Compare commits
9 Commits
Author | SHA1 | Date | |
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3ac1dab1c9 | |||
3fa56e548d | |||
3b0784dd0b | |||
9b285d16f4 | |||
57e2f225a3 | |||
392c1f4428 | |||
e89bd91679 | |||
337cc0b7e4 | |||
094cb0cbab |
@ -8,4 +8,19 @@
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<ImplicitUsings>enable</ImplicitUsings>
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</PropertyGroup>
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||||
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||||
<ItemGroup>
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||||
<Compile Update="Properties\Resources.Designer.cs">
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<DesignTime>True</DesignTime>
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||||
<AutoGen>True</AutoGen>
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||||
<DependentUpon>Resources.resx</DependentUpon>
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</Compile>
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||||
</ItemGroup>
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||||
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||||
<ItemGroup>
|
||||
<EmbeddedResource Update="Properties\Resources.resx">
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||||
<Generator>ResXFileCodeGenerator</Generator>
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<LastGenOutput>Resources.Designer.cs</LastGenOutput>
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</EmbeddedResource>
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||||
</ItemGroup>
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||||
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||||
</Project>
|
@ -0,0 +1,109 @@
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using Battleship.Drawings;
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namespace Battleship.CollectionGenericObjects;
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public abstract class AbstractCompany
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{
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/// <summary>
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/// Размер места (ширина)
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/// </summary>
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protected readonly int _placeSizeWidth = 238;
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/// <summary>
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/// Размер места (высота)
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/// </summary>
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protected readonly int _placeSizeHeight = 80;
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/// <summary>
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/// Ширина окна
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/// </summary>
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protected int _pictureWidth;
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/// <summary>
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/// Высота окна
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/// </summary>
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protected int _pictureHeight;
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protected ICollectionGenericObjects<DrawingWarship>? _collection = null;
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/// <summary>
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/// Вычисление максимального количества элементов, который можно разместить в окне
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/// </summary>
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private int GetMaxCount => _pictureWidth * _pictureHeight / (_placeSizeWidth * _placeSizeHeight) + 2;
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/// <summary>
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/// Конструктор
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/// </summary>
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/// <param name="picWidth">Ширина окна</param>
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/// <param name="picHeight">Высота окна</param>
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/// <param name="collection">Коллеккция кораблей</param>
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public AbstractCompany(int picWidth, int picHeight, ICollectionGenericObjects<DrawingWarship> collection)
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{
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_pictureWidth = picWidth;
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_pictureHeight = picHeight;
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_collection = collection;
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_collection.SetMaxCount = GetMaxCount;
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}
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/// <summary>
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/// Перезагрузка оператора сложения для класса
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/// </summary>
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/// <param name="company">Компания</param>
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/// <param name="car">Добавляемый объект</param>
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/// <returns></returns>
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public static int operator +(AbstractCompany company, DrawingWarship warship)
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{
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return company._collection.Insert(warship);
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}
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/// <summary>
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/// Перезагрузка оператора удаления для класса
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/// </summary>
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/// <param name="company">Компания</param>
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/// <param name="position">Номер удаляемого объекта</param>
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/// <returns></returns>
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public static DrawingWarship operator -(AbstractCompany company, int position)
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{
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return company._collection.Remove(position);
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}
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/// <summary>
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/// Получение случайного объекта из коллекции
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/// </summary>
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/// <returns></returns>
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public DrawingWarship? GetRandomObject()
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{
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Random rnd = new();
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return _collection?.Get(rnd.Next(GetMaxCount));
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}
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/// <summary>
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/// Вывод всей коллекции
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/// </summary>
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/// <returns></returns>
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public Bitmap? Show()
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{
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Bitmap bitmap = new(_pictureWidth, _pictureHeight);
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Graphics graphics = Graphics.FromImage(bitmap);
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DrawBackground(graphics);
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SetObjectsPosition();
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for (int i = 0; i < (_collection?.Count ?? 0); ++i)
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{
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DrawingWarship? obj = _collection?.Get(i);
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obj?.DrawTransport(graphics);
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}
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return bitmap;
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}
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/// <summary>
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/// Вывод заднего фона
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/// </summary>
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/// <param name="g"></param>
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protected abstract void DrawBackground(Graphics g);
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/// <summary>
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/// Расстановка объектов
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/// </summary>
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protected abstract void SetObjectsPosition();
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}
|
@ -0,0 +1,49 @@
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namespace Battleship.CollectionGenericObjects;
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/// <summary>
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/// Интерфейс описания действий для набора хранимых объектов
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/// </summary>
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/// <typeparam name="T">Параметр: ограничение - ссылочный тип</typeparam>
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public interface ICollectionGenericObjects<T>
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where T : class
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{
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/// <summary>
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/// Количество объектов в коллекции
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/// </summary>
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int Count { get; }
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/// <summary>
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/// Установка максимального количества элементов
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/// </summary>
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int SetMaxCount { set; }
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/// <summary>
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/// Добавление объекта в коллекцию
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/// </summary>
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/// <param name="obj">Добавляемый объект</param>
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/// <returns>true - вставка прошла удачно, false - вставка не удалась</returns>
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int Insert(T obj);
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/// <summary>
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/// Добавление объекта в коллекцию на конкретную позицию
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/// </summary>
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/// <param name="obj">Добавляемый объект</param>
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/// <param name="position">Позиция</param>
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/// <returns>true - вставка прошла удачно, false - вставка не удалась</returns>
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int Insert(T obj, int position);
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/// <summary>
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/// Удаление объекта из коллекции с конкретной позиции
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||||
/// </summary>
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||||
/// <param name="position"></param>
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||||
/// <returns>true - удаление прошло удачно, false - удаление не удалось</returns>
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T? Remove(int position);
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||||
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||||
/// <summary>
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||||
/// Получение объекта по позиции
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||||
/// </summary>
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||||
/// <param name="position">Позиция</param>
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||||
/// <returns>Объект</returns>
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||||
T? Get(int position);
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}
|
@ -0,0 +1,108 @@
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using Battleship.CollectionGenericObjects;
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||||
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||||
//namespace Battleship.CollectionGenericObjects;
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||||
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||||
/// <summary>
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/// Параметризованный набор объектов
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/// </summary>
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/// <typeparam name="T">Параметр: ограничение - ссылочный тип</typeparam>
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||||
public class MassiveGenericObjects<T> : ICollectionGenericObjects<T>
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||||
where T : class
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||||
{
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||||
/// <summary>
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||||
/// Массив объектов, которые храним
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||||
/// </summary>
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||||
private T?[] _collection;
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public int Count => _collection.Length;
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public int SetMaxCount { set { if (value > 0) { _collection = new T?[value]; } } }
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||||
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/// <summary>
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/// Конструктор
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||||
/// </summary>
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||||
public MassiveGenericObjects()
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||||
{
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_collection = Array.Empty<T?>();
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}
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public T? Get(int position)
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{
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// TODO проверка позиции
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if (position >= _collection.Length || position < 0)
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||||
{
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return null;
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||||
}
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||||
return _collection[position];
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||||
}
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||||
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||||
public int Insert(T obj)
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||||
{
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||||
// TODO вставка в свободное место набора
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||||
int index = 0;
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||||
while (index < _collection.Length)
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||||
{
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||||
if (_collection[index] == null)
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||||
{
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||||
_collection[index] = obj;
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return index;
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||||
}
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||||
index++;
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||||
}
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||||
return -1;
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||||
}
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||||
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||||
public int Insert(T obj, int position)
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{
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||||
// TODO проверка позиции
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// TODO проверка, что элемент массива по этой позиции пустой, если нет, то
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// ищется свободное место после этой позиции и идет вставка туда
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||||
// если нет после, ищем до
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||||
// TODO вставка
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||||
if (position >= _collection.Length || position < 0)
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||||
return -1;
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||||
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||||
// TODO проверка, что элемент массива по этой позиции пустой, если нет, то
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||||
if (_collection[position] != null)
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||||
{
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// проверка, что после вставляемого элемента в массиве есть пустой элемент
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||||
int nullIndex = -1;
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for (int i = position + 1; i < Count; i++)
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||||
{
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||||
if (_collection[i] == null)
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{
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nullIndex = i;
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break;
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||||
}
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||||
}
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||||
// Если пустого элемента нет, то выходим
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if (nullIndex < 0)
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{
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||||
return -1;
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||||
}
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||||
// сдвиг всех объектов, находящихся справа от позиции до первого пустого элемента
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||||
int j = nullIndex - 1;
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while (j >= position)
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||||
{
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||||
_collection[j + 1] = _collection[j];
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||||
j--;
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||||
}
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||||
}
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||||
// TODO вставка по позиции
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||||
_collection[position] = obj;
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||||
return position;
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||||
}
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||||
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||||
public T? Remove(int position)
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||||
{
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||||
// TODO проверка позиции
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||||
// TODO удаление объекта из массива, присвоив элементу массива значение null
|
||||
if (position >= _collection.Length || position < 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
T temp = _collection[position];
|
||||
_collection[position] = null;
|
||||
return temp;
|
||||
}
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||||
}
|
@ -0,0 +1,63 @@
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||||
using Battleship.Drawings;
|
||||
|
||||
namespace Battleship.CollectionGenericObjects;
|
||||
|
||||
/// <summary>
|
||||
/// Реализация абстрактной компании - доки
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||||
/// </summary>
|
||||
public class WarshipSharingService : AbstractCompany
|
||||
{
|
||||
/// <summary>
|
||||
/// Конструктор
|
||||
/// </summary>
|
||||
/// <param name="picWidth"></param>
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||||
/// <param name="picHeight"></param>
|
||||
/// <param name="collection"></param>
|
||||
public WarshipSharingService(int picWidth, int picHeight, ICollectionGenericObjects<DrawingWarship> collection) : base(picWidth, picHeight, collection)
|
||||
{
|
||||
}
|
||||
|
||||
protected override void DrawBackground(Graphics g)
|
||||
{
|
||||
Pen pen = new(Color.DarkSlateBlue, 4);
|
||||
for (int i = 0; i <= _pictureWidth / _placeSizeWidth; i++)
|
||||
{
|
||||
for (int j = 0; j <= _pictureHeight / _placeSizeHeight; j++)
|
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{
|
||||
g.DrawLine(pen, i * _placeSizeWidth, j * _placeSizeHeight, i * _placeSizeWidth + _placeSizeWidth / 2, j * _placeSizeHeight);
|
||||
}
|
||||
g.DrawLine(pen, i * _placeSizeWidth, 0, i * _placeSizeWidth, _pictureHeight / _placeSizeHeight * _placeSizeHeight);
|
||||
}
|
||||
}
|
||||
|
||||
//установка объектов
|
||||
protected override void SetObjectsPosition()
|
||||
{
|
||||
int width = _pictureWidth / _placeSizeWidth;
|
||||
int height = _pictureHeight / _placeSizeHeight;
|
||||
|
||||
int posWidth = 0;
|
||||
int posHeight = height - 1;
|
||||
|
||||
for (int i = 0; i < (_collection?.Count ?? 0); i++)
|
||||
{
|
||||
if (_collection?.Get(i) != null)
|
||||
{
|
||||
_collection?.Get(i)?.SetPictureSize(_pictureWidth, _pictureHeight);
|
||||
_collection?.Get(i)?.SetPosition(_placeSizeWidth * posWidth + 4, posHeight * _placeSizeHeight + 4);
|
||||
}
|
||||
|
||||
if (posWidth < width)
|
||||
posWidth++;
|
||||
else
|
||||
{
|
||||
posWidth = 0;
|
||||
posHeight--;
|
||||
}
|
||||
if (posHeight > height)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
32
Battleship/Battleship/Drawings/DirectionType.cs
Normal file
32
Battleship/Battleship/Drawings/DirectionType.cs
Normal file
@ -0,0 +1,32 @@
|
||||
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
|
||||
|
||||
}
|
105
Battleship/Battleship/Drawings/DrawingBattleship.cs
Normal file
105
Battleship/Battleship/Drawings/DrawingBattleship.cs
Normal file
@ -0,0 +1,105 @@
|
||||
using Battleship.Entities;
|
||||
|
||||
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, 80)
|
||||
{
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
}
|
272
Battleship/Battleship/Drawings/DrawingWarship.cs
Normal file
272
Battleship/Battleship/Drawings/DrawingWarship.cs
Normal file
@ -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 = 80;
|
||||
|
||||
/// <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)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
60
Battleship/Battleship/Entities/EntityBattleship.cs
Normal file
60
Battleship/Battleship/Entities/EntityBattleship.cs
Normal file
@ -0,0 +1,60 @@
|
||||
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>
|
||||
/// Перемещение военного корабля
|
||||
/// </summary>
|
||||
/// /// <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;
|
||||
}
|
||||
}
|
42
Battleship/Battleship/Entities/EntityWarship.cs
Normal file
42
Battleship/Battleship/Entities/EntityWarship.cs
Normal file
@ -0,0 +1,42 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
39
Battleship/Battleship/Form1.Designer.cs
generated
39
Battleship/Battleship/Form1.Designer.cs
generated
@ -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
|
||||
}
|
||||
}
|
@ -1,10 +0,0 @@
|
||||
namespace Battleship
|
||||
{
|
||||
public partial class Form1 : Form
|
||||
{
|
||||
public Form1()
|
||||
{
|
||||
InitializeComponent();
|
||||
}
|
||||
}
|
||||
}
|
146
Battleship/Battleship/FormBattleship.Designer.cs
generated
Normal file
146
Battleship/Battleship/FormBattleship.Designer.cs
generated
Normal file
@ -0,0 +1,146 @@
|
||||
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();
|
||||
buttonLeft = new Button();
|
||||
buttonDown = new Button();
|
||||
buttonRight = new Button();
|
||||
buttonUp = 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;
|
||||
//
|
||||
// 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;
|
||||
//
|
||||
// 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(buttonUp);
|
||||
Controls.Add(buttonRight);
|
||||
Controls.Add(buttonDown);
|
||||
Controls.Add(buttonLeft);
|
||||
Controls.Add(pictureBoxBattleship);
|
||||
Name = "FormBattleship";
|
||||
Text = "Линкор";
|
||||
((System.ComponentModel.ISupportInitialize)pictureBoxBattleship).EndInit();
|
||||
ResumeLayout(false);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private PictureBox pictureBoxBattleship;
|
||||
private Button buttonDown;
|
||||
private Button buttonRight;
|
||||
private Button buttonUp;
|
||||
private Button buttonLeft;
|
||||
private ComboBox comboBoxStrategy;
|
||||
private Button buttonStrategyStep;
|
||||
}
|
136
Battleship/Battleship/FormBattleship.cs
Normal file
136
Battleship/Battleship/FormBattleship.cs
Normal file
@ -0,0 +1,136 @@
|
||||
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>
|
||||
/// Получение объекта
|
||||
/// </summary>
|
||||
public DrawingWarship SetWarship
|
||||
{
|
||||
set
|
||||
{
|
||||
_drawingWarship = value;
|
||||
_drawingWarship.SetPictureSize(pictureBoxBattleship.Width, pictureBoxBattleship.Height);
|
||||
_strategy = null;
|
||||
Draw();
|
||||
}
|
||||
}
|
||||
|
||||
/// <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;
|
||||
|
||||
}
|
||||
|
||||
/// <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;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,17 +1,17 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
|
||||
Example:
|
||||
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
@ -26,36 +26,36 @@
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
172
Battleship/Battleship/FormWarshipCollection.Designer.cs
generated
Normal file
172
Battleship/Battleship/FormWarshipCollection.Designer.cs
generated
Normal file
@ -0,0 +1,172 @@
|
||||
namespace Battleship
|
||||
{
|
||||
partial class FormWarshipCollection
|
||||
{
|
||||
/// <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()
|
||||
{
|
||||
groupBoxTools = new GroupBox();
|
||||
buttonRefresh = new Button();
|
||||
buttonGoToCheck = new Button();
|
||||
buttonRemoveWarship = new Button();
|
||||
buttonAddBattleship = new Button();
|
||||
buttonAddWarship = new Button();
|
||||
comboBoxSelectionCompany = new ComboBox();
|
||||
pictureBox = new PictureBox();
|
||||
maskedTextBox1 = new MaskedTextBox();
|
||||
groupBoxTools.SuspendLayout();
|
||||
((System.ComponentModel.ISupportInitialize)pictureBox).BeginInit();
|
||||
SuspendLayout();
|
||||
//
|
||||
// groupBoxTools
|
||||
//
|
||||
groupBoxTools.Controls.Add(maskedTextBox1);
|
||||
groupBoxTools.Controls.Add(buttonRefresh);
|
||||
groupBoxTools.Controls.Add(buttonGoToCheck);
|
||||
groupBoxTools.Controls.Add(buttonRemoveWarship);
|
||||
groupBoxTools.Controls.Add(buttonAddBattleship);
|
||||
groupBoxTools.Controls.Add(buttonAddWarship);
|
||||
groupBoxTools.Controls.Add(comboBoxSelectionCompany);
|
||||
groupBoxTools.Dock = DockStyle.Right;
|
||||
groupBoxTools.Location = new Point(861, 0);
|
||||
groupBoxTools.Name = "groupBoxTools";
|
||||
groupBoxTools.Size = new Size(292, 583);
|
||||
groupBoxTools.TabIndex = 0;
|
||||
groupBoxTools.TabStop = false;
|
||||
groupBoxTools.Text = "Инструменты";
|
||||
//
|
||||
// buttonRefresh
|
||||
//
|
||||
buttonRefresh.Anchor = AnchorStyles.Top | AnchorStyles.Left | AnchorStyles.Right;
|
||||
buttonRefresh.Location = new Point(12, 477);
|
||||
buttonRefresh.Name = "buttonRefresh";
|
||||
buttonRefresh.Size = new Size(274, 42);
|
||||
buttonRefresh.TabIndex = 6;
|
||||
buttonRefresh.Text = "Обновить";
|
||||
buttonRefresh.UseVisualStyleBackColor = true;
|
||||
buttonRefresh.Click += ButtonRefresh_Click;
|
||||
//
|
||||
// buttonGoToCheck
|
||||
//
|
||||
buttonGoToCheck.Anchor = AnchorStyles.Top | AnchorStyles.Left | AnchorStyles.Right;
|
||||
buttonGoToCheck.Location = new Point(12, 381);
|
||||
buttonGoToCheck.Name = "buttonGoToCheck";
|
||||
buttonGoToCheck.Size = new Size(274, 42);
|
||||
buttonGoToCheck.TabIndex = 5;
|
||||
buttonGoToCheck.Text = "Передать на тесты";
|
||||
buttonGoToCheck.UseVisualStyleBackColor = true;
|
||||
buttonGoToCheck.Click += buttonGoToCheck_Click;
|
||||
//
|
||||
// buttonRemoveWarship
|
||||
//
|
||||
buttonRemoveWarship.Anchor = AnchorStyles.Top | AnchorStyles.Left | AnchorStyles.Right;
|
||||
buttonRemoveWarship.Location = new Point(12, 283);
|
||||
buttonRemoveWarship.Name = "buttonRemoveWarship";
|
||||
buttonRemoveWarship.Size = new Size(274, 42);
|
||||
buttonRemoveWarship.TabIndex = 4;
|
||||
buttonRemoveWarship.Text = "Удалить корабль";
|
||||
buttonRemoveWarship.UseVisualStyleBackColor = true;
|
||||
buttonRemoveWarship.Click += buttonRemoveWarship_Click_1;
|
||||
//
|
||||
// buttonAddBattleship
|
||||
//
|
||||
buttonAddBattleship.Anchor = AnchorStyles.Top | AnchorStyles.Left | AnchorStyles.Right;
|
||||
buttonAddBattleship.Location = new Point(12, 143);
|
||||
buttonAddBattleship.Name = "buttonAddBattleship";
|
||||
buttonAddBattleship.Size = new Size(274, 42);
|
||||
buttonAddBattleship.TabIndex = 2;
|
||||
buttonAddBattleship.Text = "Добавление линкора";
|
||||
buttonAddBattleship.UseVisualStyleBackColor = true;
|
||||
buttonAddBattleship.Click += ButtonAddBattleship_Click;
|
||||
//
|
||||
// buttonAddWarship
|
||||
//
|
||||
buttonAddWarship.Anchor = AnchorStyles.Top | AnchorStyles.Left | AnchorStyles.Right;
|
||||
buttonAddWarship.Location = new Point(12, 95);
|
||||
buttonAddWarship.Name = "buttonAddWarship";
|
||||
buttonAddWarship.Size = new Size(274, 42);
|
||||
buttonAddWarship.TabIndex = 1;
|
||||
buttonAddWarship.Text = "Добавление корабля";
|
||||
buttonAddWarship.UseVisualStyleBackColor = true;
|
||||
buttonAddWarship.Click += ButtonAddWarship_Click;
|
||||
//
|
||||
// comboBoxSelectionCompany
|
||||
//
|
||||
comboBoxSelectionCompany.Anchor = AnchorStyles.Top | AnchorStyles.Left | AnchorStyles.Right;
|
||||
comboBoxSelectionCompany.DropDownStyle = ComboBoxStyle.DropDownList;
|
||||
comboBoxSelectionCompany.FormattingEnabled = true;
|
||||
comboBoxSelectionCompany.Items.AddRange(new object[] { "Хранилище" });
|
||||
comboBoxSelectionCompany.Location = new Point(12, 26);
|
||||
comboBoxSelectionCompany.Name = "comboBoxSelectionCompany";
|
||||
comboBoxSelectionCompany.Size = new Size(274, 28);
|
||||
comboBoxSelectionCompany.TabIndex = 0;
|
||||
comboBoxSelectionCompany.SelectedIndexChanged += ComboBoxSelectorCompany_SelectedIndexChanged;
|
||||
//
|
||||
// pictureBox
|
||||
//
|
||||
pictureBox.Dock = DockStyle.Fill;
|
||||
pictureBox.Location = new Point(0, 0);
|
||||
pictureBox.Name = "pictureBox";
|
||||
pictureBox.Size = new Size(861, 583);
|
||||
pictureBox.TabIndex = 1;
|
||||
pictureBox.TabStop = false;
|
||||
//
|
||||
// maskedTextBox1
|
||||
//
|
||||
maskedTextBox1.Anchor = AnchorStyles.Left | AnchorStyles.Right;
|
||||
maskedTextBox1.Location = new Point(12, 250);
|
||||
maskedTextBox1.Mask = "00";
|
||||
maskedTextBox1.Name = "maskedTextBox1";
|
||||
maskedTextBox1.Size = new Size(274, 27);
|
||||
maskedTextBox1.TabIndex = 7;
|
||||
//
|
||||
// FormWarshipCollection
|
||||
//
|
||||
AutoScaleDimensions = new SizeF(8F, 20F);
|
||||
AutoScaleMode = AutoScaleMode.Font;
|
||||
ClientSize = new Size(1153, 583);
|
||||
Controls.Add(pictureBox);
|
||||
Controls.Add(groupBoxTools);
|
||||
Name = "FormWarshipCollection";
|
||||
Text = "Коллекция кораблей";
|
||||
groupBoxTools.ResumeLayout(false);
|
||||
groupBoxTools.PerformLayout();
|
||||
((System.ComponentModel.ISupportInitialize)pictureBox).EndInit();
|
||||
ResumeLayout(false);
|
||||
}
|
||||
#endregion
|
||||
|
||||
private GroupBox groupBoxTools;
|
||||
private ComboBox comboBoxSelectionCompany;
|
||||
private Button buttonAddBattleship;
|
||||
private Button buttonAddWarship;
|
||||
private Button buttonRemoveWarship;
|
||||
private PictureBox pictureBox;
|
||||
private Button buttonRefresh;
|
||||
private Button buttonGoToCheck;
|
||||
private MaskedTextBox maskedTextBox1;
|
||||
}
|
||||
}
|
187
Battleship/Battleship/FormWarshipCollection.cs
Normal file
187
Battleship/Battleship/FormWarshipCollection.cs
Normal file
@ -0,0 +1,187 @@
|
||||
using Battleship.CollectionGenericObjects;
|
||||
using Battleship.Drawings;
|
||||
|
||||
namespace Battleship;
|
||||
|
||||
/// <summary>
|
||||
/// Форма работы с компанией и ее коллекцией
|
||||
/// </summary>
|
||||
public partial class FormWarshipCollection : Form
|
||||
{
|
||||
/// <summary>
|
||||
/// Компания
|
||||
/// </summary>
|
||||
private AbstractCompany? _company = null;
|
||||
|
||||
/// <summary>
|
||||
/// Конструктор
|
||||
/// </summary>
|
||||
public FormWarshipCollection()
|
||||
{
|
||||
InitializeComponent();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Выбор компании
|
||||
/// </summary>
|
||||
/// <param name="sender"></param>
|
||||
/// <param name="e"></param>
|
||||
private void ComboBoxSelectorCompany_SelectedIndexChanged(object sender, EventArgs e)
|
||||
{
|
||||
switch (comboBoxSelectionCompany.Text)
|
||||
{
|
||||
case "Хранилище":
|
||||
_company = new WarshipSharingService(pictureBox.Width, pictureBox.Height, new MassiveGenericObjects<DrawingWarship>());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Создание объекта
|
||||
/// </summary>
|
||||
/// <param name="type"></param>
|
||||
private void CreateObject(string type)
|
||||
{
|
||||
if (_company == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
Random random = new();
|
||||
DrawingWarship drawingWarship;
|
||||
switch (type)
|
||||
{
|
||||
case nameof(DrawingWarship):
|
||||
drawingWarship = new DrawingWarship(random.Next(100, 300), random.Next(1000, 3000), GetColor(random));
|
||||
break;
|
||||
case nameof(DrawingBattleship):
|
||||
drawingWarship = new DrawingBattleship(random.Next(100, 300), random.Next(1000, 3000),
|
||||
GetColor(random),
|
||||
GetColor(random),
|
||||
Convert.ToBoolean(random.Next(0, 2)), Convert.ToBoolean(random.Next(0, 2)), Convert.ToBoolean(random.Next(0, 2)));
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
|
||||
if (_company + drawingWarship != -1)
|
||||
{
|
||||
MessageBox.Show("Объект добавлен");
|
||||
pictureBox.Image = _company.Show();
|
||||
}
|
||||
else
|
||||
{
|
||||
MessageBox.Show("Не удалось добавить объект");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Получение цвета
|
||||
/// </summary>
|
||||
/// <param name="random">Генератор случайных чисел</param>
|
||||
/// <returns></returns>
|
||||
private static Color GetColor(Random random)
|
||||
{
|
||||
Color color = Color.FromArgb(random.Next(0, 256), random.Next(0, 256), random.Next(0, 256));
|
||||
ColorDialog dialog = new();
|
||||
if (dialog.ShowDialog() == DialogResult.OK)
|
||||
{
|
||||
color = dialog.Color;
|
||||
}
|
||||
return color;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Передача на тесты
|
||||
/// </summary>
|
||||
/// <param name="sender"></param>
|
||||
/// <param name="e"></param>
|
||||
private void buttonGoToCheck_Click(object sender, EventArgs e)
|
||||
{
|
||||
if (_company == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
DrawingWarship? warship = null;
|
||||
int counter = 120;
|
||||
while (warship == null)
|
||||
{
|
||||
warship = _company.GetRandomObject();
|
||||
counter--;
|
||||
if (counter <= 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
FormBattleship form = new()
|
||||
{
|
||||
SetWarship = warship
|
||||
};
|
||||
form.ShowDialog();
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Добавление линкора
|
||||
/// </summary>
|
||||
/// <param name="sender"></param>
|
||||
/// <param name="e"></param>
|
||||
private void ButtonAddBattleship_Click(object sender, EventArgs e)
|
||||
{
|
||||
CreateObject(nameof(DrawingBattleship));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Добавление военного корабля
|
||||
/// </summary>
|
||||
/// <param name="sender"></param>
|
||||
/// <param name="e"></param>
|
||||
private void ButtonAddWarship_Click(object sender, EventArgs e)
|
||||
{
|
||||
CreateObject(nameof(DrawingWarship));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Удаление объекта
|
||||
/// </summary>
|
||||
/// <param name="sender"></param>
|
||||
/// <param name="e"></param>
|
||||
private void buttonRemoveWarship_Click_1(object sender, EventArgs e)
|
||||
{
|
||||
if (string.IsNullOrEmpty(maskedTextBox1.Text) || _company == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (MessageBox.Show("Удалить объект?", "Удаление", MessageBoxButtons.YesNo, MessageBoxIcon.Question) != DialogResult.Yes)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int pos = Convert.ToInt32(maskedTextBox1.Text);
|
||||
if (_company - pos != null)
|
||||
{
|
||||
MessageBox.Show("Объект удален");
|
||||
pictureBox.Image = _company.Show();
|
||||
}
|
||||
else
|
||||
{
|
||||
MessageBox.Show("Не удалось удалить объект");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Обновление
|
||||
/// </summary>
|
||||
/// <param name="sender"></param>
|
||||
/// <param name="e"></param>
|
||||
private void ButtonRefresh_Click(object sender, EventArgs e)
|
||||
{
|
||||
if (_company == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
pictureBox.Image = _company.Show();
|
||||
}
|
||||
}
|
120
Battleship/Battleship/FormWarshipCollection.resx
Normal file
120
Battleship/Battleship/FormWarshipCollection.resx
Normal file
@ -0,0 +1,120 @@
|
||||
<?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>
|
||||
</root>
|
137
Battleship/Battleship/MovementStrategy/AbstractStrategy.cs
Normal file
137
Battleship/Battleship/MovementStrategy/AbstractStrategy.cs
Normal file
@ -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;
|
||||
}
|
||||
}
|
15
Battleship/Battleship/MovementStrategy/IMoveableObjectcs.cs
Normal file
15
Battleship/Battleship/MovementStrategy/IMoveableObjectcs.cs
Normal file
@ -0,0 +1,15 @@
|
||||
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);
|
||||
}
|
40
Battleship/Battleship/MovementStrategy/MoveToBorder.cs
Normal file
40
Battleship/Battleship/MovementStrategy/MoveToBorder.cs
Normal file
@ -0,0 +1,40 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Battleship.MovementStrategy;
|
||||
|
||||
public class MoveToBorder : AbstractStrategy
|
||||
{
|
||||
protected override bool IsTargetDestination()
|
||||
{
|
||||
var objParams = GetObjectParameters;
|
||||
if (objParams == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return objParams.RightBorder + GetStep() >= FieldWidth &&
|
||||
objParams.DownBorder + GetStep() >= FieldHeight;
|
||||
}
|
||||
|
||||
protected override void MoveToTarget()
|
||||
{
|
||||
var objParams = GetObjectParameters;
|
||||
if (objParams == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
var diffX = objParams.RightBorder - FieldWidth;
|
||||
if (Math.Abs(diffX) > GetStep())
|
||||
{
|
||||
MoveRight();
|
||||
}
|
||||
var diffY = objParams.DownBorder - FieldHeight;
|
||||
if (Math.Abs(diffY) > GetStep())
|
||||
{
|
||||
MoveDown();
|
||||
}
|
||||
}
|
||||
}
|
61
Battleship/Battleship/MovementStrategy/MoveToCenter.cs
Normal file
61
Battleship/Battleship/MovementStrategy/MoveToCenter.cs
Normal file
@ -0,0 +1,61 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
64
Battleship/Battleship/MovementStrategy/MoveableWarship.cs
Normal file
64
Battleship/Battleship/MovementStrategy/MoveableWarship.cs
Normal 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,
|
||||
};
|
||||
}
|
||||
}
|
27
Battleship/Battleship/MovementStrategy/MovementDirection.cs
Normal file
27
Battleship/Battleship/MovementStrategy/MovementDirection.cs
Normal file
@ -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
|
||||
}
|
72
Battleship/Battleship/MovementStrategy/ObjectParameters.cs
Normal file
72
Battleship/Battleship/MovementStrategy/ObjectParameters.cs
Normal 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;
|
||||
}
|
||||
}
|
22
Battleship/Battleship/MovementStrategy/StrategyStatus.cs
Normal file
22
Battleship/Battleship/MovementStrategy/StrategyStatus.cs
Normal 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
|
||||
}
|
@ -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 FormWarshipCollection());
|
||||
}
|
||||
}
|
||||
}
|
103
Battleship/Battleship/Properties/Resources.Designer.cs
generated
Normal file
103
Battleship/Battleship/Properties/Resources.Designer.cs
generated
Normal file
@ -0,0 +1,103 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// Этот код создан программой.
|
||||
// Исполняемая версия:4.0.30319.42000
|
||||
//
|
||||
// Изменения в этом файле могут привести к неправильной работе и будут потеряны в случае
|
||||
// повторной генерации кода.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
namespace Battleship.Properties {
|
||||
using System;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Класс ресурса со строгой типизацией для поиска локализованных строк и т.д.
|
||||
/// </summary>
|
||||
// Этот класс создан автоматически классом StronglyTypedResourceBuilder
|
||||
// с помощью такого средства, как ResGen или Visual Studio.
|
||||
// Чтобы добавить или удалить член, измените файл .ResX и снова запустите ResGen
|
||||
// с параметром /str или перестройте свой проект VS.
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
|
||||
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
|
||||
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
|
||||
internal class Resources {
|
||||
|
||||
private static global::System.Resources.ResourceManager resourceMan;
|
||||
|
||||
private static global::System.Globalization.CultureInfo resourceCulture;
|
||||
|
||||
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
|
||||
internal Resources() {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Возвращает кэшированный экземпляр ResourceManager, использованный этим классом.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Resources.ResourceManager ResourceManager {
|
||||
get {
|
||||
if (object.ReferenceEquals(resourceMan, null)) {
|
||||
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Battleship.Properties.Resources", typeof(Resources).Assembly);
|
||||
resourceMan = temp;
|
||||
}
|
||||
return resourceMan;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Перезаписывает свойство CurrentUICulture текущего потока для всех
|
||||
/// обращений к ресурсу с помощью этого класса ресурса со строгой типизацией.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Globalization.CultureInfo Culture {
|
||||
get {
|
||||
return resourceCulture;
|
||||
}
|
||||
set {
|
||||
resourceCulture = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
|
||||
/// </summary>
|
||||
internal static System.Drawing.Bitmap 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));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
133
Battleship/Battleship/Properties/Resources.resx
Normal file
133
Battleship/Battleship/Properties/Resources.resx
Normal file
@ -0,0 +1,133 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
|
||||
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" use="required" type="xsd:string" />
|
||||
<xsd:attribute name="type" type="xsd:string" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="assembly">
|
||||
<xsd:complexType>
|
||||
<xsd:attribute name="alias" type="xsd:string" />
|
||||
<xsd:attribute name="name" type="xsd:string" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="data">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="resheader">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:choice>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:schema>
|
||||
<resheader name="resmimetype">
|
||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
|
||||
<data name="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="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="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>
|
BIN
Battleship/Battleship/Resources/arrowDown.png
Normal file
BIN
Battleship/Battleship/Resources/arrowDown.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 4.8 KiB |
BIN
Battleship/Battleship/Resources/arrowLeft.png
Normal file
BIN
Battleship/Battleship/Resources/arrowLeft.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.8 KiB |
BIN
Battleship/Battleship/Resources/arrowRight.png
Normal file
BIN
Battleship/Battleship/Resources/arrowRight.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.9 KiB |
BIN
Battleship/Battleship/Resources/arrowUp.png
Normal file
BIN
Battleship/Battleship/Resources/arrowUp.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 4.7 KiB |
Loading…
Reference in New Issue
Block a user