {
new Point(_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 8 + bodyHeight * 3 - 5,
_startPosY + _stormtrooperHeight / 2 - bodyHeight / 2 - _stormtrooperHeight / 3 + bodyHeight / 2),
new Point(_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 8 + bodyHeight * 3 + 5,
_startPosY + _stormtrooperHeight / 2 - bodyHeight / 2 - _stormtrooperHeight / 3 + bodyHeight / 2 - 5),
new Point(_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 8 + bodyHeight * 3 + 5,
_startPosY + _stormtrooperHeight / 2 - bodyHeight / 2 - _stormtrooperHeight / 3 + bodyHeight / 2 + 5),
new Point(_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 8 + bodyHeight * 3 - 5,
_startPosY + _stormtrooperHeight / 2 - bodyHeight / 2 - _stormtrooperHeight / 3 + bodyHeight / 2)
};
g.FillPolygon(brushAdditionalColor, pointsBombTail);
g.DrawPolygon(penBlack, pointsBombTail);
for (int i = 0; i < pointsBombTail.Length; i++)
{
Point p = pointsBombTail[i];
p.Y = _startPosY + _stormtrooperHeight - (p.Y - _startPosY);
pointsBombTail[i] = p;
}
g.FillPolygon(brushAdditionalColor, pointsBombTail);
g.DrawPolygon(penBlack, pointsBombTail);
g.FillEllipse(brushAdditionalColor,
_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 8,
_startPosY + _stormtrooperHeight / 2 - bodyHeight / 2 - _stormtrooperHeight / 3,
bodyHeight * 3,
bodyHeight);
g.DrawEllipse(penBlack,
_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 8,
_startPosY + _stormtrooperHeight / 2 - bodyHeight / 2 - _stormtrooperHeight / 3,
bodyHeight * 3,
bodyHeight);
g.FillEllipse(brushAdditionalColor,
_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 8,
_startPosY + _stormtrooperHeight / 2 - bodyHeight / 2 + _stormtrooperHeight / 3,
bodyHeight * 3,
bodyHeight);
g.DrawEllipse(penBlack,
_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 8,
_startPosY + _stormtrooperHeight / 2 - bodyHeight / 2 + _stormtrooperHeight / 3,
bodyHeight * 3,
bodyHeight);
}
// Рисуем ракеты
if (EntityStormtrooper.Rockets)
{
int rocketWidth = bodyHeight * 4;
int rocketHeight = bodyHeight / 2;
Brush brushRed = new SolidBrush(Color.Red);
Point[] pointsRocketCockPit = {
new Point(_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 5 - rocketHeight,
_startPosY + _stormtrooperHeight / 2 - bodyHeight - bodyHeight / 2 + rocketHeight / 2),
new Point(_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 5,
_startPosY + _stormtrooperHeight / 2 - bodyHeight - bodyHeight / 2),
new Point(_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 5,
_startPosY + _stormtrooperHeight / 2 - bodyHeight - bodyHeight / 2 + rocketHeight)
};
Point[] pointsRocketTail = {
new Point(_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 5 - rocketHeight + rocketWidth - 10,
_startPosY + _stormtrooperHeight / 2 - bodyHeight - bodyHeight / 2 + rocketHeight / 2),
new Point(_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 5 + rocketWidth,
_startPosY + _stormtrooperHeight / 2 - bodyHeight * 2 + rocketHeight / 2),
new Point(_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 5 + rocketWidth,
_startPosY + _stormtrooperHeight / 2 - bodyHeight - bodyHeight / 2 + rocketHeight + bodyHeight / 2 - rocketHeight / 2)
};
g.FillPolygon(brushRed, pointsRocketCockPit);
g.DrawPolygon(penBlack, pointsRocketCockPit);
g.FillPolygon(brushBlack, pointsRocketTail);
g.DrawPolygon(penBlack, pointsRocketTail);
for (int i = 0; i < pointsRocketCockPit.Length; i++)
{
Point p = pointsRocketCockPit[i];
p.Y = _startPosY + _stormtrooperHeight - (p.Y - _startPosY);
pointsRocketCockPit[i] = p;
}
for (int i = 0; i < pointsRocketTail.Length; i++)
{
Point p = pointsRocketTail[i];
p.Y = _startPosY + _stormtrooperHeight - (p.Y - _startPosY);
pointsRocketTail[i] = p;
}
g.FillPolygon(brushRed, pointsRocketCockPit);
g.DrawPolygon(penBlack, pointsRocketCockPit);
g.FillPolygon(brushBlack, pointsRocketTail);
g.DrawPolygon(penBlack, pointsRocketTail);
g.FillRectangle(brushAdditionalColor,
_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 5,
_startPosY + _stormtrooperHeight / 2 - bodyHeight - bodyHeight / 2,
rocketWidth,
rocketHeight);
g.DrawRectangle(penBlack,
_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 5,
_startPosY + _stormtrooperHeight / 2 - bodyHeight - bodyHeight / 2,
rocketWidth,
rocketHeight);
g.FillRectangle(brushAdditionalColor,
_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 5,
_startPosY + _stormtrooperHeight / 2 + bodyHeight / 2 + bodyHeight / 2,
rocketWidth,
rocketHeight);
g.DrawRectangle(penBlack,
_startPosX + _stormtrooperWidth / 2 - _stormtrooperWidth / 5,
_startPosY + _stormtrooperHeight / 2 + bodyHeight / 2 + bodyHeight / 2,
rocketWidth,
rocketHeight);
}
// Рисуем нос
Point[] pointsCockPit = {
new Point(_startPosX, _startPosY + _stormtrooperHeight / 2),
new Point(_startPosX + _stormtrooperWidth / 8, _startPosY + _stormtrooperHeight / 2 - bodyHeight / 2),
new Point(_startPosX + _stormtrooperWidth / 8, _startPosY + _stormtrooperHeight / 2 + bodyHeight / 2)
};
g.FillPolygon(brushBlack, pointsCockPit);
// Рисуем крылья
Point[] pointsWings = {
new Point(_startPosX + _stormtrooperWidth / 2, _startPosY),
new Point(_startPosX + _stormtrooperWidth / 2 + _stormtrooperWidth / 15, _startPosY),
new Point(_startPosX + _stormtrooperWidth / 2 + _stormtrooperWidth / 6, _startPosY + _stormtrooperHeight / 2),
new Point(_startPosX + _stormtrooperWidth / 2 + _stormtrooperWidth / 15, _startPosY + _stormtrooperHeight),
new Point(_startPosX + _stormtrooperWidth / 2 , _startPosY + _stormtrooperHeight)
};
g.FillPolygon(brushBodyColor, pointsWings);
g.DrawPolygon(penBlack, pointsWings);
// Рисуем хвостовое оперение
Point[] pointsTail = {
new Point(_startPosX + _stormtrooperWidth, _startPosY + _stormtrooperHeight / 2 - _stormtrooperHeight / 3),
new Point(_startPosX + _stormtrooperWidth - _stormtrooperWidth / 8, _startPosY + _stormtrooperHeight / 2 - _stormtrooperHeight / 8),
new Point(_startPosX + _stormtrooperWidth - _stormtrooperWidth / 8, _startPosY + _stormtrooperHeight / 2 + _stormtrooperHeight / 8),
new Point(_startPosX + _stormtrooperWidth, _startPosY + _stormtrooperHeight / 2 + _stormtrooperHeight / 3)
};
g.FillPolygon(brushBodyColor, pointsTail);
g.DrawPolygon(penBlack, pointsTail);
// Рисуем фюзеляж
g.FillRectangle(brushBodyColor, _startPosX + _stormtrooperWidth / 8, _startPosY + _stormtrooperHeight / 2 - bodyHeight / 2, _stormtrooperWidth - _stormtrooperWidth / 8, bodyHeight);
g.DrawRectangle(penBlack, _startPosX + _stormtrooperWidth / 8, _startPosY + _stormtrooperHeight / 2 - bodyHeight / 2, _stormtrooperWidth - _stormtrooperWidth / 8, bodyHeight);
}
}
}

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using System;
using System.Collections.Generic;
using System.Drawing.Drawing2D;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ProjectStormtrooper
{
public class EntityStormtrooper
{
/// <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 ракет
/// </summary>
public bool Rockets { get; private set; }
/// <summary>
/// Признак (опция) наличия бомб
/// </summary>
public bool Bombs { get; private set; }
/// <summary>
/// Шаг перемещения
/// </summary>
public double Step => (double)Speed * 250 / Weight;
/// <summary>
/// Инициализация полей объекта-класса штурмовика
/// </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="rockets">Признак наличия ракет</param>
/// <param name="bombs">Признак наличия бомб</param>
public void Init(int speed, double weight, Color bodyColor, Color additionalColor, bool rockets, bool bombs)
{
Speed = speed;
Weight = weight;
BodyColor = bodyColor;
AdditionalColor = additionalColor;
Rockets = rockets;
Bombs = bombs;
}
}
}

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namespace ProjectStormtrooper
{
partial class Form1
{
/// <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()
{
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
}
}

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namespace ProjectStormtrooper
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
}
}

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namespace ProjectStormtrooper
{
partial class FormStormtrooper
{
/// <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()
{
pictureBoxStormtrooper = new PictureBox();
buttonCreate = new Button();
buttonUp = new Button();
buttonDown = new Button();
buttonLeft = new Button();
buttonRight = new Button();
((System.ComponentModel.ISupportInitialize)pictureBoxStormtrooper).BeginInit();
SuspendLayout();
//
// pictureBoxStormtrooper
//
pictureBoxStormtrooper.Dock = DockStyle.Fill;
pictureBoxStormtrooper.Location = new Point(0, 0);
pictureBoxStormtrooper.Name = "pictureBoxStormtrooper";
pictureBoxStormtrooper.Size = new Size(882, 453);
pictureBoxStormtrooper.SizeMode = PictureBoxSizeMode.AutoSize;
pictureBoxStormtrooper.TabIndex = 0;
pictureBoxStormtrooper.TabStop = false;
//
// buttonCreate
//
buttonCreate.Anchor = AnchorStyles.Bottom | AnchorStyles.Left;
buttonCreate.Location = new Point(12, 412);
buttonCreate.Name = "buttonCreate";
buttonCreate.Size = new Size(94, 29);
buttonCreate.TabIndex = 1;
buttonCreate.Text = "Создать";
buttonCreate.UseVisualStyleBackColor = true;
buttonCreate.Click += buttonCreate_Click;
//
// buttonUp
//
buttonUp.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonUp.BackgroundImage = Properties.Resources.arrowUP;
buttonUp.BackgroundImageLayout = ImageLayout.Zoom;
buttonUp.Location = new Point(804, 375);
buttonUp.Name = "buttonUp";
buttonUp.Size = new Size(30, 30);
buttonUp.TabIndex = 2;
buttonUp.UseVisualStyleBackColor = true;
buttonUp.Click += buttonMove_Click;
//
// buttonDown
//
buttonDown.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonDown.BackgroundImage = Properties.Resources.arrowDOWN;
buttonDown.BackgroundImageLayout = ImageLayout.Zoom;
buttonDown.Location = new Point(804, 411);
buttonDown.Name = "buttonDown";
buttonDown.Size = new Size(30, 30);
buttonDown.TabIndex = 3;
buttonDown.UseVisualStyleBackColor = true;
buttonDown.Click += buttonMove_Click;
//
// buttonLeft
//
buttonLeft.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonLeft.BackgroundImage = Properties.Resources.arrowLEFT;
buttonLeft.BackgroundImageLayout = ImageLayout.Zoom;
buttonLeft.Location = new Point(768, 411);
buttonLeft.Name = "buttonLeft";
buttonLeft.Size = new Size(30, 30);
buttonLeft.TabIndex = 4;
buttonLeft.UseVisualStyleBackColor = true;
buttonLeft.Click += buttonMove_Click;
//
// buttonRight
//
buttonRight.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonRight.BackgroundImage = Properties.Resources.arrowRIGHT;
buttonRight.BackgroundImageLayout = ImageLayout.Zoom;
buttonRight.Location = new Point(840, 411);
buttonRight.Name = "buttonRight";
buttonRight.Size = new Size(30, 30);
buttonRight.TabIndex = 5;
buttonRight.UseVisualStyleBackColor = true;
buttonRight.Click += buttonMove_Click;
//
// FormStormtrooper
//
AutoScaleDimensions = new SizeF(8F, 20F);
AutoScaleMode = AutoScaleMode.Font;
ClientSize = new Size(882, 453);
Controls.Add(buttonRight);
Controls.Add(buttonLeft);
Controls.Add(buttonDown);
Controls.Add(buttonUp);
Controls.Add(buttonCreate);
Controls.Add(pictureBoxStormtrooper);
Name = "FormStormtrooper";
StartPosition = FormStartPosition.CenterScreen;
Text = "Штурмовик";
((System.ComponentModel.ISupportInitialize)pictureBoxStormtrooper).EndInit();
ResumeLayout(false);
PerformLayout();
}
#endregion
private PictureBox pictureBoxStormtrooper;
private Button buttonCreate;
private Button buttonUp;
private Button buttonDown;
private Button buttonLeft;
private Button buttonRight;
}
}

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namespace ProjectStormtrooper
{
/// <summary>
/// Ôîðìà äëÿ ðàáîòû ñ îáúåêòîì "Øòóðìîâèê"
/// </summary>
public partial class FormStormtrooper : Form
{
/// <summary>
/// Ïîëå-îáúåêò äëÿ ïðîðèñîâêè îáúåêòà
/// </summary>
private DrawingStormtrooper? _drawingStormtrooper;
/// <summary>
/// Èíèöèàëèçàöèÿ ôîðìû
/// </summary>
public FormStormtrooper()
{
InitializeComponent();
}
/// <summary>
/// Ìåòîä ïðîðèñîâêè îáúåêòà
/// </summary>
private void Draw()
{
if (_drawingStormtrooper == null)
{
return;
}
Bitmap bmp = new(pictureBoxStormtrooper.Width, pictureBoxStormtrooper.Height);
Graphics g = Graphics.FromImage(bmp);
_drawingStormtrooper.DrawTransport(g);
pictureBoxStormtrooper.Image = bmp;
}
/// <summary>
/// Îáðàáîò÷èê íàæàòèÿ êíîïêè "Ñîçäàòü"
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void buttonCreate_Click(object sender, EventArgs e)
{
Random random = new();
_drawingStormtrooper = new DrawingStormtrooper();
_drawingStormtrooper.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)),
pictureBoxStormtrooper.Width,
pictureBoxStormtrooper.Height
);
_drawingStormtrooper.SetPosition(random.Next(10, 100), random.Next(10, 100));
Draw();
}
/// <summary>
/// Îáðàáîò÷èê íàæàòèÿ êíîïîê ïåðåìåùåíèÿ
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void buttonMove_Click(object sender, EventArgs e)
{
if (_drawingStormtrooper == null)
{
return;
}
string buttonName = ((Button)sender)?.Name ?? string.Empty;
switch (buttonName)
{
case "buttonUp":
_drawingStormtrooper.MoveTransport(DirectionType.Up);
break;
case "buttonDown":
_drawingStormtrooper.MoveTransport(DirectionType.Down);
break;
case "buttonLeft":
_drawingStormtrooper.MoveTransport(DirectionType.Left);
break;
case "buttonRight":
_drawingStormtrooper.MoveTransport(DirectionType.Right);
break;
}
Draw();
}
}
}

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@ -1,24 +1,24 @@
<?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>
<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="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>
@ -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.
-->

View File

@ -11,7 +11,7 @@ namespace ProjectStormtrooper
// 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 FormStormtrooper());
}
}
}

View File

@ -8,4 +8,19 @@
<ImplicitUsings>enable</ImplicitUsings>
</PropertyGroup>
<ItemGroup>
<Compile Update="Properties\Resources.Designer.cs">
<DesignTime>True</DesignTime>
<AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Update="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
</Project>

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@ -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 ProjectStormtrooper.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("ProjectStormtrooper.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 arrowDOWN {
get {
object obj = ResourceManager.GetObject("arrowDOWN", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap arrowLEFT {
get {
object obj = ResourceManager.GetObject("arrowLEFT", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap arrowRIGHT {
get {
object obj = ResourceManager.GetObject("arrowRIGHT", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap arrowUP {
get {
object obj = ResourceManager.GetObject("arrowUP", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
}
}

View 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="arrowLEFT" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\arrowLEFT.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="arrowDOWN" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\arrowDOWN.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="arrowRIGHT" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\arrowRIGHT.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="arrowUP" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\arrowUP.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
</root>

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