PIbd-11_Gulina_V.S._LabWork01_Simple #1
@ -8,4 +8,19 @@
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Compile Update="Properties\Resources.Designer.cs">
|
||||
<DesignTime>True</DesignTime>
|
||||
<AutoGen>True</AutoGen>
|
||||
<DependentUpon>Resources.resx</DependentUpon>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Update="Properties\Resources.resx">
|
||||
<Generator>ResXFileCodeGenerator</Generator>
|
||||
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
|
||||
</EmbeddedResource>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
27
Battleship/Battleship/DirectionType.cs
Normal file
27
Battleship/Battleship/DirectionType.cs
Normal file
@ -0,0 +1,27 @@
|
||||
namespace Battleship;
|
||||
/// <summary>
|
||||
/// класс, отвечающий за лево/право/верх/низ
|
||||
/// </summary>
|
||||
public enum DirectionType
|
||||
{
|
||||
/// <summary>
|
||||
/// Вверх
|
||||
/// </summary>
|
||||
Up = 1,
|
||||
|
||||
/// <summary>
|
||||
/// Вниз
|
||||
/// </summary>
|
||||
Down = 2,
|
||||
|
||||
/// <summary>
|
||||
/// Влево
|
||||
/// </summary>
|
||||
Left = 3,
|
||||
|
||||
/// <summary>
|
||||
/// Вправо
|
||||
/// </summary>
|
||||
Right = 4
|
||||
|
||||
}
|
268
Battleship/Battleship/DrawingBattleship.cs
Normal file
268
Battleship/Battleship/DrawingBattleship.cs
Normal file
@ -0,0 +1,268 @@
|
||||
namespace Battleship;
|
||||
/// <summary>
|
||||
/// Класс, отвечающий за отрисовку и перемещение объекта-сущности
|
||||
/// </summary>
|
||||
public class DrawingBattleship
|
||||
{
|
||||
/// <summary>
|
||||
/// Класс-сущность
|
||||
/// </summary>
|
||||
public EntityBattleship? EntityBattleship { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Ширина
|
||||
/// </summary>
|
||||
private int? _pictureWidth;
|
||||
|
||||
/// <summary>
|
||||
/// Высота
|
||||
/// </summary>
|
||||
private int? _pictureHeight;
|
||||
|
||||
/// <summary>
|
||||
/// Левая координата прорисовки линкора
|
||||
/// </summary>
|
||||
private int? _startPosX;
|
||||
|
||||
/// <summary>
|
||||
/// Верхняя координата прорисовки линкора
|
||||
/// </summary>
|
||||
private int? _startPosY;
|
||||
|
||||
/// <summary>
|
||||
/// Ширина прорисовки линкора
|
||||
/// </summary>
|
||||
private readonly int _drawingBattleshipWidth = 129;
|
||||
|
||||
/// <summary>
|
||||
/// Высота прорисовки линкора
|
||||
/// </summary>
|
||||
private readonly int _drawingBattleshipHeight = 40;
|
||||
|
||||
/// <summary>
|
||||
/// Инициализация свойств
|
||||
/// </summary>
|
||||
/// <param name="speed">Скорость</param>
|
||||
/// <param name="weight">Вес</param>
|
||||
/// <param name="bodyColor">Основной цвет</param>
|
||||
/// <param name="additionalColor">Дополнительный цвет</param>
|
||||
/// <param name="bodyDeck">Признак наличия палубы</param>
|
||||
/// <param name="compartment">Признак наличия отсека для ракет</param>
|
||||
/// <param name="tower">Признак наличия башни</param>
|
||||
public void Init(int speed, double weight, Color bodyColor, Color additionalColor, bool bodyDeck, bool compartment, bool tower)
|
||||
{
|
||||
EntityBattleship = new EntityBattleship();
|
||||
EntityBattleship.Init(speed, weight, bodyColor, additionalColor, bodyDeck, compartment, tower);
|
||||
_pictureWidth = null;
|
||||
_pictureHeight = null;
|
||||
_startPosX = null;
|
||||
_startPosY = null;
|
||||
}
|
||||
|
||||
|
||||
/// <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 (_drawingBattleshipWidth > width || _drawingBattleshipHeight > height)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
_pictureWidth = width;
|
||||
_pictureHeight = height;
|
||||
|
||||
if (_startPosX.HasValue || _startPosY.HasValue)
|
||||
{
|
||||
|
||||
if (_startPosX + _drawingBattleshipWidth > _pictureWidth)
|
||||
{
|
||||
_startPosX = _pictureWidth - _drawingBattleshipWidth;
|
||||
}
|
||||
else if (_startPosX < 0) _startPosX = 0;
|
||||
if (_startPosY + _drawingBattleshipHeight > _pictureHeight)
|
||||
{
|
||||
_startPosY = _pictureHeight - _drawingBattleshipHeight;
|
||||
}
|
||||
else if (_startPosY < 0) _startPosY = 0;
|
||||
}
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Установка позиции
|
||||
/// </summary>
|
||||
/// <param name="x">Координата X</param>
|
||||
/// <param name="y">Координата Y</param>
|
||||
|
||||
public void SetPosition(int x, int y, int width, int height)
|
||||
{
|
||||
if (!_pictureWidth.HasValue || !_pictureHeight.HasValue)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO если при установке объекта в эти координаты, он будет "выходить" за границы формы
|
||||
// то надо изменить координаты, чтобы он оставался в этих границах
|
||||
|
||||
if (x + _drawingBattleshipWidth > _pictureWidth)
|
||||
{
|
||||
_startPosX = _pictureWidth - _drawingBattleshipWidth;
|
||||
}
|
||||
else if (x < 0) _startPosX = 0;
|
||||
else _startPosX = x;
|
||||
|
||||
if (y + _drawingBattleshipHeight > _pictureHeight)
|
||||
{
|
||||
_startPosY = _pictureHeight - _drawingBattleshipHeight;
|
||||
}
|
||||
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 (EntityBattleship == null || !_startPosX.HasValue || !_startPosY.HasValue)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (direction)
|
||||
{
|
||||
//влево
|
||||
case DirectionType.Left:
|
||||
if (_startPosX.Value - EntityBattleship.Step > 0)
|
||||
{
|
||||
_startPosX -= (int)EntityBattleship.Step;
|
||||
}
|
||||
return true;
|
||||
|
||||
//вправо
|
||||
case DirectionType.Right:
|
||||
if (_startPosX.Value + EntityBattleship.Step + _drawingBattleshipWidth < _pictureWidth)
|
||||
{
|
||||
_startPosX += (int)EntityBattleship.Step;
|
||||
}
|
||||
return true;
|
||||
|
||||
//вверх
|
||||
case DirectionType.Up:
|
||||
if (_startPosY.Value - EntityBattleship.Step > 0)
|
||||
{
|
||||
_startPosY -= (int)EntityBattleship.Step;
|
||||
}
|
||||
return true;
|
||||
|
||||
//вниз
|
||||
case DirectionType.Down:
|
||||
if (_startPosY.Value + EntityBattleship.Step + _drawingBattleshipHeight < _pictureHeight) //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
{
|
||||
_startPosY += (int)EntityBattleship.Step;
|
||||
}
|
||||
return true;
|
||||
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Прорисовка объекта
|
||||
/// </summary>
|
||||
/// <param name="g"></param>
|
||||
|
||||
public void DrawTransport(Graphics g)
|
||||
{
|
||||
if (EntityBattleship == null || !_startPosX.HasValue || !_startPosY.HasValue)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Pen pen = new(Color.Black);
|
||||
Brush additionalBrush = new SolidBrush(EntityBattleship.AdditionalColor);
|
||||
|
||||
//заливка линкора
|
||||
Brush br = new SolidBrush(EntityBattleship.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);
|
||||
|
||||
//ПРОВЕРКА
|
||||
|
||||
if (EntityBattleship.Compartment)
|
||||
{
|
||||
//отсеки для ракет
|
||||
//заливка отсеков
|
||||
|
||||
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
|
||||
|
||||
}
|
||||
|
||||
if (EntityBattleship.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);
|
||||
}
|
||||
}
|
||||
}
|
61
Battleship/Battleship/EntityBattleship.cs
Normal file
61
Battleship/Battleship/EntityBattleship.cs
Normal file
@ -0,0 +1,61 @@
|
||||
namespace Battleship;
|
||||
|
||||
/// <summary>
|
||||
/// Класс-сущность Линкор
|
||||
/// </summary>
|
||||
public class EntityBattleship
|
||||
{
|
||||
/// <summary>
|
||||
/// Скорость
|
||||
/// </summary>
|
||||
public int Speed { get; private set; }
|
||||
/// <summary>
|
||||
/// Вес
|
||||
/// </summary>
|
||||
public double Weight { get; private set; }
|
||||
/// <summary>
|
||||
/// Основной цвет
|
||||
/// </summary>
|
||||
public Color BodyColor { get; private set; }
|
||||
/// <summary>
|
||||
/// Дополнительный цвет (для опциональных элементов)
|
||||
/// </summary>
|
||||
public Color AdditionalColor { get; private set; }
|
||||
/// <summary>
|
||||
/// Признак (опция) наличия палубы
|
||||
/// </summary>
|
||||
public bool BodyDeck { get; private set; }
|
||||
/// <summary>
|
||||
/// Признак (опция) отсека для ракет
|
||||
/// </summary>
|
||||
public bool Compartment { get; private set; }
|
||||
/// <summary>
|
||||
/// Признак (опция) наличия башни
|
||||
/// </summary>
|
||||
public bool Tower { get; private set; }
|
||||
/// <summary>
|
||||
/// 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>
|
||||
/// <param name="additionalColor"></param>
|
||||
/// <param name="bodyDeck"></param>
|
||||
/// <param name="compartment"></param>
|
||||
/// <param name="tower"></param>
|
||||
public void Init(int speed, double weight, Color bodyColor, Color additionalColor, bool bodyDeck, bool compartment, bool tower)
|
||||
{
|
||||
Speed = speed;
|
||||
Weight = weight;
|
||||
BodyColor = bodyColor;
|
||||
AdditionalColor = additionalColor;
|
||||
BodyDeck = bodyDeck;
|
||||
Compartment = compartment;
|
||||
Tower = tower;
|
||||
}
|
||||
}
|
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();
|
||||
}
|
||||
}
|
||||
}
|
132
Battleship/Battleship/FormBattleship.Designer.cs
generated
Normal file
132
Battleship/Battleship/FormBattleship.Designer.cs
generated
Normal file
@ -0,0 +1,132 @@
|
||||
namespace Battleship;
|
||||
|
||||
partial class FormBattleship
|
||||
{
|
||||
/// <summary>
|
||||
/// Required designer variable.
|
||||
/// </summary>
|
||||
private System.ComponentModel.IContainer components = null;
|
||||
|
||||
/// <summary>
|
||||
/// Clean up any resources being used.
|
||||
/// </summary>
|
||||
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing && (components != null))
|
||||
{
|
||||
components.Dispose();
|
||||
}
|
||||
base.Dispose(disposing);
|
||||
}
|
||||
|
||||
#region Windows Form Designer generated code
|
||||
|
||||
/// <summary>
|
||||
/// Required method for Designer support - do not modify
|
||||
/// the contents of this method with the code editor.
|
||||
/// </summary>
|
||||
private void InitializeComponent()
|
||||
{
|
||||
pictureBoxBattleship = new PictureBox();
|
||||
buttonCreate = new Button();
|
||||
buttonLeft = new Button();
|
||||
buttonDown = new Button();
|
||||
buttonRight = new Button();
|
||||
buttonUp = new Button();
|
||||
((System.ComponentModel.ISupportInitialize)pictureBoxBattleship).BeginInit();
|
||||
SuspendLayout();
|
||||
//
|
||||
// pictureBoxBattleship
|
||||
//
|
||||
pictureBoxBattleship.Location = new Point(0, 0);
|
||||
pictureBoxBattleship.Name = "pictureBoxBattleship";
|
||||
pictureBoxBattleship.Size = new Size(957, 559);
|
||||
pictureBoxBattleship.TabIndex = 0;
|
||||
pictureBoxBattleship.TabStop = false;
|
||||
//
|
||||
// buttonCreate
|
||||
//
|
||||
buttonCreate.Anchor = AnchorStyles.Bottom | AnchorStyles.Left;
|
||||
buttonCreate.Location = new Point(12, 518);
|
||||
buttonCreate.Name = "buttonCreate";
|
||||
buttonCreate.Size = new Size(94, 29);
|
||||
buttonCreate.TabIndex = 0;
|
||||
buttonCreate.Text = "Создать";
|
||||
buttonCreate.UseVisualStyleBackColor = true;
|
||||
buttonCreate.Click += buttonCreate_Click;
|
||||
//
|
||||
// buttonLeft
|
||||
//
|
||||
buttonLeft.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||
buttonLeft.BackgroundImage = Properties.Resources.arrowLeft;
|
||||
buttonLeft.BackgroundImageLayout = ImageLayout.Stretch;
|
||||
buttonLeft.Location = new Point(819, 512);
|
||||
buttonLeft.Name = "buttonLeft";
|
||||
buttonLeft.Size = new Size(35, 35);
|
||||
buttonLeft.TabIndex = 3;
|
||||
buttonLeft.UseVisualStyleBackColor = true;
|
||||
buttonLeft.Click += buttonMove_Click;
|
||||
//
|
||||
// buttonDown
|
||||
//
|
||||
buttonDown.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||
buttonDown.BackgroundImage = Properties.Resources.arrowDown;
|
||||
buttonDown.BackgroundImageLayout = ImageLayout.Stretch;
|
||||
buttonDown.Location = new Point(860, 512);
|
||||
buttonDown.Name = "buttonDown";
|
||||
buttonDown.Size = new Size(35, 35);
|
||||
buttonDown.TabIndex = 2;
|
||||
buttonDown.UseVisualStyleBackColor = true;
|
||||
buttonDown.Click += buttonMove_Click;
|
||||
//
|
||||
// buttonRight
|
||||
//
|
||||
buttonRight.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||
buttonRight.BackgroundImage = Properties.Resources.arrowRight;
|
||||
buttonRight.BackgroundImageLayout = ImageLayout.Stretch;
|
||||
buttonRight.Location = new Point(901, 512);
|
||||
buttonRight.Name = "buttonRight";
|
||||
buttonRight.Size = new Size(35, 35);
|
||||
buttonRight.TabIndex = 4;
|
||||
buttonRight.UseVisualStyleBackColor = true;
|
||||
buttonRight.Click += buttonMove_Click;
|
||||
//
|
||||
// buttonUp
|
||||
//
|
||||
buttonUp.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
|
||||
buttonUp.BackgroundImage = Properties.Resources.arrowUp;
|
||||
buttonUp.BackgroundImageLayout = ImageLayout.Stretch;
|
||||
buttonUp.Location = new Point(860, 471);
|
||||
buttonUp.Name = "buttonUp";
|
||||
buttonUp.Size = new Size(35, 35);
|
||||
buttonUp.TabIndex = 1;
|
||||
buttonUp.UseVisualStyleBackColor = true;
|
||||
buttonUp.Click += buttonMove_Click;
|
||||
//
|
||||
// FormBattleship
|
||||
//
|
||||
AutoScaleDimensions = new SizeF(8F, 20F);
|
||||
AutoScaleMode = AutoScaleMode.Font;
|
||||
ClientSize = new Size(957, 559);
|
||||
Controls.Add(buttonUp);
|
||||
Controls.Add(buttonRight);
|
||||
Controls.Add(buttonDown);
|
||||
Controls.Add(buttonLeft);
|
||||
Controls.Add(buttonCreate);
|
||||
Controls.Add(pictureBoxBattleship);
|
||||
Name = "FormBattleship";
|
||||
Text = "Линкор";
|
||||
((System.ComponentModel.ISupportInitialize)pictureBoxBattleship).EndInit();
|
||||
ResumeLayout(false);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private PictureBox pictureBoxBattleship;
|
||||
private Button buttonCreate;
|
||||
private Button buttonDown;
|
||||
private Button buttonRight;
|
||||
private Button buttonUp;
|
||||
private Button buttonLeft;
|
||||
}
|
88
Battleship/Battleship/FormBattleship.cs
Normal file
88
Battleship/Battleship/FormBattleship.cs
Normal file
@ -0,0 +1,88 @@
|
||||
namespace Battleship;
|
||||
/// <summary>
|
||||
/// Форма работы с объектом Линкор
|
||||
/// </summary>
|
||||
public partial class FormBattleship : Form
|
||||
{
|
||||
/// <summary>
|
||||
/// Поле/объект для прорисовки объекта
|
||||
/// </summary>
|
||||
private DrawingBattleship? _drawingBattleship; //поля с нижнего подчеркивания
|
||||
|
||||
public FormBattleship()
|
||||
{
|
||||
InitializeComponent();
|
||||
}
|
||||
/// <summary>
|
||||
/// Метод прорисовки машины
|
||||
/// </summary>
|
||||
//создаем отдельный метод
|
||||
private void Draw()
|
||||
{
|
||||
if (_drawingBattleship == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Bitmap bmp = new(pictureBoxBattleship.Width, pictureBoxBattleship.Height);
|
||||
Graphics gr = Graphics.FromImage(bmp);
|
||||
_drawingBattleship.DrawTransport(gr);
|
||||
pictureBoxBattleship.Image = bmp;
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
/// обработка нажатия кнопки "создать линкор"
|
||||
/// </summary>
|
||||
/// <param name="sender"></param>
|
||||
/// <param name="e"></param>
|
||||
private void buttonCreate_Click(object sender, EventArgs e)
|
||||
{
|
||||
Random random = new();
|
||||
_drawingBattleship = new DrawingBattleship();
|
||||
_drawingBattleship.Init(random.Next(100, 300), random.Next(1000, 3000),
|
||||
Color.FromArgb(random.Next(0, 256), random.Next(0, 256), random.Next(0, 256)),
|
||||
Color.FromArgb(random.Next(0, 256), random.Next(0, 256), random.Next(0, 256)),
|
||||
Convert.ToBoolean(random.Next(0, 2)), Convert.ToBoolean(random.Next(0, 2)), Convert.ToBoolean(random.Next(0, 2)));
|
||||
_drawingBattleship.SetPictureSize(pictureBoxBattleship.Width, pictureBoxBattleship.Height);
|
||||
_drawingBattleship.SetPosition(random.Next(10, 100), random.Next(10, 100), pictureBoxBattleship.Width, pictureBoxBattleship.Height);
|
||||
|
||||
Draw();
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// обработка нажатия кнопок "вверх/вниз/влево/вправо"
|
||||
/// </summary>
|
||||
/// <param name="sender"></param>
|
||||
/// <param name="e"></param>
|
||||
private void buttonMove_Click(object sender, EventArgs e)
|
||||
{
|
||||
if (_drawingBattleship == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
string name = ((Button)sender)?.Name ?? string.Empty;
|
||||
bool result = false;
|
||||
switch (name)
|
||||
{
|
||||
case "buttonUp":
|
||||
result = _drawingBattleship.MoveTransport(DirectionType.Up);
|
||||
break;
|
||||
case "buttonDown":
|
||||
result = _drawingBattleship.MoveTransport(DirectionType.Down);
|
||||
break;
|
||||
case "buttonLeft":
|
||||
result = _drawingBattleship.MoveTransport(DirectionType.Left);
|
||||
break;
|
||||
case "buttonRight":
|
||||
result = _drawingBattleship.MoveTransport(DirectionType.Right);
|
||||
break;
|
||||
}
|
||||
|
||||
if (result)
|
||||
{
|
||||
Draw();
|
||||
}
|
||||
}
|
||||
}
|
@ -1,17 +1,17 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
|
||||
Example:
|
||||
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
@ -26,36 +26,36 @@
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
@ -11,7 +11,7 @@ namespace Battleship
|
||||
// To customize application configuration such as set high DPI settings or default font,
|
||||
// see https://aka.ms/applicationconfiguration.
|
||||
ApplicationConfiguration.Initialize();
|
||||
Application.Run(new Form1());
|
||||
Application.Run(new FormBattleship());
|
||||
}
|
||||
}
|
||||
}
|
103
Battleship/Battleship/Properties/Resources.Designer.cs
generated
Normal file
103
Battleship/Battleship/Properties/Resources.Designer.cs
generated
Normal file
@ -0,0 +1,103 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// Этот код создан программой.
|
||||
// Исполняемая версия:4.0.30319.42000
|
||||
//
|
||||
// Изменения в этом файле могут привести к неправильной работе и будут потеряны в случае
|
||||
// повторной генерации кода.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
namespace Battleship.Properties {
|
||||
using System;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Класс ресурса со строгой типизацией для поиска локализованных строк и т.д.
|
||||
/// </summary>
|
||||
// Этот класс создан автоматически классом StronglyTypedResourceBuilder
|
||||
// с помощью такого средства, как ResGen или Visual Studio.
|
||||
// Чтобы добавить или удалить член, измените файл .ResX и снова запустите ResGen
|
||||
// с параметром /str или перестройте свой проект VS.
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
|
||||
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
|
||||
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
|
||||
internal class Resources {
|
||||
|
||||
private static global::System.Resources.ResourceManager resourceMan;
|
||||
|
||||
private static global::System.Globalization.CultureInfo resourceCulture;
|
||||
|
||||
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
|
||||
internal Resources() {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Возвращает кэшированный экземпляр ResourceManager, использованный этим классом.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Resources.ResourceManager ResourceManager {
|
||||
get {
|
||||
if (object.ReferenceEquals(resourceMan, null)) {
|
||||
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Battleship.Properties.Resources", typeof(Resources).Assembly);
|
||||
resourceMan = temp;
|
||||
}
|
||||
return resourceMan;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Перезаписывает свойство CurrentUICulture текущего потока для всех
|
||||
/// обращений к ресурсу с помощью этого класса ресурса со строгой типизацией.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Globalization.CultureInfo Culture {
|
||||
get {
|
||||
return resourceCulture;
|
||||
}
|
||||
set {
|
||||
resourceCulture = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
|
||||
/// </summary>
|
||||
internal static System.Drawing.Bitmap 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