This commit is contained in:
Дима 2024-05-22 02:04:02 +04:00
parent 20628bbcf4
commit f0e2b75b99
18 changed files with 830 additions and 209 deletions

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@ -1,23 +0,0 @@
namespace ProjectArtilleryUnit;
/// <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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@ -0,0 +1,27 @@
namespace ProjectArtilleryUnit.Drawnings;
/// <summary>
/// Направление перемещения
/// </summary>
public enum DirectionType
{
/// <summary>
/// Неизвестное направление
/// </summary>
Unknow = -1,
/// <summary>
/// Вверх
/// </summary>
Up = 1,
/// <summary>
/// Вниз
/// </summary>
Down = 2,
/// <summary>
/// Влево
/// </summary>
Left = 3,
/// <summary>
/// Вправо
/// </summary>
Right = 4
}

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@ -1,8 +1,6 @@
using ProjectArtilleryUnit;
using System.Drawing.Drawing2D;
using System.Security.Cryptography.Xml;
using ProjectArtilleryUnit.Entities;
namespace ProjectArtilleryUnit;
namespace ProjectArtilleryUnit.Drawnings;
/// <summary>
/// Класс, отвечающий за прорисовку и перемещение объекта-сущности
/// </summary>
@ -11,7 +9,7 @@ public class DrawningArtilleryUnit
/// <summary>
/// Класс-сущность
/// </summary>
public EntityArtilleryUnit? EntityArtilleryUnit { get; private set; }
public EntityArtilleryUnit? EntityArtilleryUnit { get; protected set; }
/// <summary>
/// Ширина окна
/// </summary>
@ -23,43 +21,71 @@ public class DrawningArtilleryUnit
/// <summary>
/// Левая координата прорисовки автомобиля
/// </summary>
private int? _startPosX;
protected int? _startPosX;
/// <summary>
/// Верхняя кооридната прорисовки автомобиля
/// </summary>
private int? _startPosY;
protected int? _startPosY;
/// <summary>
/// Ширина прорисовки танка
/// </summary>
private readonly int _drawningArtilleryUnitWidth = 150;
/// <summary>
/// Высота прорисовки танка
/// Высота прорисовки танка
/// </summary>
private readonly int _drawningArtilleryUnitHeight = 50;
private readonly int _drawningEnginesWidth = 3;
/// <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="motor">Признак наличия вертолетной площадки</param>
/// <param name="boat">Признак наличия шлюпок</param>
/// <param name="glass">Признак наличия пушки</param>
public void Init(int speed, double weight, Color bodyColor, Color
additionalColor, bool motor, bool boat, bool glass)
/// <summary>
/// Координата X объекта
/// </summary>
public int? GetPosX => _startPosX;
/// <summary>
/// Координата Y объекта
/// </summary>
public int? GetPosY => _startPosY;
/// <summary>
/// Ширина объекта
/// </summary>
public int GetWidth => _drawningArtilleryUnitWidth;
/// <summary>
/// Высота объекта
/// </summary>
public int GetHeight => _drawningArtilleryUnitHeight;
/// <summary>
/// Пустой онструктор
/// </summary>
private DrawningArtilleryUnit()
{
EntityArtilleryUnit = new EntityArtilleryUnit();
EntityArtilleryUnit.Init(speed, weight, bodyColor, additionalColor,
motor, boat, glass);
_pictureWidth = null;
_pictureHeight = null;
_startPosX = null;
_startPosY = null;
}
/// <summary>
/// Конструктор
/// </summary>
/// <param name="speed">Скорость</param>
/// <param name="weight">Вес</param>
/// <param name="bodyColor">Основной цвет</param>
public DrawningArtilleryUnit(int speed, double weight, Color bodyColor) : this()
{
EntityArtilleryUnit = new EntityArtilleryUnit(speed, weight, bodyColor);
}
/// <summary>
/// Конструктор для наследников
/// </summary>
/// <param name="drawningCarWidth">Ширина прорисовки автомобиля</param>
/// <param name="drawningCarHeight">Высота прорисовки автомобиля</param>
protected DrawningArtilleryUnit(int drawningCarWidth, int drawningCarHeight) : this()
{
_drawningArtilleryUnitWidth = drawningCarWidth;
_pictureHeight = drawningCarHeight;
}
/// <summary>
/// Установка границ поля
/// </summary>
@ -82,7 +108,7 @@ public class DrawningArtilleryUnit
if (_startPosX.HasValue && _startPosY.HasValue)
{
SetPosition(_startPosX.Value, _startPosY.Value + 6);
SetPosition(_startPosX.Value, _startPosY.Value);
}
return true;
@ -161,70 +187,37 @@ public class DrawningArtilleryUnit
/// Прорисовка объекта
/// </summary>
/// <param name="g"></param>
public void DrawTransport(Graphics g)
public virtual void DrawTransport(Graphics g)
{
if (EntityArtilleryUnit == null || !_startPosX.HasValue ||
!_startPosY.HasValue)
{
return;
}
Pen pen = new(EntityArtilleryUnit.BodyColor, 2);
Pen pen2 = new(Color.Black, 2);
Pen pen3 = new(Color.Black, 3);
Pen pen4 = new(Color.Red, 4);
Brush Brush = new SolidBrush(Color.Black);
Brush Brush2 = new SolidBrush(EntityArtilleryUnit.AdditionalColor);
Brush additionalBrush = new SolidBrush(EntityArtilleryUnit.AdditionalColor);
Brush Brush = new SolidBrush(EntityArtilleryUnit.BodyColor);
//границы танка
Point[] points = { new Point(_startPosX.Value + 60, _startPosY.Value + 6), new Point(_startPosX.Value + 110, _startPosY.Value + 6), new Point(_startPosX.Value + 110, _startPosY.Value + 11), new Point(_startPosX.Value + 80, _startPosY.Value + 21), new Point(_startPosX.Value + 60, _startPosY.Value + 21), new Point(_startPosX.Value + 45, _startPosY.Value + 16), new Point(_startPosX.Value + 45, _startPosY.Value + 11) };
g.DrawPolygon(pen, points);
g.FillPolygon(additionalBrush, points);
g.FillRectangle(Brush, _startPosX.Value + 45, _startPosY.Value, 50, 15);
g.DrawRectangle(pen2, _startPosX.Value + 45, _startPosY.Value, 50, 15);
g.DrawRectangle(pen, _startPosX.Value + 7, _startPosY.Value + 21, 132, 10);
g.FillRectangle(additionalBrush, _startPosX.Value + 7, _startPosY.Value + 21, 132, 10);
g.FillRectangle(Brush, _startPosX.Value + 7, _startPosY.Value + 15, 132, 10);
g.DrawRectangle(pen2, _startPosX.Value + 7, _startPosY.Value + 15, 132, 10);
g.DrawArc(pen2, _startPosX.Value, _startPosY.Value + 6 + 22, 25, 25, 70, 200);
g.DrawArc(pen2, _startPosX.Value + 122, _startPosY.Value + 28, 25, 25, 260, 200);
g.DrawLine(pen2, _startPosX.Value + 10, _startPosY.Value + 29, _startPosX.Value + 135, _startPosY.Value + 29);
g.DrawLine(pen2, _startPosX.Value + 10, _startPosY.Value + 53, _startPosX.Value + 135, _startPosY.Value + 53);
g.DrawEllipse(pen3, _startPosX.Value + 5, _startPosY.Value + 31 , 18, 18);
g.DrawEllipse(pen3, _startPosX.Value + 125, _startPosY.Value + 31, 18, 18);
g.DrawEllipse(pen3, _startPosX.Value + 103, _startPosY.Value + 37, 12, 12);
g.DrawEllipse(pen3, _startPosX.Value + 34, _startPosY.Value + 37, 12, 12);
g.DrawEllipse(pen3, _startPosX.Value + 57, _startPosY.Value + 37, 12, 12);
g.DrawEllipse(pen3, _startPosX.Value + 80, _startPosY.Value + 37, 12, 12);
g.DrawArc(pen2, _startPosX.Value + 47, _startPosY.Value + 24, 10, 10, 0, 170);
g.DrawArc(pen2, _startPosX.Value + 70, _startPosY.Value + 24, 10, 10, 0, 170);
g.DrawArc(pen2, _startPosX.Value + 93, _startPosY.Value + 24, 10, 10, 0, 170);
g.DrawArc(pen2, _startPosX.Value, _startPosY.Value + 22, 25, 25, 70, 200);
g.DrawArc(pen2, _startPosX.Value + 122, _startPosY.Value + 22, 25, 25, 260, 200);
g.DrawLine(pen2, _startPosX.Value + 10, _startPosY.Value + 23, _startPosX.Value + 135, _startPosY.Value + 23);
g.DrawLine(pen2, _startPosX.Value + 10, _startPosY.Value + 47, _startPosX.Value + 135, _startPosY.Value + 47);
g.DrawEllipse(pen3, _startPosX.Value + 5, _startPosY.Value + 25, 18, 18);
g.DrawEllipse(pen3, _startPosX.Value + 125, _startPosY.Value + 25, 18, 18);
g.DrawEllipse(pen3, _startPosX.Value + 103, _startPosY.Value + 31, 12, 12);
g.DrawEllipse(pen3, _startPosX.Value + 34, _startPosY.Value + 31, 12, 12);
g.DrawEllipse(pen3, _startPosX.Value + 57, _startPosY.Value + 31, 12, 12);
g.DrawEllipse(pen3, _startPosX.Value + 80, _startPosY.Value + 31, 12, 12);
g.DrawArc(pen2, _startPosX.Value + 47, _startPosY.Value + 18, 10, 10, 0, 170);
g.DrawArc(pen2, _startPosX.Value + 70, _startPosY.Value + 18, 10, 10, 0, 170);
g.DrawArc(pen2, _startPosX.Value + 93, _startPosY.Value + 18, 10, 10, 0, 170);
//внутренности танка
if (EntityArtilleryUnit.Muzzle)
{
g.DrawRectangle(pen, _startPosX.Value + 10, _startPosY.Value + 11, 35, 3);
g.FillRectangle(additionalBrush, _startPosX.Value + 10, _startPosY.Value + 11, 35, 3);
g.DrawPolygon(pen, points);
g.FillPolygon(additionalBrush, points);
}
if (EntityArtilleryUnit.Gun)
{
g.DrawLine(pen4, _startPosX.Value + 113, _startPosY.Value + 11, _startPosX.Value + 119, _startPosY.Value + 13);
g.DrawLine(pen4, _startPosX.Value + 115, _startPosY.Value + 6, _startPosX.Value + 121, _startPosY.Value + 8);
g.DrawLine(pen4, _startPosX.Value + 117, _startPosY.Value + 1, _startPosX.Value + 123, _startPosY.Value + 4);
Point[] points2 = { new Point(_startPosX.Value + 122, _startPosY.Value - 1), new Point(_startPosX.Value + 147, _startPosY.Value + 6), new Point(_startPosX.Value + 142, _startPosY.Value + 21), new Point(_startPosX.Value + 117, _startPosY.Value + 16)};
g.DrawPolygon(pen2, points2);
g.FillPolygon(Brush, points2);
}
if (EntityArtilleryUnit.Luke)
{
g.DrawRectangle(pen, _startPosX.Value + 60, _startPosY.Value + 4, 25, 2);
}
}
}
}

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@ -0,0 +1,66 @@
using System.Drawing.Drawing2D;
using ProjectArtilleryUnit.Entities;
namespace ProjectArtilleryUnit.Drawnings
{
public class DrawningMilitaryArtilleryUnit : DrawningArtilleryUnit
{
/// <summary>
/// Конструктор
/// </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="helicopterArea">Признак наличия вертолетной площадки</param>
/// <param name="gun">Признак наличия шлюпок</param>
/// <param name="luke">Признак наличия пушки</param>
public DrawningMilitaryArtilleryUnit(int speed, double weight, Color bodyColor, Color additionalColor, bool helicopterArea, bool gun, bool luke)
: base(150, 50)
{
EntityArtilleryUnit = new EntityMilitaryArtilleryUnit(speed, weight, bodyColor, additionalColor, helicopterArea, gun, luke);
}
public override void DrawTransport(Graphics g)
{
if (EntityArtilleryUnit == null || EntityArtilleryUnit is not EntityMilitaryArtilleryUnit entityMilitaryArtilleryUnit || !_startPosX.HasValue ||
!_startPosY.HasValue)
{
return;
}
Pen pen2 = new(Color.Black, 2);
Brush Brush = new SolidBrush(Color.Black);
Brush Brush2 = new SolidBrush(entityMilitaryArtilleryUnit.AdditionalColor);
Brush additionalBrush = new SolidBrush(entityMilitaryArtilleryUnit.AdditionalColor);
base.DrawTransport(g);
g.FillRectangle(Brush2, _startPosX.Value + 7, _startPosY.Value + 15, 132, 10);
g.DrawRectangle(pen2, _startPosX.Value + 7, _startPosY.Value + 15, 132, 10);
if (entityMilitaryArtilleryUnit.Muzzle)
{
g.FillRectangle(additionalBrush, _startPosX.Value + 10, _startPosY.Value + 5, 35, 3);
g.DrawRectangle(pen2, _startPosX.Value + 10, _startPosY.Value + 5, 35, 3);
}
if (entityMilitaryArtilleryUnit.Gun)
{
g.DrawLine(pen2, _startPosX.Value + 100, _startPosY.Value + 15, _startPosX.Value + 110, _startPosY.Value + 10);
g.DrawLine(pen2, _startPosX.Value + 110, _startPosY.Value + 15, _startPosX.Value + 110, _startPosY.Value + 10);
g.DrawLine(pen2, _startPosX.Value + 120, _startPosY.Value + 15, _startPosX.Value + 110, _startPosY.Value + 10);
g.FillRectangle(Brush, _startPosX.Value + 100, _startPosY.Value + 3, 20, 7);
g.FillRectangle(Brush, _startPosX.Value + 120, _startPosY.Value + 5, 20, 2);
}
if (entityMilitaryArtilleryUnit.Luke)
{
g.DrawRectangle(pen2, _startPosX.Value + 60, _startPosY.Value - 2, 25, 2);
}
}
}
}

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@ -0,0 +1,38 @@
namespace ProjectArtilleryUnit.Entities;
/// <summary>
/// Класс-сущность "танк"
/// </summary>
public class EntityArtilleryUnit
{
//свойства
/// <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>
/// Шаг перемещения автомобиля
/// </summary>
public double Step => Speed * 100 / Weight;
/// <summary>
/// Инициализация полей объекта-класса танка
/// </summary>
/// <param name="speed">скорость</param>
/// <param name="weight">вес</param>
/// <param name="bodyColor">основной цвет</param>
public EntityArtilleryUnit(int speed, double weight, Color bodyColor)
{
Speed = speed;
Weight = weight;
BodyColor = bodyColor;
}
}

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@ -0,0 +1,30 @@
namespace ProjectArtilleryUnit.Entities
{
internal class EntityMilitaryArtilleryUnit : EntityArtilleryUnit
{
/// <summary>
/// Признак (опция) наличие пушка
/// </summary>
public bool Muzzle { get; private set; }
/// <summary>
/// Признак (опция) наличие артелирийской пушки
/// </summary>
public bool Gun { get; private set; }
/// <summary>
/// Признак (опция) наличие люка
/// </summary>
public bool Luke { get; private set; }
/// <summary>
/// Дополнительный цвет (для опциональных элементов)
/// </summary>
public Color AdditionalColor { get; private set; }
public EntityMilitaryArtilleryUnit(int speed, double weight, Color bodyColor, Color additionalColor, bool мuzzle, bool gun, bool luke) : base(speed, weight, bodyColor)
{
AdditionalColor = additionalColor;
Muzzle = мuzzle;
Gun = gun;
Luke = luke;
}
}
}

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@ -1,62 +0,0 @@
namespace ProjectArtilleryUnit;
/// <summary>
/// Класс-сущность "автобус"
/// </summary>
public class EntityArtilleryUnit
{
//свойства
/// <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) наличие второго этажа
/// </summary>
public bool Muzzle { get; private set; }
/// <summary>
/// Признак (опция) наличие лестницы
/// </summary>
public bool Gun { get; private set; }
/// <summary>
/// Признак (опция) наличие фар
/// </summary>
public bool Luke { get; private set; }
//поле класса
/// <summary>
/// Шаг перемещения автомобиля
/// </summary>
public double Step => Speed * 100 / Weight;
/// <summary>
/// Инициализация полей объекта-класса танк
/// </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="motor">второй этаж</param>
/// <param name="oars">лестница</param>
/// <param name="glass">наличие фар</param>
public void Init(int speed, double weight, Color bodyColor, Color
additionalColor, bool motor, bool oars, bool glass)
{
Speed = speed;
Weight = weight;
BodyColor = bodyColor;
AdditionalColor = additionalColor;
Muzzle = motor;
Gun = oars;
Luke = glass;
}
}

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@ -1,5 +1,4 @@

namespace ProjectArtilleryUnit
namespace ProjectArtilleryUnit
{
partial class FormArtilleryUnit
{
@ -30,25 +29,28 @@ namespace ProjectArtilleryUnit
private void InitializeComponent()
{
System.ComponentModel.ComponentResourceManager resources = new System.ComponentModel.ComponentResourceManager(typeof(FormArtilleryUnit));
pictureBox1 = new PictureBox();
pictureBoxArtilleryUnit = new PictureBox();
button1 = new Button();
buttonUp = new Button();
buttonDown = new Button();
buttonRight = new Button();
buttonLeft = new Button();
((System.ComponentModel.ISupportInitialize)pictureBox1).BeginInit();
comboBoxStrategy = new ComboBox();
buttonCretaeArtilleryUnit = new Button();
buttonStrategyStep = new Button();
((System.ComponentModel.ISupportInitialize)pictureBoxArtilleryUnit).BeginInit();
SuspendLayout();
//
// pictureBox1
// pictureBoxArtilleryUnit
//
pictureBox1.Dock = DockStyle.Fill;
pictureBox1.Location = new Point(0, 0);
pictureBox1.Margin = new Padding(3, 2, 3, 2);
pictureBox1.Name = "pictureBox1";
pictureBox1.Size = new Size(700, 338);
pictureBox1.SizeMode = PictureBoxSizeMode.AutoSize;
pictureBox1.TabIndex = 0;
pictureBox1.TabStop = false;
pictureBoxArtilleryUnit.Dock = DockStyle.Fill;
pictureBoxArtilleryUnit.Location = new Point(0, 0);
pictureBoxArtilleryUnit.Margin = new Padding(3, 2, 3, 2);
pictureBoxArtilleryUnit.Name = "pictureBoxArtilleryUnit";
pictureBoxArtilleryUnit.Size = new Size(700, 338);
pictureBoxArtilleryUnit.SizeMode = PictureBoxSizeMode.AutoSize;
pictureBoxArtilleryUnit.TabIndex = 0;
pictureBoxArtilleryUnit.TabStop = false;
//
// button1
//
@ -56,9 +58,9 @@ namespace ProjectArtilleryUnit
button1.Location = new Point(10, 307);
button1.Margin = new Padding(3, 2, 3, 2);
button1.Name = "button1";
button1.Size = new Size(82, 22);
button1.Size = new Size(186, 22);
button1.TabIndex = 1;
button1.Text = "создать";
button1.Text = "создать военный танк";
button1.UseVisualStyleBackColor = true;
button1.Click += ButtonCreateArtilleryUnit_Click;
//
@ -114,34 +116,74 @@ namespace ProjectArtilleryUnit
buttonLeft.UseVisualStyleBackColor = true;
buttonLeft.Click += ButtonMove_Click;
//
// comboBoxStrategy
//
comboBoxStrategy.Anchor = AnchorStyles.Top | AnchorStyles.Right;
comboBoxStrategy.DropDownStyle = ComboBoxStyle.DropDownList;
comboBoxStrategy.FormattingEnabled = true;
comboBoxStrategy.Items.AddRange(new object[] { "к центру", "к краю" });
comboBoxStrategy.Location = new Point(557, 9);
comboBoxStrategy.Margin = new Padding(3, 2, 3, 2);
comboBoxStrategy.Name = "comboBoxStrategy";
comboBoxStrategy.Size = new Size(133, 23);
comboBoxStrategy.TabIndex = 6;
//
// buttonCretaeArtilleryUnit
//
buttonCretaeArtilleryUnit.Anchor = AnchorStyles.Bottom | AnchorStyles.Left;
buttonCretaeArtilleryUnit.Location = new Point(210, 308);
buttonCretaeArtilleryUnit.Margin = new Padding(3, 2, 3, 2);
buttonCretaeArtilleryUnit.Name = "buttonCretaeArtilleryUnit";
buttonCretaeArtilleryUnit.Size = new Size(186, 22);
buttonCretaeArtilleryUnit.TabIndex = 7;
buttonCretaeArtilleryUnit.Text = "создать танк";
buttonCretaeArtilleryUnit.UseVisualStyleBackColor = true;
buttonCretaeArtilleryUnit.Click += buttonCretaeArtilleryUnit_Click;
//
// buttonStrategyStep
//
buttonStrategyStep.Location = new Point(607, 34);
buttonStrategyStep.Margin = new Padding(3, 2, 3, 2);
buttonStrategyStep.Name = "buttonStrategyStep";
buttonStrategyStep.Size = new Size(82, 22);
buttonStrategyStep.TabIndex = 8;
buttonStrategyStep.Text = "шаг";
buttonStrategyStep.UseVisualStyleBackColor = true;
buttonStrategyStep.Click += ButtonStrategyStep_Click;
//
// FormArtilleryUnit
//
AutoScaleDimensions = new SizeF(7F, 15F);
AutoScaleMode = AutoScaleMode.Font;
ClientSize = new Size(700, 338);
Controls.Add(buttonStrategyStep);
Controls.Add(buttonCretaeArtilleryUnit);
Controls.Add(comboBoxStrategy);
Controls.Add(buttonLeft);
Controls.Add(buttonRight);
Controls.Add(buttonDown);
Controls.Add(buttonUp);
Controls.Add(button1);
Controls.Add(pictureBox1);
Controls.Add(pictureBoxArtilleryUnit);
Margin = new Padding(3, 2, 3, 2);
Name = "FormArtilleryUnit";
Text = "FormArtilleryUnit";
//Load += this.FormArtilleryUnit_Load_1;
Click += ButtonMove_Click;
((System.ComponentModel.ISupportInitialize)pictureBox1).EndInit();
((System.ComponentModel.ISupportInitialize)pictureBoxArtilleryUnit).EndInit();
ResumeLayout(false);
PerformLayout();
}
#endregion
private PictureBox pictureBox1;
private PictureBox pictureBoxArtilleryUnit;
private Button button1;
private Button buttonUp;
private Button buttonDown;
private Button buttonRight;
private Button buttonLeft;
private ComboBox comboBoxStrategy;
private Button buttonCretaeArtilleryUnit;
private Button buttonStrategyStep;
}
}

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@ -1,4 +1,7 @@
namespace ProjectArtilleryUnit
using ProjectArtilleryUnit.Drawnings;
using ProjectArtilleryUnit.MovementStrategy;
namespace ProjectArtilleryUnit
{
public partial class FormArtilleryUnit : Form
{
@ -6,14 +9,20 @@
/// Поле-объект для прорисовки объекта
/// </summary>
private DrawningArtilleryUnit? _drawningArtilleryUnit;
/// <summary>
/// Стратегия перемещения
/// </summary>
private AbstractStrategy? _strategy;
public FormArtilleryUnit()
{
InitializeComponent();
_strategy = null;
}
/// <summary>
/// Метод прорисовки артиллерийской установки
/// Метод прорисовки танка
/// </summary>
private void Draw()
{
@ -21,35 +30,64 @@
{
return;
}
Bitmap bmp = new(pictureBox1.Width,
pictureBox1.Height);
Bitmap bmp = new(pictureBoxArtilleryUnit.Width,
pictureBoxArtilleryUnit.Height);
Graphics gr = Graphics.FromImage(bmp);
_drawningArtilleryUnit.DrawTransport(gr);
pictureBox1.Image = bmp;
pictureBoxArtilleryUnit.Image = bmp;
}
/// <summary>
/// Обработка нажатия кнопки "Создать"
/// Создание объекта класса-перемещения
/// </summary>
/// <param name="type">Тип создаваемого объекта</param>
private void CreateObject(string type)
{
Random random = new();
switch (type)
{
case nameof(DrawningArtilleryUnit):
_drawningArtilleryUnit = new DrawningArtilleryUnit(random.Next(100, 300),
random.Next(1000, 3000),
Color.FromArgb(random.Next(0, 256),
random.Next(0, 256), random.Next(0, 256)));
break;
case nameof(DrawningMilitaryArtilleryUnit):
_drawningArtilleryUnit = new DrawningMilitaryArtilleryUnit(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)), Convert.ToBoolean(random.Next(0, 2)));
break;
default:
return;
}
_drawningArtilleryUnit.SetPictureSize(pictureBoxArtilleryUnit.Width,
pictureBoxArtilleryUnit.Height);
_drawningArtilleryUnit.SetPosition(random.Next(10, 100), random.Next(10, 100));
_strategy = null;
comboBoxStrategy.Enabled = true;
Draw();
}
/// <summary>
/// Обработка нажатия кнопки "Создать военный танк"
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void ButtonCreateArtilleryUnit_Click(object sender, EventArgs e)
{
Random random = new();
_drawningArtilleryUnit = new DrawningArtilleryUnit();
_drawningArtilleryUnit.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)), Convert.ToBoolean(random.Next(0, 2)));
_drawningArtilleryUnit.SetPictureSize(pictureBox1.Width,
pictureBox1.Height);
private void ButtonCreateArtilleryUnit_Click(object sender, EventArgs e) => CreateObject(nameof(DrawningMilitaryArtilleryUnit));
/// <summary>
/// Обработка нажатия кнопки "Создать танк"
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void buttonCretaeArtilleryUnit_Click(object sender, EventArgs e) => CreateObject(nameof(DrawningArtilleryUnit));
//начальное положение артиллерийской установки
_drawningArtilleryUnit.SetPosition(random.Next(10, 100), random.Next(10, 100));
Draw();
}
/// <summary>
/// Перемещение объекта по форме (нажатие кнопок навигации)
/// </summary>
@ -87,5 +125,50 @@
Draw();
}
}
/// <summary>
/// обработка нажатия кнопки шаг
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void ButtonStrategyStep_Click(object sender, EventArgs e)
{
if (_drawningArtilleryUnit == null)
{
return;
}
if (comboBoxStrategy.Enabled)
{
_strategy = comboBoxStrategy.SelectedIndex switch
{
0 => new MoveToCenter(),
1 => new MoveToBorder(),
_ => null,
};
if (_strategy == null)
{
return;
}
_strategy.SetData(new MoveableArtilleryUnit(_drawningArtilleryUnit), pictureBoxArtilleryUnit.Width, pictureBoxArtilleryUnit.Height);
}
if (_strategy == null)
{
return;
}
comboBoxStrategy.Enabled = false;
_strategy.MakeStep();
Draw();
if (_strategy.GetStatus() == StrategyStatus.Finish)
{
comboBoxStrategy.Enabled = true;
_strategy = null;
}
}
}
}

View File

@ -121,7 +121,7 @@
<data name="buttonUp.BackgroundImage" type="System.Drawing.Bitmap, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>
iVBORw0KGgoAAAANSUhEUgAABGsAAAZACAYAAADO3c9BAAAABGdBTUEAALGPC/xhBQAAAAlwSFlzAAAO
vQAADr0BR/uQrQAAVu1JREFUeF7s3XHE5XXe//HcstZKkiRJMpIkSZIkSZJkJUmSlSRZK1lJxkokK0mS
vAAADrwBlbxySQAAVu1JREFUeF7s3XHE5XXe//HcstZKkiRJMpIkSZIkSZJkJUmSlSRZK1lJxkokK0mS
JGtkJUmSJEkykiRJMpIkyRgjY4wxxhhjjN/v9dnd7rutz3xmrus61/uc8z2PJw+/2++/na7rnO/3dZ3z
+Z4iSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIk
SZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIk
@ -498,7 +498,7 @@
<data name="buttonDown.BackgroundImage" type="System.Drawing.Bitmap, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>
iVBORw0KGgoAAAANSUhEUgAABGsAAAZACAYAAADO3c9BAAAABGdBTUEAALGPC/xhBQAAAAlwSFlzAAAO
vQAADr0BR/uQrQAAVmJJREFUeF7s3XGk5nX+//98ZK2VJEkykpEkSZKsJEmyspIkyUqSrJWsJGMlkpUk
vAAADrwBlbxySQAAVmJJREFUeF7s3XGk5nX+//98ZK2VJEkykpEkSZKsJEmyspIkyUqSrJWsJGMlkpUk
SZKVrCRZSVYyVpIkSZKRJEnGGBljjDHGGGP8fo/37mc/36199WzOnHOe531d1+3Ozf69zTnX9X4/znW9
3qdJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJ
kiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJkiRJ
@ -873,7 +873,7 @@
<data name="buttonRight.BackgroundImage" type="System.Drawing.Bitmap, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>
iVBORw0KGgoAAAANSUhEUgAABkAAAARrCAYAAADb+Gp7AAAABGdBTUEAALGPC/xhBQAAAAlwSFlzAAAO
vQAADr0BR/uQrQAASClJREFUeF7s3Q+k3vX///F85SNJJjMzk0ySyXwkk8nMJEkyyWQySSaZZGYmGUmS
vAAADrwBlbxySQAASClJREFUeF7s3Q+k3vX///F85SNJJjMzk0ySyXwkk8nMJEkyyWQySSaZZGYmGUmS
ZJJJZpLMJJlkJjOZj5mZmZmZyczMzBwzxxzHMcfv93hXq7ad/+d9Xdf7/Xrf7tx8vt+vjy/V2RXn4Xq+
7pMkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIk
SZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIk
@ -1187,7 +1187,7 @@
<data name="buttonLeft.BackgroundImage" type="System.Drawing.Bitmap, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>
iVBORw0KGgoAAAANSUhEUgAABkAAAARrCAYAAADb+Gp7AAAABGdBTUEAALGPC/xhBQAAAAlwSFlzAAAO
vQAADr0BR/uQrQAAUVNJREFUeF7s3X/E34X+//F85DiSTDKTSSbJJEcySZIkSZJkkiTJ5EiSZJJIkiRJ
vAAADrwBlbxySQAAUVNJREFUeF7s3X/E34X+//F85DiSTDKTSSbJJEcySZIkSZJkkiTJ5EiSZJJIkiRJ
JpkkSZJMMpNM5pjMzMzMTGZmZmZmZuZymcv3+3idTufU9tyuX+8frx+3OzfO+bPrer9fF8+Hvd9XSZIk
SZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIk
SZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIkSZIk

View File

@ -0,0 +1,123 @@
namespace ProjectArtilleryUnit.MovementStrategy
{
/// <summary>
/// Класс-стратегия перемещения объекта
/// </summary>
public abstract class AbstractStrategy
{
/// <summary>
/// Перемещаемый объект
/// </summary>
private IMoveableObject? _moveableObject;
/// <summary>
/// Статус перемещения
/// </summary>
private StrategyStatus _state = StrategyStatus.NotInit;
/// <summary>
/// Ширина поля
/// </summary>
protected int FieldWidth { get; private set; }
/// <summary>
/// Высота поля
/// </summary>
protected int FieldHeight { get; private set; }
/// <summary>
/// Статус перемещения
/// </summary>
public StrategyStatus GetStatus() { return _state; }
/// <summary>
/// Установка данных
/// </summary>
/// <param name="moveableObject">Перемещаемый объект</param>
/// <param name="width">Ширина поля</param>
/// <param name="height">Высота поля</param>
public void SetData(IMoveableObject moveableObject, int width, int height)
{
if (moveableObject == null)
{
_state = StrategyStatus.NotInit;
return;
}
_state = StrategyStatus.InProgress;
_moveableObject = moveableObject;
FieldWidth = width;
FieldHeight = height;
}
/// <summary>
/// Шаг перемещения
/// </summary>
public void MakeStep()
{
if (_state != StrategyStatus.InProgress)
{
return;
}
if (IsTargetDestinaion())
{
_state = StrategyStatus.Finish;
return;
}
MoveToTarget();
}
/// <summary>
/// Перемещение влево
/// </summary>
/// <returns>Результат перемещения (true - удалось переместиться, false - неудача)</returns>
protected bool MoveLeft() => MoveTo(MovementDirection.Left);
/// <summary>
/// Перемещение вправо
/// </summary>
/// <returns>Результат перемещения (true - удалось переместиться, false - неудача)</returns>
protected bool MoveRight() => MoveTo(MovementDirection.Right);
/// <summary>
/// Перемещение вверх
/// </summary>
/// <returns>Результат перемещения (true - удалось переместиться, false - неудача)</returns>
protected bool MoveUp() => MoveTo(MovementDirection.Up);
/// <summary>
/// Перемещение вниз
/// </summary>
/// <returns>Результат перемещения (true - удалось переместиться, false - неудача)</returns>
protected bool MoveDown() => MoveTo(MovementDirection.Down);
/// <summary>
/// Параметры объекта
/// </summary>
protected ObjectParameters? GetObjectParameters =>
_moveableObject?.GetObjectPosition;
/// <summary>
/// Шаг объекта
/// </summary>
/// <returns></returns>
protected int? GetStep()
{
if (_state != StrategyStatus.InProgress)
{
return null;
}
return _moveableObject?.GetStep;
}
/// <summary>
/// Перемещение к цели
/// </summary>
protected abstract void MoveToTarget();
/// <summary>
/// Достигнута ли цель
/// </summary>
/// <returns></returns>
protected abstract bool IsTargetDestinaion();
/// <summary>
/// Попытка перемещения в требуемом направлении
/// </summary>
/// <param name="movementDirection">Направление</param>
/// <returns>Результат попытки (true - удалось переместиться, false - неудача)</returns>
private bool MoveTo(MovementDirection movementDirection)
{
if (_state != StrategyStatus.InProgress)
{
return false;
}
return _moveableObject?.TryMoveObject(movementDirection) ?? false;
}
}
}

View File

@ -0,0 +1,24 @@
namespace ProjectArtilleryUnit.MovementStrategy
{
/// <summary>
/// Интерфейс для работы с перемещаемым объектом
/// </summary>
public interface IMoveableObject
{
/// <summary>
/// Получение координаты объекта
/// </summary>
ObjectParameters? GetObjectPosition { get; }
/// <summary>
/// Шаг объекта
/// </summary>
int GetStep { get; }
/// <summary>
/// Попытка переместить объект в указанном направлении
/// </summary>
/// <param name="direction">Направление</param>
/// <returns>true - объект перемещен, false - перемещение невозможно</returns>
bool TryMoveObject(MovementDirection direction);
}
}

View File

@ -0,0 +1,53 @@
namespace ProjectArtilleryUnit.MovementStrategy
{
/// <summary>
/// Стратегия перемещения объекта к краю экрана
/// </summary>
internal class MoveToBorder : AbstractStrategy
{
protected override bool IsTargetDestinaion()
{
ObjectParameters? objParams = GetObjectParameters;
if (objParams == null)
{
return false;
}
return objParams.RightBorder - GetStep() <= FieldWidth
&& objParams.RightBorder + GetStep() >= FieldWidth &&
objParams.DownBorder - GetStep() <= FieldHeight
&& objParams.DownBorder + GetStep() >= FieldHeight;
}
protected override void MoveToTarget()
{
ObjectParameters? objParams = GetObjectParameters;
if (objParams == null)
{
return;
}
int diffX = objParams.RightBorder - FieldWidth;
if (Math.Abs(diffX) > GetStep())
{
if (diffX > 0)
{
MoveLeft();
}
else
{
MoveRight();
}
}
int diffY = objParams.DownBorder - FieldHeight;
if (Math.Abs(diffY) > GetStep())
{
if (diffY > 0)
{
MoveUp();
}
else
{
MoveDown();
}
}
}
}
}

View File

@ -0,0 +1,53 @@
namespace ProjectArtilleryUnit.MovementStrategy
{
/// <summary>
/// Стратегия перемещения объекта в центр экрана
/// </summary>
public class MoveToCenter : AbstractStrategy
{
protected override bool IsTargetDestinaion()
{
ObjectParameters? objParams = GetObjectParameters;
if (objParams == null)
{
return false;
}
return objParams.ObjectMiddleHorizontal - GetStep() <= FieldWidth / 2
&& objParams.ObjectMiddleHorizontal + GetStep() >= FieldWidth / 2 &&
objParams.ObjectMiddleVertical - GetStep() <= FieldHeight / 2
&& objParams.ObjectMiddleVertical + GetStep() >= FieldHeight / 2;
}
protected override void MoveToTarget()
{
ObjectParameters? objParams = GetObjectParameters;
if (objParams == null)
{
return;
}
int diffX = objParams.ObjectMiddleHorizontal - FieldWidth / 2;
if (Math.Abs(diffX) > GetStep())
{
if (diffX > 0)
{
MoveLeft();
}
else
{
MoveRight();
}
}
int diffY = objParams.ObjectMiddleVertical - FieldHeight / 2;
if (Math.Abs(diffY) > GetStep())
{
if (diffY > 0)
{
MoveUp();
}
else
{
MoveDown();
}
}
}
}
}

View File

@ -0,0 +1,62 @@
using ProjectArtilleryUnit.Drawnings;
namespace ProjectArtilleryUnit.MovementStrategy
{
/// <summary>
/// класс реалтзация для IMoveableObject с использованием DrawningArtilleryUnit
/// </summary>
public class MoveableArtilleryUnit : IMoveableObject
{
/// <summary>
/// Поле-объект класса DrawningArtilleryUnit или его наследника
/// </summary>
private readonly DrawningArtilleryUnit? _cruiser = null;
/// <summary>
/// Конструктор
/// </summary>
/// <param name="cruiser">Объект класса DrawningArtilleryUnit</param>
public MoveableArtilleryUnit(DrawningArtilleryUnit cruiser)
{
_cruiser = cruiser;
}
public ObjectParameters? GetObjectPosition
{
get
{
if (_cruiser == null || _cruiser.EntityArtilleryUnit == null ||
!_cruiser.GetPosX.HasValue || !_cruiser.GetPosY.HasValue)
{
return null;
}
return new ObjectParameters(_cruiser.GetPosX.Value,
_cruiser.GetPosY.Value, _cruiser.GetWidth, _cruiser.GetHeight);
}
}
public int GetStep => (int)(_cruiser?.EntityArtilleryUnit?.Step ?? 0);
public bool TryMoveObject(MovementDirection direction)
{
if (_cruiser == null || _cruiser.EntityArtilleryUnit == null)
{
return false;
}
return _cruiser.MoveTransport(GetDirectionType(direction));
}
/// <summary>
/// Конвертация из MovementDirection в DirectionType
/// </summary>
/// <param name="direction">MovementDirection</param>
/// <returns>DirectionType</returns>
private static DirectionType GetDirectionType(MovementDirection direction)
{
return direction switch
{
MovementDirection.Left => DirectionType.Left,
MovementDirection.Right => DirectionType.Right,
MovementDirection.Up => DirectionType.Up,
MovementDirection.Down => DirectionType.Down,
_ => DirectionType.Unknow,
};
}
}
}

View File

@ -0,0 +1,26 @@
namespace ProjectArtilleryUnit.MovementStrategy
{
/// <summary>
/// Направление перемещения
/// </summary>
public enum MovementDirection
{
/// <summary>
/// Вверх
/// </summary>
Up = 1,
/// <summary>
/// Вниз
/// </summary>
Down = 2,
/// <summary>
/// Влево
/// </summary>
Left = 3,
/// <summary>
/// Вправо
/// </summary>
Right = 4
}
}

View File

@ -0,0 +1,64 @@
namespace ProjectArtilleryUnit.MovementStrategy
{
/// <summary>
/// Параметры-координаты объекта
/// </summary>
public class ObjectParameters
{
/// <summary>
/// Координата X
/// </summary>
private readonly int _x;
/// <summary>
/// Координата Y
/// </summary>
private readonly int _y;
/// <summary>
/// Ширина объекта
/// </summary>
private readonly int _width;
/// <summary>
/// Высота объекта
/// </summary>
private readonly int _height;
/// <summary>
/// Левая граница
/// </summary>
public int LeftBorder => _x;
/// <summary>
/// Верхняя граница
/// </summary>
public int TopBorder => _y;
/// <summary>
/// Правая граница
/// </summary>
public int RightBorder => _x + _width;
/// <summary>
/// Нижняя граница
/// </summary>
public int DownBorder => _y + _height;
/// <summary>
/// Середина объекта
/// </summary>
public int ObjectMiddleHorizontal => _x + _width / 2;
/// <summary>
/// Середина объекта
/// </summary>
public int ObjectMiddleVertical => _y + _height / 2;
/// <summary>
/// Конструктор
/// </summary>
/// <param name="x">Координата X</param>
/// <param name="y">Координата Y</param>
/// <param name="width">Ширина объекта</param>
/// <param name="height">Высота объекта</param>
public ObjectParameters(int x, int y, int width, int height)
{
_x = x;
_y = y;
_width = width;
_height = height;
}
}
}

View File

@ -0,0 +1,22 @@
namespace ProjectArtilleryUnit.MovementStrategy
{
/// <summary>
/// Статус выполнения операции перемещения
/// </summary>
public enum StrategyStatus
{
/// <summary>
/// Все готово к началу
/// </summary>
NotInit,
/// <summary>
/// Выполняется
/// </summary>
InProgress,
/// <summary>
/// Завершено
/// </summary>
Finish
}
}