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26 changed files with 1574 additions and 75 deletions

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@ -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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namespace Battleship.Drawings;
/// <summary>
/// класс, отвечающий за лево/право/верх/низ
/// </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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@ -0,0 +1,108 @@
using Battleship.Entities;
//using System.Drawings;
namespace Battleship.Drawings;
/// <summary>
/// Класс, отвечающий за отрисовку и перемещение объекта-сущности
/// </summary>
public class DrawingBattleship : DrawingWarship
{
/// <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="bodyDeck">Признак наличия палубы</param>
/// <param name="compartment">Признак наличия отсека для ракет</param>
/// <param name="tower">Признак наличия башни</param>
///
public DrawingBattleship(int speed, double weight, Color bodyColor, Color additionalColor, bool bodyDeck, bool compartment, bool tower) : base(129, 60)
{
EntityWarship = new EntityBattleship(speed, weight, bodyColor, compartment, tower, bodyDeck, additionalColor);
}
public override void DrawTransport(Graphics g)
{
if (EntityWarship == null || EntityWarship is not EntityBattleship battleship || !_startPosX.HasValue || !_startPosY.HasValue)
{
return;
}
Pen pen = new(Color.Black);
Brush additionalBrush = new SolidBrush(battleship.AdditionalColor);
//отсек для ракет
if (battleship.BodyDeck)
{
//заливка линкора
Brush br = new SolidBrush(EntityWarship.BodyColor);
g.FillRectangle(br, _startPosX.Value + 10, _startPosY.Value, 80, 40);
//границы линкора
g.DrawRectangle(pen, _startPosX.Value + 10, _startPosY.Value, 80, 40); //ширина высота (сама палуба)
//заливка двигателей (2 фигни сзади)
Brush brBlack = new SolidBrush(Color.Black);
g.FillRectangle(brBlack, _startPosX.Value + 5, _startPosY.Value + 7, 5, 10); //верхний
g.FillRectangle(brBlack, _startPosX.Value + 5, _startPosY.Value + 22, 5, 10); //нижний
//границы двигателей
g.DrawRectangle(pen, _startPosX.Value + 5, _startPosY.Value + 7, 5, 10); //двигатель верхний
g.DrawRectangle(pen, _startPosX.Value + 5, _startPosY.Value + 22, 5, 10); //двигатель нижний
//прямоугольник левый на палубе (горизонтальный)
Brush brLightSteelBlue = new SolidBrush(Color.LightSteelBlue);
g.FillRectangle(brLightSteelBlue, _startPosX.Value + 32, _startPosY.Value + 13, 21, 12);
g.DrawRectangle(pen, _startPosX.Value + 32, _startPosY.Value + 13, 21, 12);
//прямоугольник правый на палубе (вертикальный)
Brush brGray = new SolidBrush(Color.Gray);
g.FillRectangle(brGray, _startPosX.Value + 53, _startPosY.Value + 7, 16, 24);
g.DrawRectangle(pen, _startPosX.Value + 53, _startPosY.Value + 7, 16, 24);
//линии для треугольника
Point[] pointsNOS =
{
new Point(_startPosX.Value + 90, _startPosY.Value),
new Point(_startPosX.Value + 120, _startPosY.Value + 20),
new Point(_startPosX.Value + 90, _startPosY.Value + 40),
};
g.DrawPolygon(pen, pointsNOS);
g.FillPolygon(br, pointsNOS);
//заливка круга
Brush brLightSlateGray = new SolidBrush(Color.LightSlateGray);
g.FillEllipse(brLightSlateGray, _startPosX.Value + 78, _startPosY.Value + 12, 15, 15);
//круг на палубе
g.DrawEllipse(pen, _startPosX.Value + 78, _startPosY.Value + 12, 15, 15);
}
base.DrawTransport(g);
//башня
if (battleship.Tower)
{
//заливка башни
g.FillEllipse(additionalBrush, _startPosX.Value + 98, _startPosY.Value + 15, 10, 10);
g.FillRectangle(additionalBrush, _startPosX.Value + 107, _startPosY.Value + 17, 30, 5);
//границы башни
g.DrawEllipse(pen, _startPosX.Value + 98, _startPosY.Value + 15, 10, 10);
g.DrawRectangle(pen, _startPosX.Value + 107, _startPosY.Value + 17, 30, 5);
}
//отсек
if (battleship.Compartment)
{
g.FillRectangle(additionalBrush, _startPosX.Value + 15, _startPosY.Value + 5, 27, 5); //верхний отсек для ракет
g.FillRectangle(additionalBrush, _startPosX.Value + 15, _startPosY.Value + 28, 27, 5); //нижний отсек для ракет
//границы отсеков
g.DrawRectangle(pen, _startPosX.Value + 15, _startPosY.Value + 5, 27, 5); //верхний отсек
g.DrawRectangle(pen, _startPosX.Value + 15, _startPosY.Value + 28, 27, 5); //нижний отсек
}
}
}

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@ -0,0 +1,272 @@
using Battleship.Entities;
namespace Battleship.Drawings;
public class DrawingWarship
{
/// <summary>
/// Класс-сущность
/// </summary>
public EntityWarship? EntityWarship { get; protected set; }
/// <summary>
/// Ширина
/// </summary>
private int? _pictureWidth;
/// <summary>
/// Высота
/// </summary>
private int? _pictureHeight;
/// <summary>
/// Левая координата прорисовки военного корабля
/// </summary>
protected int? _startPosX;
/// <summary>
/// Верхняя координата прорисовки военного корабля
/// </summary>
protected int? _startPosY;
/// <summary>
/// Ширина прорисовки военного корабля
/// </summary>
private readonly int _drawingWarshipWidth = 129;
/// <summary>
/// Высота прорисовки военного корабля
/// </summary>
private readonly int _drawingWarshipHeight = 40;
/// <summary>
/// Координата Х объекта
/// </summary>
public int? GetPosX => _startPosX;
/// <summary>
/// Координата Y объекта
/// </summary>
public int? GetPosY => _startPosY;
/// <summary>
/// Ширина объекта
/// </summary>
public int GetWidth => _drawingWarshipWidth;
/// <summary>
/// Высота объекта
/// </summary>
public int GetHeight => _drawingWarshipHeight;
/// <summary>
/// Пустой конструктор
/// </summary>
private DrawingWarship()
{
_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 DrawingWarship(int speed, double weight, Color bodyColor) : this()
{
EntityWarship = new EntityWarship(speed, weight, bodyColor);
}
/// <summary>
/// Конструктор для наследников
/// </summary>
/// <param name="drawingWarshipWidth">Ширина прорисовки военного корабля</param>
/// <param name="drawingWarshipHeight">Высота прорисовки военного корабля</param>
protected DrawingWarship(int drawingWarshipWidth, int drawingWarshipHeight) : this()
{
_drawingWarshipWidth = drawingWarshipWidth;
_drawingWarshipHeight = drawingWarshipHeight;
}
/// <summary>
/// Установка границ поля
/// </summary>
/// <param name="width">Ширина поля</param>
/// <param name="height">Высота поля</param>
/// <returns>true - границы заданы, false - проверка не пройдена, нельзя разместить объект в этих размерах</returns>
public bool SetPictureSize(int width, int height)
{
//TODO проверка, что объект "влезает" в размеры поля
//если влезает, сохраняем границы и корректируем позицию объекта, если она уже была установлена
if (_drawingWarshipWidth > width || _drawingWarshipHeight > height)
{
return false;
}
_pictureWidth = width;
_pictureHeight = height;
if (_startPosX.HasValue || _startPosY.HasValue)
{
if (_startPosX + _drawingWarshipWidth > _pictureWidth)
{
_startPosX = _pictureWidth - _drawingWarshipWidth;
}
else if (_startPosX < 0) _startPosX = 0;
if (_startPosY + _drawingWarshipHeight > _pictureHeight)
{
_startPosY = _pictureHeight - _drawingWarshipHeight;
}
else if (_startPosY < 0) _startPosY = 0;
}
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, int width, int height)
{
if (!_pictureWidth.HasValue || !_pictureHeight.HasValue)
{
return;
}
// TODO если при установке объекта в эти координаты, он будет "выходить" за границы формы
// то надо изменить координаты, чтобы он оставался в этих границах
if (x + _drawingWarshipWidth > _pictureWidth)
{
_startPosX = _pictureWidth - _drawingWarshipWidth;
}
else if (x < 0) _startPosX = 0;
else _startPosX = x;
if (y + _drawingWarshipHeight > _pictureHeight)
{
_startPosY = _pictureHeight - _drawingWarshipHeight;
}
else if (y < 0) _startPosY = 0;
else _startPosY = y;
}
/// <summary>
/// Изменение направления перемещения
/// </summary>
/// <param name="direction">Направление</param>
/// <returns>true - перемещение выполнено, false - перемещение невозможно</returns>
public bool MoveTransport(DirectionType direction)
{
if (EntityWarship == null || !_startPosX.HasValue || !_startPosY.HasValue)
{
return false;
}
switch (direction)
{
//влево
case DirectionType.Left:
if (_startPosX.Value - EntityWarship.Step > 0)
{
_startPosX -= (int)EntityWarship.Step;
}
return true;
//вправо
case DirectionType.Right:
if (_startPosX.Value + EntityWarship.Step + _drawingWarshipWidth < _pictureWidth)
{
_startPosX += (int)EntityWarship.Step;
}
return true;
//вверх
case DirectionType.Up:
if (_startPosY.Value - EntityWarship.Step > 0)
{
_startPosY -= (int)EntityWarship.Step;
}
return true;
//вниз
case DirectionType.Down:
if (_startPosY.Value + EntityWarship.Step + _drawingWarshipHeight < _pictureHeight) //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
{
_startPosY += (int)EntityWarship.Step;
}
return true;
default:
return false;
}
}
/// <summary>
/// Прорисовка объекта
/// </summary>
/// <param name="g"></param>
public virtual void DrawTransport(Graphics g)
{
if (EntityWarship == null || !_startPosX.HasValue || !_startPosY.HasValue)
{
return;
}
Pen pen = new(Color.Black);
//заливка линкора
Brush br = new SolidBrush(EntityWarship.BodyColor);
g.FillRectangle(br, _startPosX.Value + 10, _startPosY.Value, 80, 40);
//границы линкора
g.DrawRectangle(pen, _startPosX.Value + 10, _startPosY.Value, 80, 40); //ширина высота (сама палуба)
//заливка двигателей (2 фигни сзади)
Brush brBlack = new SolidBrush(Color.Black);
g.FillRectangle(brBlack, _startPosX.Value + 5, _startPosY.Value + 7, 5, 10); //верхний
g.FillRectangle(brBlack, _startPosX.Value + 5, _startPosY.Value + 22, 5, 10); //нижний
//границы двигателей
g.DrawRectangle(pen, _startPosX.Value + 5, _startPosY.Value + 7, 5, 10); //двигатель верхний
g.DrawRectangle(pen, _startPosX.Value + 5, _startPosY.Value + 22, 5, 10); //двигатель нижний
//прямоугольник левый на палубе (горизонтальный)
Brush brLightSteelBlue = new SolidBrush(Color.LightSteelBlue);
g.FillRectangle(brLightSteelBlue, _startPosX.Value + 32, _startPosY.Value + 13, 21, 12);
g.DrawRectangle(pen, _startPosX.Value + 32, _startPosY.Value + 13, 21, 12);
//прямоугольник правый на палубе (вертикальный)
Brush brGray = new SolidBrush(Color.Gray);
g.FillRectangle(brGray, _startPosX.Value + 53, _startPosY.Value + 7, 16, 24);
g.DrawRectangle(pen, _startPosX.Value + 53, _startPosY.Value + 7, 16, 24);
//линии для треугольника
Point[] pointsNOS =
{
new Point(_startPosX.Value + 90, _startPosY.Value),
new Point(_startPosX.Value + 120, _startPosY.Value + 20),
new Point(_startPosX.Value + 90, _startPosY.Value + 40),
};
g.DrawPolygon(pen, pointsNOS);
g.FillPolygon(br, pointsNOS);
//заливка круга
Brush brLightSlateGray = new SolidBrush(Color.LightSlateGray);
g.FillEllipse(brLightSlateGray, _startPosX.Value + 78, _startPosY.Value + 12, 15, 15);
//круг на палубе
g.DrawEllipse(pen, _startPosX.Value + 78, _startPosY.Value + 12, 15, 15);
}
}

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namespace Battleship.Entities;
/// <summary>
/// Класс-сущность Линкор
/// </summary>
public class EntityBattleship : EntityWarship
{
/// <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>
/// Признак (опция) отсека для ракет
/// </summary>
public bool Compartment { get; private set; }
/// <summary>
/// Признак (опция) наличия башни
/// </summary>
public bool Tower { get; private set; }
/// <summary>
/// Признак (опция) наличия палубы
/// </summary>
public bool BodyDeck { get; private set; }
/// <summary>
/// Дополнительный цвет (для опциональных элементов)
/// </summary>
public Color AdditionalColor { get; private set; }
/// <summary>
/// Перемещение линкора
/// </summary>
public double Step => Speed * 100 / Weight;
/// <summary>
/// Инициализация полей объекта-класса линкора
/// </summary>
/// <param name="speed"></param>
/// <param name="weight"></param>
/// <param name="bodyColor"></param>
public EntityBattleship(int speed, double weight, Color bodyColor, bool compartment, bool tower, bool bodyDeck, Color additionalColor) : base(speed, weight, bodyColor)
{
Speed = speed;
Weight = weight;
BodyColor = bodyColor;
Compartment = compartment;
Tower = tower;
BodyDeck = bodyDeck;
AdditionalColor = additionalColor;
}
}

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namespace Battleship.Entities;
/// <summary>
/// Класс-сущность Военный корабль
/// </summary>
public class EntityWarship
{
/// <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>
/// Перемещение военного корабля
/// </summary>
public double Step => Speed * 100 / Weight;
/// <summary>
/// Конструктор сущности
/// </summary>
/// <param name="speed"></param>
/// <param name="weight"></param>
/// <param name="bodyColor"></param>
public EntityWarship(int speed, double weight, Color bodyColor)
{
Speed = speed;
Weight = weight;
BodyColor = bodyColor;
}
}

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@ -1,39 +0,0 @@
namespace Battleship
{
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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@ -1,10 +0,0 @@
namespace Battleship
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
}
}

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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();
buttonLeft = new Button();
buttonDown = new Button();
buttonRight = new Button();
buttonUp = new Button();
buttonCreateWarshit = new Button();
comboBoxStrategy = new ComboBox();
buttonStrategyStep = new Button();
((System.ComponentModel.ISupportInitialize)pictureBoxBattleship).BeginInit();
SuspendLayout();
//
// pictureBoxBattleship
//
pictureBoxBattleship.Location = new Point(0, 0);
pictureBoxBattleship.Name = "pictureBoxBattleship";
pictureBoxBattleship.Size = new Size(957, 559);
pictureBoxBattleship.TabIndex = 0;
pictureBoxBattleship.TabStop = false;
//
// buttonCreate
//
buttonCreate.Anchor = AnchorStyles.Bottom | AnchorStyles.Left;
buttonCreate.Location = new Point(12, 518);
buttonCreate.Name = "buttonCreate";
buttonCreate.Size = new Size(267, 29);
buttonCreate.TabIndex = 0;
buttonCreate.Text = "Создать линкор";
buttonCreate.UseVisualStyleBackColor = true;
buttonCreate.Click += buttonCreate_Click;
//
// buttonLeft
//
buttonLeft.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonLeft.BackgroundImage = Properties.Resources.arrowLeft;
buttonLeft.BackgroundImageLayout = ImageLayout.Stretch;
buttonLeft.Location = new Point(819, 512);
buttonLeft.Name = "buttonLeft";
buttonLeft.Size = new Size(35, 35);
buttonLeft.TabIndex = 3;
buttonLeft.UseVisualStyleBackColor = true;
buttonLeft.Click += buttonMove_Click;
//
// buttonDown
//
buttonDown.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonDown.BackgroundImage = Properties.Resources.arrowDown;
buttonDown.BackgroundImageLayout = ImageLayout.Stretch;
buttonDown.Location = new Point(860, 512);
buttonDown.Name = "buttonDown";
buttonDown.Size = new Size(35, 35);
buttonDown.TabIndex = 2;
buttonDown.UseVisualStyleBackColor = true;
buttonDown.Click += buttonMove_Click;
//
// buttonRight
//
buttonRight.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonRight.BackgroundImage = Properties.Resources.arrowRight;
buttonRight.BackgroundImageLayout = ImageLayout.Stretch;
buttonRight.Location = new Point(901, 512);
buttonRight.Name = "buttonRight";
buttonRight.Size = new Size(35, 35);
buttonRight.TabIndex = 4;
buttonRight.UseVisualStyleBackColor = true;
buttonRight.Click += buttonMove_Click;
//
// buttonUp
//
buttonUp.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonUp.BackgroundImage = Properties.Resources.arrowUp;
buttonUp.BackgroundImageLayout = ImageLayout.Stretch;
buttonUp.Location = new Point(860, 471);
buttonUp.Name = "buttonUp";
buttonUp.Size = new Size(35, 35);
buttonUp.TabIndex = 1;
buttonUp.UseVisualStyleBackColor = true;
buttonUp.Click += buttonMove_Click;
//
// buttonCreateWarshit
//
buttonCreateWarshit.Anchor = AnchorStyles.Bottom | AnchorStyles.Left;
buttonCreateWarshit.Location = new Point(316, 518);
buttonCreateWarshit.Name = "buttonCreateWarshit";
buttonCreateWarshit.Size = new Size(267, 29);
buttonCreateWarshit.TabIndex = 5;
buttonCreateWarshit.Text = "Создать военный корабль";
buttonCreateWarshit.UseVisualStyleBackColor = true;
buttonCreateWarshit.Click += buttonCreateWarshit_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(795, 12);
comboBoxStrategy.Name = "comboBoxStrategy";
comboBoxStrategy.Size = new Size(151, 28);
comboBoxStrategy.TabIndex = 6;
//
// buttonStrategyStep
//
buttonStrategyStep.Anchor = AnchorStyles.Top | AnchorStyles.Right;
buttonStrategyStep.Location = new Point(851, 56);
buttonStrategyStep.Name = "buttonStrategyStep";
buttonStrategyStep.Size = new Size(94, 29);
buttonStrategyStep.TabIndex = 7;
buttonStrategyStep.Text = "Шаг";
buttonStrategyStep.UseVisualStyleBackColor = true;
buttonStrategyStep.Click += buttonStrategyStep_Click;
//
// FormBattleship
//
AutoScaleDimensions = new SizeF(8F, 20F);
AutoScaleMode = AutoScaleMode.Font;
ClientSize = new Size(957, 559);
Controls.Add(buttonStrategyStep);
Controls.Add(comboBoxStrategy);
Controls.Add(buttonCreateWarshit);
Controls.Add(buttonUp);
Controls.Add(buttonRight);
Controls.Add(buttonDown);
Controls.Add(buttonLeft);
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 buttonDown;
private Button buttonRight;
private Button buttonUp;
private Button buttonLeft;
private Button buttonCreateWarshit;
private ComboBox comboBoxStrategy;
private Button buttonStrategyStep;
}

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using Battleship.Drawings;
using Battleship.MovementStrategy;
namespace Battleship;
/// <summary>
/// Форма работы с объектом Линкор
/// </summary>
public partial class FormBattleship : Form
{
/// <summary>
/// Поле/объект для прорисовки объекта
/// </summary>
private DrawingWarship? _drawingWarship; //поля с нижнего подчеркивания
/// <summary>
/// Стратегия перемещения
/// </summary>
private AbstractStrategy? _strategy;
/// <summary>
/// Конструктор формы
/// </summary>
public FormBattleship()
{
InitializeComponent();
_strategy = null;
}
/// <summary>
/// Метод прорисовки машины
/// </summary>
//создаем отдельный метод
private void Draw()
{
if (_drawingWarship == null)
{
return;
}
Bitmap bmp = new(pictureBoxBattleship.Width, pictureBoxBattleship.Height);
Graphics gr = Graphics.FromImage(bmp);
_drawingWarship.DrawTransport(gr);
pictureBoxBattleship.Image = bmp;
}
private void CreateObject(string type)
{
Random random = new();
switch (type)
{
case nameof(DrawingWarship):
_drawingWarship = new DrawingWarship(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(DrawingBattleship):
_drawingWarship = new DrawingBattleship(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;
}
_drawingWarship.SetPictureSize(pictureBoxBattleship.Width, pictureBoxBattleship.Height);
_drawingWarship.SetPosition(random.Next(10, 100), random.Next(10, 100), pictureBoxBattleship.Width, pictureBoxBattleship.Height);
_strategy = null;
comboBoxStrategy.Enabled = true;
Draw();
}
/// <summary>
/// обработка нажатия кнопки "создать линкор"
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void buttonCreate_Click(object sender, EventArgs e)
{
CreateObject(nameof(DrawingBattleship));
}
/// <summary>
/// обработка нажатия кнопки "создать военный корабль"
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void buttonCreateWarshit_Click(object sender, EventArgs e)
{
CreateObject(nameof(DrawingWarship));
}
/// <summary>
/// кнопки вверх/вниз/влево/вправо
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void buttonMove_Click(object sender, EventArgs e)
{
if (_drawingWarship == null)
{
return;
}
string name = ((Button)sender)?.Name ?? string.Empty;
bool result = false;
switch (name)
{
case "buttonUp":
result = _drawingWarship.MoveTransport(DirectionType.Up);
break;
case "buttonDown":
result = _drawingWarship.MoveTransport(DirectionType.Down);
break;
case "buttonLeft":
result = _drawingWarship.MoveTransport(DirectionType.Left);
break;
case "buttonRight":
result = _drawingWarship.MoveTransport(DirectionType.Right);
break;
}
if (result)
{
Draw();
}
}
private void buttonStrategyStep_Click(object sender, EventArgs e)
{
if (_drawingWarship == null)
{
return;
}
if (comboBoxStrategy.Enabled)
{
_strategy = comboBoxStrategy.SelectedIndex
switch
{
0 => new MoveToCenter(),
1 => new MoveToBorder(),
_ => null,
};
if (_strategy == null)
{
return;
}
_strategy.SetData(new MoveableWarship(_drawingWarship),
pictureBoxBattleship.Width, pictureBoxBattleship.Height);
}
if (_strategy == null)
{
return;
}
comboBoxStrategy.Enabled = false;
_strategy.MakeStep();
Draw();
if (_strategy.GetStatus() == StrategyStatus.Finish)
{
comboBoxStrategy.Enabled = true;
_strategy = null;
}
}
}

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@ -0,0 +1,137 @@
namespace Battleship.MovementStrategy;
public abstract class AbstractStrategy
{
/// <summary>
/// Перемещаемый объект
/// </summary>
private IMoveableObjectcs? _moveableObjects;
/// <summary>
/// Статус перемещения
/// </summary>
private StrategyStatus _state = StrategyStatus.NotIInit;
/// <summary>
/// Ширина поля
/// </summary>
protected int FieldWidth { get; private set; }
/// <summary>
/// Высота поля
/// </summary>
protected int FieldHeight { get; private set;}
/// <summary>
/// Статус перемещения
/// </summary>
/// <returns></returns>
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(IMoveableObjectcs moveableObjectcs, int width, int height)
{
if (moveableObjectcs == null)
{
_state = StrategyStatus.NotIInit;
return;
}
_state = StrategyStatus.InProgress;
_moveableObjects = moveableObjectcs;
FieldWidth = width;
FieldHeight = height;
}
/// <summary>
/// Шаг перемещения
/// </summary>
public void MakeStep()
{
if (_state != StrategyStatus.InProgress)
{
return;
}
if (IsTargetDestination())
{
_state = StrategyStatus.Finish;
return;
}
MoveToTarget();
}
/// <summary>
/// Перемещение влево
/// </summary>
/// <returns></returns>
protected bool MoveLeft() => MoveTo(MovementDirection.Left);
/// <summary>
/// Перемещение вправо
/// </summary>
/// <returns></returns>
protected bool MoveRight() => MoveTo(MovementDirection.Right);
/// <summary>
/// Перемещение вверх
/// </summary>
/// <returns></returns>
protected bool MoveUp() => MoveTo(MovementDirection.Up);
/// <summary>
/// Перемещение вниз
/// </summary>
/// <returns></returns>
protected bool MoveDown() => MoveTo(MovementDirection.Down);
/// <summary>
/// Параметры объекта
/// </summary>
protected ObjectParameters? GetObjectParameters => _moveableObjects?.GetObjectPosition;
/// <summary>
/// Шаг объекта
/// </summary>
/// <returns></returns>
protected int? GetStep()
{
if (_state != StrategyStatus.InProgress)
{
return null;
}
return _moveableObjects?.GetStep;
}
/// <summary>
/// Перемещение к цели
/// </summary>
protected abstract void MoveToTarget();
/// <summary>
/// Достигнута ли цель
/// </summary>
/// <returns></returns>
protected abstract bool IsTargetDestination();
/// <summary>
/// Попытка перемещения в требуемом направлении
/// </summary>
/// <param name="movementDirection"></param>
/// <returns></returns>
private bool MoveTo(MovementDirection movementDirection)
{
if (_state != StrategyStatus.InProgress)
{
return false;
}
return _moveableObjects?.TryMoveObject(movementDirection) ?? false;
}
}

View File

@ -0,0 +1,21 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Battleship.MovementStrategy;
public interface IMoveableObjectcs
{
ObjectParameters? GetObjectPosition { get; }
int GetStep { get; }
/// <summary>
/// Шаг объекта
/// </summary>
/// <param name="direction">Направление</param>
/// <returns>true - объект перемещен, false - перемещение невозможно</returns>
bool TryMoveObject(MovementDirection direction);
}

View File

@ -0,0 +1,52 @@
using System;
namespace Battleship.MovementStrategy;
public class MoveToBorder : AbstractStrategy
{
protected override bool IsTargetDestination()
{
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();
}
}
}
}

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@ -0,0 +1,54 @@
namespace Battleship.MovementStrategy;
/// <summary>
/// Стратегия перемещения объекта в центр экрана
/// </summary>
public class MoveToCenter : AbstractStrategy
{
protected override bool IsTargetDestination()
{
ObjectParameters? objParams = GetObjectParameters;
if (objParams == null)
{
return false;
}
return objParams.ObjectMiddleHorizontall - GetStep() <= FieldWidth / 2 && objParams.ObjectMiddleHorizontall + 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.ObjectMiddleHorizontall - 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 +1,64 @@
using Battleship.Drawings;
namespace Battleship.MovementStrategy;
/// <summary>
/// Класс-реализация IMoveableObjectcs с использованием DrawingWarship
/// </summary>
public class MoveableWarship : IMoveableObjectcs
{
/// <summary>
/// Gле-объект класса DrawingWarship или его наследника
/// </summary>
private DrawingWarship? _warship = null;
/// <summary>
/// Конструктор
/// </summary>
/// <param name="warship"></param>
public MoveableWarship(DrawingWarship warship)
{
_warship = warship;
}
public ObjectParameters? GetObjectPosition
{
get
{
if (_warship == null || _warship.EntityWarship == null || !_warship.GetPosX.HasValue || !_warship.GetPosY.HasValue)
{
return null;
}
return new ObjectParameters(_warship.GetPosX.Value, _warship.GetPosY.Value, _warship.GetWidth, _warship.GetHeight);
}
}
public int GetStep => (int)(_warship?.EntityWarship?.Step ?? 0);
public bool TryMoveObject(MovementDirection direction)
{
if (_warship == null || _warship.EntityWarship == null)
{
return false;
}
return _warship.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,
};
}
}

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@ -0,0 +1,27 @@
namespace Battleship.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 +1,72 @@
namespace Battleship.MovementStrategy;
/// <summary>
/// Параметры-координаты объекта
/// </summary>
public class ObjectParameters
{
/// <summary>
/// Координата Х
/// </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 ObjectMiddleHorizontall => _x + _width / 2;
/// <summary>
/// Середина объекта
/// </summary>
public int ObjectMiddleVertical => _y + _height / 2;
/// <summary>
/// Конструктор
/// </summary>
/// <param name="x">Координата Х</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 Battleship.MovementStrategy;
/// <summary>
/// Статус выполнения операции перемещения
/// </summary>
public enum StrategyStatus
{
/// <summary>
/// Все готово к началу
/// </summary>
NotIInit,
/// <summary>
/// Выполняется
/// </summary>
InProgress,
/// <summary>
/// Завершено
/// </summary>
Finish
}

View File

@ -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());
}
}
}

View 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 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 @@
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<root>
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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.
-->
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:choice maxOccurs="unbounded">
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