first commit lab 1

This commit is contained in:
zum 2024-02-19 12:34:19 +04:00
parent 6b921c0043
commit ef4e357f91
16 changed files with 934 additions and 86 deletions

View File

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

View File

@ -0,0 +1,307 @@
using System.DirectoryServices;
namespace ProjectStormTrooper;
public class DrawningStormTrooper
{
/// <summary>
/// Класс-сущность
/// </summary>
public EntityStormTrooper? EntityStormTrooper { get; private set; }
/// <summary>
/// Ширина окна
/// </summary>
private int? _pictureWidth;
/// <summary>
/// Высота окна
/// </summary>
private int? _pictureHeight;
/// <summary>
/// Левая координата прорисовки штурмовика
/// </summary>
private int? _startPosX;
/// <summary>
/// Верхняя кооридната прорисовки штурмовика
/// </summary>
private int? _startPosY;
/// <summary>
/// Ширина прорисовки штурмовика
/// </summary>
private readonly int _drawningStormTrooperWidth = 140;
/// <summary>
/// Высота прорисовки штурмовика
/// </summary>
private readonly int _drawningStormTrooperHeight =95;
/// <summary>
/// Инициализация свойств
/// </summary>
/// <param name="speed">Скорость</param>
/// <param name="weight">Вес</param>
/// <param name="bodyColor">Основной цвет</param>
/// <param name="additionalColor">Дополнительный цвет</param>
/// <param name="rockets">Признак наличия ракет</param>
/// <param name="bombs">Признак наличия бомб</param>
public void Init(int speed, double weight, Color bodyColor, Color colorOfHead, Color additionalColor, bool bombs, bool rockets)
{
EntityStormTrooper = new EntityStormTrooper();
EntityStormTrooper.Init(speed, weight, bodyColor, colorOfHead, additionalColor, bombs,rockets);
_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 была уже установлена
if (width <= _drawningStormTrooperWidth || height <= _drawningStormTrooperHeight) {
return false;
};
_pictureWidth = width;
_pictureHeight = height;
if (_startPosX.HasValue && _startPosY.HasValue)
{
if (_startPosX + _drawningStormTrooperWidth > _pictureWidth)
{
_startPosX = _pictureWidth.Value - _drawningStormTrooperWidth;
}
if (_startPosY + _drawningStormTrooperHeight > _pictureHeight)
{
_startPosY = _pictureHeight.Value - _drawningStormTrooperHeight;
}
}
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)
{
// 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 (!_pictureHeight.HasValue || !_pictureWidth.HasValue)
{
return;
}
if (!_pictureHeight.HasValue || !_pictureWidth.HasValue)
{
return;
}
_startPosX = x;
_startPosY = y;
if (_drawningStormTrooperHeight + y > _pictureHeight || y < 0)
{
_startPosY = 0;
}
if (_drawningStormTrooperWidth + x > _pictureWidth || x < 0)
{
_startPosX = 0;
}
return;
}
/// <summary>
/// Изменение направления перемещения
/// </summary>
/// <param name="direction">Направление</param>
/// <returns>true - перемещене выполнено, false - перемещение невозможно</returns>
public bool MoveTransport(DirectionType direction)
{
if (EntityStormTrooper == null || !_startPosX.HasValue || !_startPosY.HasValue)
{
return false;
}
switch (direction)
{
//влево
case DirectionType.Left:
if (_startPosX.Value - EntityStormTrooper.Step > 0)
{
_startPosX -= (int)EntityStormTrooper.Step;
}
return true;
//вверх
case DirectionType.Up:
if (_startPosY.Value - EntityStormTrooper.Step > 0)
{
_startPosY -= (int)EntityStormTrooper.Step;
}
return true;
// вправо
case DirectionType.Right:
if(_startPosX.Value + EntityStormTrooper.Step + _drawningStormTrooperWidth < _pictureWidth)
{
_startPosX += (int)EntityStormTrooper.Step;
}
return true;
//вниз
case DirectionType.Down:
if (_startPosY.Value + EntityStormTrooper.Step + _drawningStormTrooperHeight < _pictureHeight)
{
_startPosY += (int)EntityStormTrooper.Step;
}
return true;
default:
return false;
}
}
/// <summary>
/// Прорисовка объекта
/// </summary>
/// <param name="g"></param>
public void DrawTransport(Graphics g)
{
if (EntityStormTrooper == null || !_startPosX.HasValue || !_startPosY.HasValue)
{
return;
}
Pen pen = new(Color.Black);
Brush additionalBrush = new SolidBrush(EntityStormTrooper.AdditionalColor);
Brush mainBrush = new SolidBrush(EntityStormTrooper.BodyColor);
Brush headBrush = new SolidBrush(EntityStormTrooper.ColorOfHead);
// флюзеляж
Rectangle bodyOfFighter = new Rectangle(_startPosX.Value, _startPosY.Value+40, 120,20);
g.DrawRectangle(pen, bodyOfFighter);
g.FillRectangle(mainBrush, bodyOfFighter);
Point topOfNose = new Point(bodyOfFighter.Right, bodyOfFighter.Top);
Point bottomOfNose = new Point(bodyOfFighter.Right, bodyOfFighter.Bottom);
Point edgeOfNose = new Point(bodyOfFighter.Right+20, (bodyOfFighter.Top + bodyOfFighter.Bottom)/2);
Point[] nose = new Point[] { topOfNose, bottomOfNose, edgeOfNose };
g.DrawPolygon(pen, nose);
g.FillPolygon(headBrush, nose);
// крылья штурмовика
int middleOfBody = (bodyOfFighter.X + bodyOfFighter.Right)/2;
// верхнее крыло
Point topWingRightBottom = new Point(middleOfBody+30, bodyOfFighter.Top);
Point topWingRightTop = new Point(middleOfBody, bodyOfFighter.Top-40);
Point topWingLeftTop = new Point(middleOfBody - 10, bodyOfFighter.Top-40);
Point topWingLeftBottom = new Point(middleOfBody-10, bodyOfFighter.Top);
Point[] topWing = new Point[] { topWingRightBottom, topWingRightTop,topWingLeftTop, topWingLeftBottom };
g.DrawPolygon(pen, topWing);
g.FillPolygon(mainBrush, topWing);
//нижнее крыло
Point bottomWingRightTop = new Point(middleOfBody + 30, bodyOfFighter.Bottom);
Point bottomWingRightBottom = new Point(middleOfBody, bodyOfFighter.Bottom + 40);
Point bottomWingLeftBottom = new Point(middleOfBody - 10, bodyOfFighter.Bottom + 40);
Point bottomWingLeftTop = new Point(middleOfBody - 10, bodyOfFighter.Bottom);
Point[] bottomWing = new Point[] { bottomWingRightTop, bottomWingRightBottom, bottomWingLeftBottom, bottomWingLeftTop };
g.DrawPolygon(pen, bottomWing);
g.FillPolygon(mainBrush, bottomWing);
//задние стабилизаторы
//верхний
Point topStabRightBottom = new Point(bodyOfFighter.X + 30, bodyOfFighter.Top);
Point topStabRightTop = new Point(bodyOfFighter.X +10, bodyOfFighter.Top-20);
Point topStabLeftTop = new Point(bodyOfFighter.X, bodyOfFighter.Top - 20);
Point topStabLeftBottom = new Point(bodyOfFighter.X, bodyOfFighter.Top);
Point[] topStable = new Point[] { topStabRightBottom, topStabRightTop, topStabLeftTop, topStabLeftBottom };
g.DrawPolygon(pen, topStable);
g.FillPolygon(mainBrush, topStable);
//нижний
Point bottomStabRightBottom = new Point(bodyOfFighter.X + 30, bodyOfFighter.Bottom);
Point bottomStabRightTop = new Point(bodyOfFighter.X + 10, bodyOfFighter.Bottom + 20);
Point bottomStabLeftTop = new Point(bodyOfFighter.X, bodyOfFighter.Bottom + 20);
Point bottomStabLeftBottom = new Point(bodyOfFighter.X, bodyOfFighter.Bottom);
Point[] bottomStable = new Point[] { bottomStabRightBottom, bottomStabRightTop, bottomStabLeftTop, bottomStabLeftBottom };
g.DrawPolygon(pen, bottomStable);
g.FillPolygon(mainBrush, bottomStable);
// ракеты
if (EntityStormTrooper.Rockets)
{
//верхняя ракета
int middleOfWingX = (middleOfBody + 30 + middleOfBody) / 2;
int middleOfTopWingY = (2*bodyOfFighter.Top - 50) / 2;
Point topLeftTopRocket = new Point(middleOfWingX-1, middleOfTopWingY+3);
Point bottomLeftTopRocket = new Point(middleOfWingX+6, middleOfTopWingY+12);
Point edgeOfTopRocket = new Point(middleOfWingX+12, middleOfTopWingY+6);
Point[] headOfTopRocket = new Point[] { topLeftTopRocket, bottomLeftTopRocket,edgeOfTopRocket};
g.DrawPolygon(pen,headOfTopRocket);
g.FillPolygon(additionalBrush, headOfTopRocket);
//нижняя ракета
int middleOfBottomWingY = (bodyOfFighter.Top + bodyOfFighter.Top + 50) / 2;
Point topLeftBottomRocket = new Point(middleOfWingX+8, middleOfBottomWingY + 2);
Point bottomLeftBottomRocket = new Point(middleOfWingX+4, middleOfBottomWingY+12);
Point edgeOfBottomRocket = new Point(middleOfWingX + 16, middleOfBottomWingY + 6);
Point[] headOfBottomRocket = new Point[] { topLeftBottomRocket, bottomLeftBottomRocket, edgeOfBottomRocket};
g.DrawPolygon(pen, headOfBottomRocket);
g.FillPolygon (additionalBrush, headOfBottomRocket);
}
// бомбы
if (EntityStormTrooper.Bombs)
{
Rectangle topBombBody = new Rectangle(middleOfBody + 40, bodyOfFighter.Top-10, 10, 10);
Rectangle bottomBombBody = new Rectangle(middleOfBody + 40, bodyOfFighter.Bottom, 10, 10);
//голова верхней бомбы
Point topTopBomb = new Point(topBombBody.Right+1, topBombBody.Top);
Point bottomTopBomb = new Point(topBombBody.Right+1, topBombBody.Bottom);
Point edgeTopBomb = new Point(topBombBody.Right+10, (topBombBody.Top+ topBombBody.Bottom)/2);
Point[] headOfTopBomb = new Point[] {topTopBomb, bottomTopBomb,edgeTopBomb};
g.DrawPolygon(pen, headOfTopBomb);
g.FillPolygon(additionalBrush,headOfTopBomb);
Point topBottomBomb = new Point(bottomBombBody.Right + 1, bottomBombBody.Top);
Point bottomBottomBomb = new Point(bottomBombBody.Right + 1, bottomBombBody.Bottom);
Point edgeBottomBomb = new Point(bottomBombBody.Right + 10, (bottomBombBody.Top + bottomBombBody.Bottom) / 2);
Point[] headOfBottomBomb = new Point[] { topBottomBomb, bottomBottomBomb, edgeBottomBomb };
g.DrawPolygon (pen, headOfBottomBomb);
g.FillPolygon (additionalBrush, headOfBottomBomb);
g.DrawRectangle(pen, topBombBody);
g.DrawRectangle(pen, bottomBombBody);
g.FillRectangle(additionalBrush, topBombBody);
g.FillRectangle (additionalBrush, bottomBombBody);
}
}
}

View File

@ -0,0 +1,71 @@
namespace ProjectStormTrooper;
public class EntityStormTrooper
{
/// <summary>
/// Скорость
/// </summary>
public int Speed { get; private set; }
/// <summary>
/// Вес
/// </summary>
public double Weight { get; private set; }
/// <summary>
/// Основной цвет
/// </summary>
public Color BodyColor { get; private set; }
/// <summary>
/// Дополнительный цвет (для опциональных элементов)
/// </summary>
public Color AdditionalColor { get; private set; }
/// <summary>
/// цвет головы
/// </summary>
public Color ColorOfHead { get; private set; }
/// <summary>
/// Признак (опция) наличия бомб
/// </summary>
public bool Bombs { get; private set; }
/// <summary>
/// Признак (опция) наличия ракет
/// </summary>
public bool Rockets { get; private set; }
/// <summary>
/// Шаг перемещения штурмовика
/// </summary>
public double Step => Speed * 200 / Weight;
/// <summary>
/// Инициализация полей объекта-класса штурмовика
/// </summary>
/// <param name="speed">Скорость</param>
/// <param name="weight">Вес штурмовика</param>
/// <param name="bodyColor">Основной цвет</param>
/// <param name="additionalColor">Дополнительный цвет</param>
/// <param name="bombs">Признак наличия бомб</param>
/// <param name="rockets">Признак наличия ракет</param>
public void Init(int speed, double weight, Color bodyColor, Color colorOfHead, Color additionalColor, bool bombs, bool rockets)
{
Speed = speed;
Weight = weight;
BodyColor = bodyColor;
ColorOfHead = colorOfHead;
AdditionalColor = additionalColor;
Bombs = bombs;
Rockets = rockets;
}
}

View File

@ -1,39 +0,0 @@
namespace ProjectStormTrooper
{
partial class Form1
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "Form1";
}
#endregion
}
}

View File

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

View File

@ -0,0 +1,141 @@
namespace ProjectStormTrooper
{
partial class FormStormTrooper
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
pictureBoxStormTrooper = new PictureBox();
buttonCreateStormTrooper = new Button();
buttonLeft = new Button();
buttonUp = new Button();
buttonDown = new Button();
buttonRight = new Button();
((System.ComponentModel.ISupportInitialize)pictureBoxStormTrooper).BeginInit();
SuspendLayout();
//
// pictureBoxStormTrooper
//
pictureBoxStormTrooper.Dock = DockStyle.Fill;
pictureBoxStormTrooper.Location = new Point(0, 0);
pictureBoxStormTrooper.Margin = new Padding(3, 4, 3, 4);
pictureBoxStormTrooper.Name = "pictureBoxStormTrooper";
pictureBoxStormTrooper.Size = new Size(950, 540);
pictureBoxStormTrooper.TabIndex = 0;
pictureBoxStormTrooper.TabStop = false;
//
// buttonCreateStormTrooper
//
buttonCreateStormTrooper.Anchor = AnchorStyles.Bottom | AnchorStyles.Left;
buttonCreateStormTrooper.Location = new Point(14, 493);
buttonCreateStormTrooper.Margin = new Padding(3, 4, 3, 4);
buttonCreateStormTrooper.Name = "buttonCreateStormTrooper";
buttonCreateStormTrooper.Size = new Size(86, 31);
buttonCreateStormTrooper.TabIndex = 1;
buttonCreateStormTrooper.Text = "Создать";
buttonCreateStormTrooper.UseVisualStyleBackColor = true;
buttonCreateStormTrooper.Click += ButtonCreateStormTrooper_Click;
//
// buttonLeft
//
buttonLeft.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonLeft.BackgroundImage = Properties.Resources.arrowLeft;
buttonLeft.BackgroundImageLayout = ImageLayout.Stretch;
buttonLeft.Location = new Point(794, 477);
buttonLeft.Margin = new Padding(3, 4, 3, 4);
buttonLeft.Name = "buttonLeft";
buttonLeft.Size = new Size(40, 47);
buttonLeft.TabIndex = 2;
buttonLeft.UseVisualStyleBackColor = true;
buttonLeft.Click += ButtonMove_Click;
//
// buttonUp
//
buttonUp.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonUp.BackgroundImage = Properties.Resources.arrowUp;
buttonUp.BackgroundImageLayout = ImageLayout.Stretch;
buttonUp.Location = new Point(841, 423);
buttonUp.Margin = new Padding(3, 4, 3, 4);
buttonUp.Name = "buttonUp";
buttonUp.Size = new Size(40, 47);
buttonUp.TabIndex = 3;
buttonUp.UseVisualStyleBackColor = true;
buttonUp.Click += ButtonMove_Click;
//
// buttonDown
//
buttonDown.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonDown.BackgroundImage = Properties.Resources.arrowDown;
buttonDown.BackgroundImageLayout = ImageLayout.Stretch;
buttonDown.Location = new Point(841, 477);
buttonDown.Margin = new Padding(3, 4, 3, 4);
buttonDown.Name = "buttonDown";
buttonDown.Size = new Size(40, 47);
buttonDown.TabIndex = 4;
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(888, 477);
buttonRight.Margin = new Padding(3, 4, 3, 4);
buttonRight.Name = "buttonRight";
buttonRight.Size = new Size(40, 47);
buttonRight.TabIndex = 5;
buttonRight.UseVisualStyleBackColor = true;
buttonRight.Click += ButtonMove_Click;
//
// FormStormTrooper
//
AutoScaleDimensions = new SizeF(8F, 20F);
AutoScaleMode = AutoScaleMode.Font;
ClientSize = new Size(950, 540);
Controls.Add(buttonRight);
Controls.Add(buttonDown);
Controls.Add(buttonUp);
Controls.Add(buttonLeft);
Controls.Add(buttonCreateStormTrooper);
Controls.Add(pictureBoxStormTrooper);
Margin = new Padding(3, 4, 3, 4);
Name = "FormStormTrooper";
Text = "Штурмовик";
((System.ComponentModel.ISupportInitialize)pictureBoxStormTrooper).EndInit();
ResumeLayout(false);
}
#endregion
private PictureBox pictureBoxStormTrooper;
private Button buttonCreateStormTrooper;
private Button buttonLeft;
private Button buttonUp;
private Button buttonDown;
private Button buttonRight;
}
}

View File

@ -0,0 +1,99 @@
namespace ProjectStormTrooper;
public partial class FormStormTrooper : Form
{
/// <summary>
/// Поле-объект для прорисовки объекта
/// </summary>
private DrawningStormTrooper? _drawningStormTrooper;
/// <summary>
/// Инициализация формы
/// </summary>
public FormStormTrooper()
{
InitializeComponent();
}
/// <summary>
/// Метод прорисовки машины
/// </summary>
private void Draw()
{
if (_drawningStormTrooper == null)
{
return;
}
Bitmap bmp = new(pictureBoxStormTrooper.Width, pictureBoxStormTrooper.Height);
Graphics gr = Graphics.FromImage(bmp);
_drawningStormTrooper.DrawTransport(gr);
pictureBoxStormTrooper.Image = bmp;
}
/// <summary>
/// Обработка нажатия кнопки создать
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void ButtonCreateStormTrooper_Click(object sender, EventArgs e)
{
Random random = new();
_drawningStormTrooper = new DrawningStormTrooper();
_drawningStormTrooper.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)),
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)));
_drawningStormTrooper.SetPictureSize(pictureBoxStormTrooper.Width, pictureBoxStormTrooper.Height);
_drawningStormTrooper.SetPosition(random.Next(15,100), random.Next(10,120));
Draw();
}
/// <summary>
/// Перемещение объекта по форме (нажатие кнопок навигации)
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void ButtonMove_Click(object sender, EventArgs e)
{
if (_drawningStormTrooper == null)
{
return;
}
string name = ((Button)sender)?.Name ?? string.Empty;
bool result = false;
switch (name)
{
case "buttonUp":
result = _drawningStormTrooper.MoveTransport(DirectionType.Up);
break;
case "buttonDown":
result = _drawningStormTrooper.MoveTransport(DirectionType.Down);
break;
case "buttonLeft":
result = _drawningStormTrooper.MoveTransport(DirectionType.Left);
break;
case "buttonRight":
result = _drawningStormTrooper.MoveTransport(DirectionType.Right);
break;
}
if (result)
{
Draw();
}
}
}

View File

@ -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.
-->

View File

@ -1,17 +1,18 @@
namespace ProjectStormTrooper
{
internal static class Program
{
internal static class Program
{
[STAThread]
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
// To customize application configuration such as set high DPI settings or default font,
// see https://aka.ms/applicationconfiguration.
ApplicationConfiguration.Initialize();
Application.Run(new Form1());
}
}
}
{
ApplicationConfiguration.Initialize();
Application.Run(new FormStormTrooper());
}
}
}

View File

@ -2,10 +2,25 @@
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>net6.0-windows</TargetFramework>
<TargetFramework>net7.0-windows</TargetFramework>
<Nullable>enable</Nullable>
<UseWindowsForms>true</UseWindowsForms>
<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>

View File

@ -0,0 +1,103 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace ProjectStormTrooper.Properties {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[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>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("ProjectStormTrooper.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap arrowDown {
get {
object obj = ResourceManager.GetObject("arrowDown", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap arrowLeft {
get {
object obj = ResourceManager.GetObject("arrowLeft", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap arrowRight {
get {
object obj = ResourceManager.GetObject("arrowRight", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap arrowUp {
get {
object obj = ResourceManager.GetObject("arrowUp", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
}
}

View File

@ -0,0 +1,133 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
<data name="arrowDown" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\arrowDown.jpg;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.jpg;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.jpg;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.jpg;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
</root>

Binary file not shown.

After

Width:  |  Height:  |  Size: 61 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 60 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 60 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 61 KiB