Első verizó
git-tfs-id: [https://sznp.visualstudio.com/DefaultCollection/]$/Torpedo;C12
This commit is contained in:
parent
57798cd3cc
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21 changed files with 1414 additions and 0 deletions
31
Torpedo/Torpedo.sln
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31
Torpedo/Torpedo.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 14
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VisualStudioVersion = 14.0.24720.0
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Torpedo", "Torpedo\Torpedo.csproj", "{C773245D-6119-4991-8844-F71D167D0D20}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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||||
{C773245D-6119-4991-8844-F71D167D0D20}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{C773245D-6119-4991-8844-F71D167D0D20}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{C773245D-6119-4991-8844-F71D167D0D20}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{C773245D-6119-4991-8844-F71D167D0D20}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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||||
EndGlobalSection
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||||
GlobalSection(TeamFoundationVersionControl) = preSolution
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SccNumberOfProjects = 2
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SccEnterpriseProvider = {4CA58AB2-18FA-4F8D-95D4-32DDF27D184C}
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SccTeamFoundationServer = https://sznp.visualstudio.com/defaultcollection
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SccLocalPath0 = .
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SccProjectUniqueName1 = Torpedo\\Torpedo.csproj
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SccProjectName1 = Torpedo
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SccLocalPath1 = Torpedo
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EndGlobalSection
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EndGlobal
|
10
Torpedo/Torpedo.vssscc
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10
Torpedo/Torpedo.vssscc
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""
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{
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"FILE_VERSION" = "9237"
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"ENLISTMENT_CHOICE" = "NEVER"
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"PROJECT_FILE_RELATIVE_PATH" = ""
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"NUMBER_OF_EXCLUDED_FILES" = "0"
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"ORIGINAL_PROJECT_FILE_PATH" = ""
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"NUMBER_OF_NESTED_PROJECTS" = "0"
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"SOURCE_CONTROL_SETTINGS_PROVIDER" = "PROJECT"
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}
|
6
Torpedo/Torpedo/App.config
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6
Torpedo/Torpedo/App.config
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<?xml version="1.0" encoding="utf-8" ?>
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<configuration>
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<startup>
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<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2" />
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</startup>
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</configuration>
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56
Torpedo/Torpedo/EnemyGameRenderer.cs
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56
Torpedo/Torpedo/EnemyGameRenderer.cs
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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namespace Torpedo
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{
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public class EnemyGameRenderer : GameRenderer
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{
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public EnemyGameRenderer(Control parent) : base(parent)
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{
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}
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private static ReadOnlyDictionary<FieldTypeEnemy, Color> FieldTypes = new ReadOnlyDictionary<FieldTypeEnemy, Color>(new Dictionary<FieldTypeEnemy, Color>()
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{
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{FieldTypeEnemy.Targeted, Color.LightBlue},
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{FieldTypeEnemy.TargetHit, Color.Red},
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{FieldTypeEnemy.EnemyShipDestroyed, Color.Black}
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});
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public void UpdateField(int x, int y, FieldTypeEnemy fieldtype)
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{
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base.UpdateField(x, y, FieldTypes[fieldtype]);
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}
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public override void RenderShip(Ship ship)
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{
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//TODO: Képek az egyes hajótípusokhoz
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for (int i = 0; i < ship.Size; i++)
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{
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if (ship.Direction == ShipDirection.Horizontal)
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UpdateField(ship.X + i, ship.Y, FieldTypeEnemy.Targeted);
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else
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UpdateField(ship.X, ship.Y + i, FieldTypeEnemy.Targeted);
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}
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//TODO: Rárajzolni a képet a mezőkre
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}
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public override void RenderGameField()
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{
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Player.Player2.Ships.ForEach(s => RenderShip(s));
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}
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}
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public enum FieldTypeEnemy
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{
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Targeted,
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TargetHit,
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EnemyShipDestroyed
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}
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}
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73
Torpedo/Torpedo/Game.cs
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73
Torpedo/Torpedo/Game.cs
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Torpedo
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{
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public static class Game
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{
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/// <summary>
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/// A játék mérete mezőkben
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/// </summary>
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public static Size GameSize { get; private set; } = new Size(10, 10);
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/// <summary>
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/// A jelenlegi játékos
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/// </summary>
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public static Player CurrentPlayer = Player.Player1;
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private static GameType type = GameType.Singleplayer;
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/// <summary>
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/// <para>Megadja a játék típusát (egyjátékos, többjátékos)</para>
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/// </summary>
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public static GameType Type
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{
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get
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{
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return type;
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}
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set
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{
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type = value;
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if (GameTypeChange != null)
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GameTypeChange(null, new GameTypeChangeEventArgs(value));
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}
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}
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/// <summary>
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/// A játékmód változásakor vagy új játék kezdésekor hívódik meg
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/// </summary>
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public static event EventHandler<GameTypeChangeEventArgs> GameTypeChange;
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/// <summary>
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/// A játék állapota
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/// </summary>
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public static GameState State { get; set; } = GameState.Prepare;
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static Game()
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{
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GameTypeChange += Game_GameTypeChange;
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}
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private static void Game_GameTypeChange(object sender, GameTypeChangeEventArgs e)
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{
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State = GameState.Prepare; //TODO
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CurrentPlayer = Player.Player1;
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}
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}
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public enum GameType
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{
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Singleplayer,
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Multiplayer
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}
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public enum GameState
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{
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Prepare,
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Battle
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}
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}
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194
Torpedo/Torpedo/GameForm.Designer.cs
generated
Normal file
194
Torpedo/Torpedo/GameForm.Designer.cs
generated
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namespace Torpedo
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{
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partial class GameForm
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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||||
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||||
#region Windows Form Designer generated code
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||||
/// <summary>
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||||
/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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||||
private void InitializeComponent()
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{
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this.ownPanel = new System.Windows.Forms.Panel();
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this.menuStrip1 = new System.Windows.Forms.MenuStrip();
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this.egyjátékosToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
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this.többjátékosToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
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this.enemyPanel = new System.Windows.Forms.Panel();
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this.shipSizeLabel = new System.Windows.Forms.Label();
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this.moveUpButton = new System.Windows.Forms.Button();
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this.moveRightButton = new System.Windows.Forms.Button();
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this.moveDownButton = new System.Windows.Forms.Button();
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this.moveLeftButton = new System.Windows.Forms.Button();
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this.rotateButton = new System.Windows.Forms.Button();
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this.menuStrip1.SuspendLayout();
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this.SuspendLayout();
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//
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// ownPanel
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//
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this.ownPanel.BackColor = System.Drawing.Color.DeepSkyBlue;
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this.ownPanel.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
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this.ownPanel.Location = new System.Drawing.Point(12, 27);
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this.ownPanel.Name = "ownPanel";
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this.ownPanel.Size = new System.Drawing.Size(300, 300);
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this.ownPanel.TabIndex = 0;
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this.ownPanel.Click += new System.EventHandler(this.ownPanel_Click);
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this.ownPanel.Paint += new System.Windows.Forms.PaintEventHandler(this.ownPanel_Paint);
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//
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// menuStrip1
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//
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this.menuStrip1.Items.AddRange(new System.Windows.Forms.ToolStripItem[] {
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this.egyjátékosToolStripMenuItem,
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this.többjátékosToolStripMenuItem});
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this.menuStrip1.Location = new System.Drawing.Point(0, 0);
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this.menuStrip1.Name = "menuStrip1";
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this.menuStrip1.Size = new System.Drawing.Size(723, 24);
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this.menuStrip1.TabIndex = 1;
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this.menuStrip1.Text = "menuStrip1";
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//
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// egyjátékosToolStripMenuItem
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//
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this.egyjátékosToolStripMenuItem.Enabled = false;
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this.egyjátékosToolStripMenuItem.Name = "egyjátékosToolStripMenuItem";
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this.egyjátékosToolStripMenuItem.Size = new System.Drawing.Size(75, 20);
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this.egyjátékosToolStripMenuItem.Text = "Egyjátékos";
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this.egyjátékosToolStripMenuItem.Click += new System.EventHandler(this.GameTypeMenuClick);
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//
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// többjátékosToolStripMenuItem
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//
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this.többjátékosToolStripMenuItem.Name = "többjátékosToolStripMenuItem";
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this.többjátékosToolStripMenuItem.Size = new System.Drawing.Size(84, 20);
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this.többjátékosToolStripMenuItem.Text = "Többjátékos";
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this.többjátékosToolStripMenuItem.Click += new System.EventHandler(this.GameTypeMenuClick);
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//
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// enemyPanel
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//
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this.enemyPanel.BackColor = System.Drawing.Color.DeepSkyBlue;
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this.enemyPanel.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
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this.enemyPanel.Location = new System.Drawing.Point(405, 27);
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this.enemyPanel.Name = "enemyPanel";
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this.enemyPanel.Size = new System.Drawing.Size(300, 300);
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this.enemyPanel.TabIndex = 1;
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this.enemyPanel.Paint += new System.Windows.Forms.PaintEventHandler(this.enemyPanel_Paint);
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//
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// shipSizeLabel
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//
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this.shipSizeLabel.AutoSize = true;
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this.shipSizeLabel.Location = new System.Drawing.Point(12, 339);
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this.shipSizeLabel.Name = "shipSizeLabel";
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this.shipSizeLabel.Size = new System.Drawing.Size(81, 13);
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this.shipSizeLabel.TabIndex = 2;
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this.shipSizeLabel.Text = "Következő hajó";
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//
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// moveUpButton
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//
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this.moveUpButton.Location = new System.Drawing.Point(167, 333);
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this.moveUpButton.Name = "moveUpButton";
|
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this.moveUpButton.Size = new System.Drawing.Size(75, 75);
|
||||
this.moveUpButton.TabIndex = 3;
|
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this.moveUpButton.Text = "Fel";
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this.moveUpButton.UseVisualStyleBackColor = true;
|
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this.moveUpButton.Click += new System.EventHandler(this.MoveShip);
|
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//
|
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// moveRightButton
|
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//
|
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this.moveRightButton.Location = new System.Drawing.Point(248, 411);
|
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this.moveRightButton.Name = "moveRightButton";
|
||||
this.moveRightButton.Size = new System.Drawing.Size(75, 75);
|
||||
this.moveRightButton.TabIndex = 4;
|
||||
this.moveRightButton.Text = "Jobbra";
|
||||
this.moveRightButton.UseVisualStyleBackColor = true;
|
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this.moveRightButton.Click += new System.EventHandler(this.MoveShip);
|
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//
|
||||
// moveDownButton
|
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//
|
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this.moveDownButton.Location = new System.Drawing.Point(167, 411);
|
||||
this.moveDownButton.Name = "moveDownButton";
|
||||
this.moveDownButton.Size = new System.Drawing.Size(75, 75);
|
||||
this.moveDownButton.TabIndex = 5;
|
||||
this.moveDownButton.Text = "Le";
|
||||
this.moveDownButton.UseVisualStyleBackColor = true;
|
||||
this.moveDownButton.Click += new System.EventHandler(this.MoveShip);
|
||||
//
|
||||
// moveLeftButton
|
||||
//
|
||||
this.moveLeftButton.Location = new System.Drawing.Point(86, 411);
|
||||
this.moveLeftButton.Name = "moveLeftButton";
|
||||
this.moveLeftButton.Size = new System.Drawing.Size(75, 75);
|
||||
this.moveLeftButton.TabIndex = 6;
|
||||
this.moveLeftButton.Text = "Le";
|
||||
this.moveLeftButton.UseVisualStyleBackColor = true;
|
||||
this.moveLeftButton.Click += new System.EventHandler(this.MoveShip);
|
||||
//
|
||||
// rotateButton
|
||||
//
|
||||
this.rotateButton.Location = new System.Drawing.Point(405, 381);
|
||||
this.rotateButton.Name = "rotateButton";
|
||||
this.rotateButton.Size = new System.Drawing.Size(75, 75);
|
||||
this.rotateButton.TabIndex = 7;
|
||||
this.rotateButton.Text = "Forgatás";
|
||||
this.rotateButton.UseVisualStyleBackColor = true;
|
||||
this.rotateButton.Click += new System.EventHandler(this.rotateButton_Click);
|
||||
//
|
||||
// GameForm
|
||||
//
|
||||
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
|
||||
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
|
||||
this.ClientSize = new System.Drawing.Size(723, 539);
|
||||
this.Controls.Add(this.rotateButton);
|
||||
this.Controls.Add(this.moveLeftButton);
|
||||
this.Controls.Add(this.moveDownButton);
|
||||
this.Controls.Add(this.moveRightButton);
|
||||
this.Controls.Add(this.moveUpButton);
|
||||
this.Controls.Add(this.shipSizeLabel);
|
||||
this.Controls.Add(this.enemyPanel);
|
||||
this.Controls.Add(this.ownPanel);
|
||||
this.Controls.Add(this.menuStrip1);
|
||||
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog;
|
||||
this.MainMenuStrip = this.menuStrip1;
|
||||
this.MaximizeBox = false;
|
||||
this.MinimizeBox = false;
|
||||
this.Name = "GameForm";
|
||||
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
|
||||
this.Text = "Torpedó";
|
||||
this.menuStrip1.ResumeLayout(false);
|
||||
this.menuStrip1.PerformLayout();
|
||||
this.ResumeLayout(false);
|
||||
this.PerformLayout();
|
||||
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private System.Windows.Forms.Panel ownPanel;
|
||||
private System.Windows.Forms.MenuStrip menuStrip1;
|
||||
private System.Windows.Forms.ToolStripMenuItem egyjátékosToolStripMenuItem;
|
||||
private System.Windows.Forms.ToolStripMenuItem többjátékosToolStripMenuItem;
|
||||
private System.Windows.Forms.Panel enemyPanel;
|
||||
private System.Windows.Forms.Label shipSizeLabel;
|
||||
private System.Windows.Forms.Button moveUpButton;
|
||||
private System.Windows.Forms.Button moveRightButton;
|
||||
private System.Windows.Forms.Button moveDownButton;
|
||||
private System.Windows.Forms.Button moveLeftButton;
|
||||
private System.Windows.Forms.Button rotateButton;
|
||||
}
|
||||
}
|
||||
|
109
Torpedo/Torpedo/GameForm.cs
Normal file
109
Torpedo/Torpedo/GameForm.cs
Normal file
|
@ -0,0 +1,109 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Data;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
|
||||
namespace Torpedo
|
||||
{
|
||||
public partial class GameForm : Form
|
||||
{
|
||||
public static GameForm Instance;
|
||||
public GameForm()
|
||||
{
|
||||
if (Instance != null)
|
||||
throw new InvalidOperationException("Csak egy példány létezhet a formból.");
|
||||
InitializeComponent();
|
||||
GameRenderer.Own = new OwnGameRenderer(ownPanel);
|
||||
GameRenderer.Enemy = new EnemyGameRenderer(enemyPanel);
|
||||
Instance = this;
|
||||
Game.GameTypeChange += Game_GameTypeChange;
|
||||
Game.Type = GameType.Singleplayer;
|
||||
}
|
||||
|
||||
private void Game_GameTypeChange(object sender, GameTypeChangeEventArgs e)
|
||||
{
|
||||
egyjátékosToolStripMenuItem.Enabled = false;
|
||||
többjátékosToolStripMenuItem.Enabled = false;
|
||||
if (Player.Player1.NextShip != -1)
|
||||
shipSizeLabel.Text = "Következő hajó: " + Player.Player1.NextShip;
|
||||
else
|
||||
shipSizeLabel.Text = "";
|
||||
switch(e.NewValue)
|
||||
{
|
||||
case GameType.Singleplayer:
|
||||
többjátékosToolStripMenuItem.Enabled = true; //Csak a másik játékmódot hagyja bekapcsolva, hogy át leheseen váltani
|
||||
break;
|
||||
case GameType.Multiplayer:
|
||||
egyjátékosToolStripMenuItem.Enabled = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void ownPanel_Paint(object sender, PaintEventArgs e)
|
||||
{
|
||||
GameRenderer.Own.RenderGame();
|
||||
}
|
||||
|
||||
private void GameTypeMenuClick(object sender, EventArgs e)
|
||||
{
|
||||
if (sender == egyjátékosToolStripMenuItem)
|
||||
Game.Type = GameType.Singleplayer;
|
||||
else if (sender == többjátékosToolStripMenuItem)
|
||||
Game.Type = GameType.Multiplayer;
|
||||
}
|
||||
|
||||
private void enemyPanel_Paint(object sender, PaintEventArgs e)
|
||||
{
|
||||
GameRenderer.Enemy.RenderGame();
|
||||
}
|
||||
|
||||
private Ship lastship;
|
||||
private void ownPanel_Click(object sender, EventArgs e)
|
||||
{
|
||||
if (Game.State != GameState.Prepare)
|
||||
return;
|
||||
if (Player.Player1.NextShip == -1)
|
||||
return;
|
||||
Point clickedfield = GameRenderer.Own.PixelsToFields(ownPanel.PointToClient(Cursor.Position));
|
||||
Ship ship = new Ship(clickedfield.X, clickedfield.Y, Game.CurrentPlayer.NextShip, ShipDirection.Horizontal, false);
|
||||
if (Ship.CheckHasShip(ship))
|
||||
return;
|
||||
Game.CurrentPlayer.Ships.Add(ship);
|
||||
GameRenderer.Own.RenderShip(ship);
|
||||
lastship = ship;
|
||||
//TODO
|
||||
if (Player.Player1.NextShip != -1)
|
||||
shipSizeLabel.Text = "Következő hajó: " + Player.Player1.NextShip;
|
||||
else
|
||||
shipSizeLabel.Text = "";
|
||||
}
|
||||
|
||||
private void MoveShip(object sender, EventArgs e)
|
||||
{
|
||||
if (lastship != null)
|
||||
{
|
||||
if (sender == moveUpButton)
|
||||
lastship.Move(0, -1);
|
||||
else if (sender == moveDownButton)
|
||||
lastship.Move(0, 1);
|
||||
else if (sender == moveLeftButton)
|
||||
lastship.Move(-1, 0);
|
||||
else if (sender == moveRightButton)
|
||||
lastship.Move(1, 0);
|
||||
}
|
||||
}
|
||||
|
||||
private void rotateButton_Click(object sender, EventArgs e)
|
||||
{
|
||||
if (lastship != null)
|
||||
{
|
||||
lastship.Rotate();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
123
Torpedo/Torpedo/GameForm.resx
Normal file
123
Torpedo/Torpedo/GameForm.resx
Normal file
|
@ -0,0 +1,123 @@
|
|||
<?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>
|
||||
<metadata name="menuStrip1.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
|
||||
<value>17, 17</value>
|
||||
</metadata>
|
||||
</root>
|
107
Torpedo/Torpedo/GameRenderer.cs
Normal file
107
Torpedo/Torpedo/GameRenderer.cs
Normal file
|
@ -0,0 +1,107 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.ObjectModel;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
|
||||
namespace Torpedo
|
||||
{
|
||||
public abstract class GameRenderer
|
||||
{
|
||||
public static OwnGameRenderer Own;
|
||||
public static EnemyGameRenderer Enemy;
|
||||
|
||||
public GameRenderer(Control parent)
|
||||
{
|
||||
Parent = parent;
|
||||
Game.GameTypeChange += Game_GameTypeChange;
|
||||
}
|
||||
|
||||
private void Game_GameTypeChange(object sender, GameTypeChangeEventArgs e)
|
||||
{
|
||||
RenderGame();
|
||||
}
|
||||
|
||||
private Control Parent;
|
||||
public void RenderGame()
|
||||
{
|
||||
RenderLines();
|
||||
RenderGameField();
|
||||
}
|
||||
private void RenderLines()
|
||||
{
|
||||
using (Graphics gr = Parent.CreateGraphics())
|
||||
{
|
||||
gr.Clear(Parent.BackColor);
|
||||
int width = Parent.Width / Game.GameSize.Width;
|
||||
int height = Parent.Height / Game.GameSize.Height;
|
||||
for (int i = 1; i < Game.GameSize.Width; i++)
|
||||
{
|
||||
gr.DrawLine(Pens.Black, i * width, 0, i * width, Parent.Height);
|
||||
}
|
||||
for (int i = 1; i < Game.GameSize.Height; i++)
|
||||
{
|
||||
gr.DrawLine(Pens.Black, 0, i * height, Parent.Width, i * height);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public abstract void RenderGameField();
|
||||
|
||||
public Point PixelsToFields(Point p)
|
||||
{
|
||||
int width = Parent.Width / Game.GameSize.Width;
|
||||
int height = Parent.Height / Game.GameSize.Height;
|
||||
return new Point(p.X / width, p.Y / height);
|
||||
}
|
||||
|
||||
public void DerenderShip(Ship ship)
|
||||
{
|
||||
for (int i = 0; i < ship.Size; i++)
|
||||
{
|
||||
if (ship.Direction == ShipDirection.Horizontal)
|
||||
UpdateField(ship.X + i, ship.Y, Parent.BackColor);
|
||||
else
|
||||
UpdateField(ship.X, ship.Y + i, Parent.BackColor);
|
||||
}
|
||||
using (Graphics gr = Parent.CreateGraphics())
|
||||
{
|
||||
int width = Parent.Width / Game.GameSize.Width;
|
||||
int height = Parent.Height / Game.GameSize.Height;
|
||||
if (ship.Direction == ShipDirection.Horizontal)
|
||||
{
|
||||
for (int i = ship.X; i < ship.X + ship.Size; i++)
|
||||
{
|
||||
gr.DrawLine(Pens.Black, i * width, ship.Y * height, i * width, (ship.Y + 1) * height);
|
||||
}
|
||||
gr.DrawLine(Pens.Black, ship.X * width, ship.Y * height, (ship.X + ship.Size) * width, ship.Y * height);
|
||||
gr.DrawLine(Pens.Black, ship.X * width, (ship.Y + 1) * height, (ship.X + ship.Size) * width, (ship.Y + 1) * height);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = ship.Y; i < ship.Y + ship.Size; i++)
|
||||
{
|
||||
gr.DrawLine(Pens.Black, ship.X * width, i * height, (ship.X + 1) * width, i * height);
|
||||
}
|
||||
gr.DrawLine(Pens.Black, ship.X * width, ship.Y * height, ship.X * width, (ship.Y + ship.Size) * height);
|
||||
gr.DrawLine(Pens.Black, (ship.X + 1) * width, ship.Y, (ship.X + 1) * width, (ship.Y + ship.Size) * height);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void UpdateField(int x, int y, Color color)
|
||||
{
|
||||
using (Graphics gr = Parent.CreateGraphics())
|
||||
{
|
||||
int width = Parent.Width / Game.GameSize.Width;
|
||||
int height = Parent.Height / Game.GameSize.Height;
|
||||
gr.FillRectangle(new SolidBrush(color), x * width, y * height, width, height);
|
||||
}
|
||||
}
|
||||
|
||||
public abstract void RenderShip(Ship ship);
|
||||
}
|
||||
}
|
18
Torpedo/Torpedo/GameTypeChangeEventArgs.cs
Normal file
18
Torpedo/Torpedo/GameTypeChangeEventArgs.cs
Normal file
|
@ -0,0 +1,18 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Torpedo
|
||||
{
|
||||
public class GameTypeChangeEventArgs : EventArgs
|
||||
{
|
||||
public GameType NewValue;
|
||||
|
||||
public GameTypeChangeEventArgs(GameType newvalue)
|
||||
{
|
||||
NewValue = newvalue;
|
||||
}
|
||||
}
|
||||
}
|
54
Torpedo/Torpedo/OwnGameRenderer.cs
Normal file
54
Torpedo/Torpedo/OwnGameRenderer.cs
Normal file
|
@ -0,0 +1,54 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.ObjectModel;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
|
||||
namespace Torpedo
|
||||
{
|
||||
public class OwnGameRenderer : GameRenderer
|
||||
{
|
||||
public OwnGameRenderer(Control parent) : base(parent)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private static ReadOnlyDictionary<FieldTypeOwn, Color> FieldTypes = new ReadOnlyDictionary<FieldTypeOwn, Color>(new Dictionary<FieldTypeOwn, Color>()
|
||||
{
|
||||
{FieldTypeOwn.OwnShip, Color.LightGray},
|
||||
{FieldTypeOwn.OwnShipDamaged, Color.DarkRed}
|
||||
});
|
||||
|
||||
public void UpdateField(int x, int y, FieldTypeOwn fieldtype)
|
||||
{
|
||||
base.UpdateField(x, y, FieldTypes[fieldtype]);
|
||||
}
|
||||
|
||||
public override void RenderShip(Ship ship)
|
||||
{
|
||||
//TODO: Képek az egyes hajótípusokhoz
|
||||
for (int i = 0; i < ship.Size; i++)
|
||||
{
|
||||
if (ship.Direction == ShipDirection.Horizontal)
|
||||
UpdateField(ship.X + i, ship.Y, FieldTypeOwn.OwnShip);
|
||||
else
|
||||
UpdateField(ship.X, ship.Y + i, FieldTypeOwn.OwnShip);
|
||||
}
|
||||
//TODO: Rárajzolni a képet a mezőkre
|
||||
}
|
||||
|
||||
public override void RenderGameField()
|
||||
{
|
||||
Player.Player1.Ships.ForEach(s => RenderShip(s)); //TODO
|
||||
}
|
||||
}
|
||||
|
||||
public enum FieldTypeOwn
|
||||
{
|
||||
OwnShip,
|
||||
OwnShipDamaged
|
||||
}
|
||||
}
|
77
Torpedo/Torpedo/Player.cs
Normal file
77
Torpedo/Torpedo/Player.cs
Normal file
|
@ -0,0 +1,77 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Torpedo
|
||||
{
|
||||
public class Player
|
||||
{
|
||||
/// <summary>
|
||||
/// <para>Az első játékos</para>
|
||||
/// </summary>
|
||||
public static Player Player1 { get; set; }
|
||||
|
||||
private static Player p2;
|
||||
/// <summary>
|
||||
/// <para>A második játékos</para>
|
||||
/// </summary>
|
||||
public static Player Player2
|
||||
{
|
||||
get
|
||||
{
|
||||
return p2;
|
||||
}
|
||||
private set
|
||||
{
|
||||
p2 = value;
|
||||
}
|
||||
}
|
||||
|
||||
static Player()
|
||||
{
|
||||
Game.GameTypeChange += Game_GameTypeChange_Global;
|
||||
}
|
||||
|
||||
private static void Game_GameTypeChange_Global(object sender, GameTypeChangeEventArgs e)
|
||||
{
|
||||
Player1 = new Player();
|
||||
Player2 = new Player();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <para>Létrhehoz egy új játékost</para>
|
||||
/// <para>Csak a Player osztályban használható</para>
|
||||
/// </summary>
|
||||
private Player()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A játékos hajóinak listája
|
||||
/// </summary>
|
||||
public List<Ship> Ships = new List<Ship>();
|
||||
|
||||
/// <summary>
|
||||
/// <para>Megadja a következő hajó nagyságát</para>
|
||||
/// </summary>
|
||||
public int NextShip
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!Ships.Any(s => s.Size == 5))
|
||||
return 5;
|
||||
if (!Ships.Any(s => s.Size == 4))
|
||||
return 4;
|
||||
if (Ships.Count(s => s.Size == 3) < 2)
|
||||
return 3;
|
||||
if (!Ships.Any(s => s.Size == 2))
|
||||
return 2;
|
||||
else
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
22
Torpedo/Torpedo/Program.cs
Normal file
22
Torpedo/Torpedo/Program.cs
Normal file
|
@ -0,0 +1,22 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
|
||||
namespace Torpedo
|
||||
{
|
||||
static class Program
|
||||
{
|
||||
/// <summary>
|
||||
/// The main entry point for the application.
|
||||
/// </summary>
|
||||
[STAThread]
|
||||
static void Main()
|
||||
{
|
||||
Application.EnableVisualStyles();
|
||||
Application.SetCompatibleTextRenderingDefault(false);
|
||||
Application.Run(new GameForm());
|
||||
}
|
||||
}
|
||||
}
|
36
Torpedo/Torpedo/Properties/AssemblyInfo.cs
Normal file
36
Torpedo/Torpedo/Properties/AssemblyInfo.cs
Normal file
|
@ -0,0 +1,36 @@
|
|||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("Torpedo")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("Torpedo")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2016")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("c773245d-6119-4991-8844-f71d167d0d20")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
71
Torpedo/Torpedo/Properties/Resources.Designer.cs
generated
Normal file
71
Torpedo/Torpedo/Properties/Resources.Designer.cs
generated
Normal file
|
@ -0,0 +1,71 @@
|
|||
//------------------------------------------------------------------------------
|
||||
// <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 Torpedo.Properties
|
||||
{
|
||||
|
||||
|
||||
/// <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", "4.0.0.0")]
|
||||
[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 ((resourceMan == null))
|
||||
{
|
||||
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Torpedo.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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
117
Torpedo/Torpedo/Properties/Resources.resx
Normal file
117
Torpedo/Torpedo/Properties/Resources.resx
Normal file
|
@ -0,0 +1,117 @@
|
|||
<?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.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: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" type="xsd:string" />
|
||||
<xsd:attribute name="type" type="xsd:string" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||
</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" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||
</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=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
</root>
|
30
Torpedo/Torpedo/Properties/Settings.Designer.cs
generated
Normal file
30
Torpedo/Torpedo/Properties/Settings.Designer.cs
generated
Normal file
|
@ -0,0 +1,30 @@
|
|||
//------------------------------------------------------------------------------
|
||||
// <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 Torpedo.Properties
|
||||
{
|
||||
|
||||
|
||||
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
|
||||
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
|
||||
{
|
||||
|
||||
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
|
||||
|
||||
public static Settings Default
|
||||
{
|
||||
get
|
||||
{
|
||||
return defaultInstance;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
7
Torpedo/Torpedo/Properties/Settings.settings
Normal file
7
Torpedo/Torpedo/Properties/Settings.settings
Normal file
|
@ -0,0 +1,7 @@
|
|||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
|
||||
<Profiles>
|
||||
<Profile Name="(Default)" />
|
||||
</Profiles>
|
||||
<Settings />
|
||||
</SettingsFile>
|
162
Torpedo/Torpedo/Ship.cs
Normal file
162
Torpedo/Torpedo/Ship.cs
Normal file
|
@ -0,0 +1,162 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Torpedo
|
||||
{
|
||||
public class Ship
|
||||
{
|
||||
public int X { get; private set; }
|
||||
public int Y { get; private set; }
|
||||
private int size;
|
||||
public int Size
|
||||
{
|
||||
get
|
||||
{
|
||||
return size;
|
||||
}
|
||||
private set
|
||||
{
|
||||
size = value;
|
||||
DamagedParts = new bool[value];
|
||||
}
|
||||
}
|
||||
public ShipDirection Direction { get; set; }
|
||||
public bool[] DamagedParts;
|
||||
public bool Enemy;
|
||||
|
||||
public Ship(int x, int y, int size, ShipDirection direction, bool enemy)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
Size = size; //A DamagedParts-ot is inicializálja
|
||||
Direction = direction;
|
||||
Enemy = enemy;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Mozgatja a hajót
|
||||
/// </summary>
|
||||
/// <param name="dx">X elmozdulás</param>
|
||||
/// <param name="dy">Y elmozdulás</param>
|
||||
public void Move(int dx, int dy)
|
||||
{
|
||||
if (CheckHasShip(this, dx, dy))
|
||||
return;
|
||||
if (Enemy)
|
||||
GameRenderer.Enemy.DerenderShip(this);
|
||||
else
|
||||
GameRenderer.Own.DerenderShip(this);
|
||||
X += dx;
|
||||
Y += dy;
|
||||
if (Enemy)
|
||||
GameRenderer.Enemy.RenderShip(this);
|
||||
else
|
||||
GameRenderer.Own.RenderShip(this);
|
||||
}
|
||||
|
||||
public void Rotate()
|
||||
{
|
||||
if (CheckHasShip(this, rotated: true))
|
||||
return;
|
||||
if (Enemy)
|
||||
GameRenderer.Enemy.DerenderShip(this);
|
||||
else
|
||||
GameRenderer.Own.DerenderShip(this);
|
||||
if (Direction == ShipDirection.Horizontal)
|
||||
Direction = ShipDirection.Vertical;
|
||||
else
|
||||
Direction = ShipDirection.Horizontal;
|
||||
if (Enemy)
|
||||
GameRenderer.Enemy.RenderShip(this);
|
||||
else
|
||||
GameRenderer.Own.RenderShip(this);
|
||||
}
|
||||
|
||||
public static bool CheckHasShip(Ship ship, int dx = 0, int dy = 0, bool rotated = false)
|
||||
{
|
||||
bool hasship = false;
|
||||
bool dircheck = ship.Direction == ShipDirection.Horizontal;
|
||||
if (rotated)
|
||||
dircheck = !dircheck;
|
||||
if (ship.X + dx < 0 || ship.Y + dy < 0)
|
||||
return true;
|
||||
if (dircheck)
|
||||
{
|
||||
if (ship.X + dx + ship.Size - 1 >= Game.GameSize.Width || ship.Y + dy >= Game.GameSize.Height)
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (ship.X + dx >= Game.GameSize.Width || ship.Y + dy + ship.Size - 1 >= Game.GameSize.Height)
|
||||
return true;
|
||||
}
|
||||
for (int i = 0; i < ship.Size; i++)
|
||||
{
|
||||
if (dircheck)
|
||||
{
|
||||
Ship ship2 = GetShipAtField(ship.Enemy, ship.X + dx + i, ship.Y + dy);
|
||||
if (ship2 != null && ship2 != ship)
|
||||
{
|
||||
hasship = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Ship ship2 = GetShipAtField(ship.Enemy, ship.X + dx, ship.Y + dy + i);
|
||||
if (ship2 != null && ship2 != ship)
|
||||
{
|
||||
hasship = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return hasship;
|
||||
}
|
||||
|
||||
public static Ship GetShipAtField(bool enemy, int x, int y)
|
||||
{
|
||||
Player player = null;
|
||||
if (enemy)
|
||||
player = Player.Player2;
|
||||
else
|
||||
player = Player.Player1;
|
||||
return player.Ships.SingleOrDefault(s =>
|
||||
{
|
||||
if (s.Direction != ShipDirection.Horizontal)
|
||||
{
|
||||
if (s.X != x)
|
||||
return false;
|
||||
else
|
||||
{
|
||||
if (y >= s.Y && y < s.Y + s.Size)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (s.Y != y)
|
||||
return false;
|
||||
else
|
||||
{
|
||||
if (x >= s.X && x < s.X + s.Size)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public enum ShipDirection
|
||||
{
|
||||
Horizontal,
|
||||
Vertical
|
||||
}
|
||||
}
|
101
Torpedo/Torpedo/Torpedo.csproj
Normal file
101
Torpedo/Torpedo/Torpedo.csproj
Normal file
|
@ -0,0 +1,101 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{C773245D-6119-4991-8844-F71D167D0D20}</ProjectGuid>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>Torpedo</RootNamespace>
|
||||
<AssemblyName>Torpedo</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
|
||||
<SccProjectName>SAK</SccProjectName>
|
||||
<SccLocalPath>SAK</SccLocalPath>
|
||||
<SccAuxPath>SAK</SccAuxPath>
|
||||
<SccProvider>SAK</SccProvider>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Data.DataSetExtensions" />
|
||||
<Reference Include="Microsoft.CSharp" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Deployment" />
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
<Reference Include="System.Windows.Forms" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="EnemyGameRenderer.cs" />
|
||||
<Compile Include="GameForm.cs">
|
||||
<SubType>Form</SubType>
|
||||
</Compile>
|
||||
<Compile Include="GameForm.Designer.cs">
|
||||
<DependentUpon>GameForm.cs</DependentUpon>
|
||||
</Compile>
|
||||
<Compile Include="Game.cs" />
|
||||
<Compile Include="GameRenderer.cs" />
|
||||
<Compile Include="GameTypeChangeEventArgs.cs" />
|
||||
<Compile Include="OwnGameRenderer.cs" />
|
||||
<Compile Include="Player.cs" />
|
||||
<Compile Include="Program.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Ship.cs" />
|
||||
<EmbeddedResource Include="GameForm.resx">
|
||||
<DependentUpon>GameForm.cs</DependentUpon>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Properties\Resources.resx">
|
||||
<Generator>ResXFileCodeGenerator</Generator>
|
||||
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
|
||||
<SubType>Designer</SubType>
|
||||
</EmbeddedResource>
|
||||
<Compile Include="Properties\Resources.Designer.cs">
|
||||
<AutoGen>True</AutoGen>
|
||||
<DependentUpon>Resources.resx</DependentUpon>
|
||||
</Compile>
|
||||
<None Include="Properties\Settings.settings">
|
||||
<Generator>SettingsSingleFileGenerator</Generator>
|
||||
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
|
||||
</None>
|
||||
<Compile Include="Properties\Settings.Designer.cs">
|
||||
<AutoGen>True</AutoGen>
|
||||
<DependentUpon>Settings.settings</DependentUpon>
|
||||
<DesignTimeSharedInput>True</DesignTimeSharedInput>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="App.config" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
10
Torpedo/Torpedo/Torpedo.csproj.vspscc
Normal file
10
Torpedo/Torpedo/Torpedo.csproj.vspscc
Normal file
|
@ -0,0 +1,10 @@
|
|||
""
|
||||
{
|
||||
"FILE_VERSION" = "9237"
|
||||
"ENLISTMENT_CHOICE" = "NEVER"
|
||||
"PROJECT_FILE_RELATIVE_PATH" = ""
|
||||
"NUMBER_OF_EXCLUDED_FILES" = "0"
|
||||
"ORIGINAL_PROJECT_FILE_PATH" = ""
|
||||
"NUMBER_OF_NESTED_PROJECTS" = "0"
|
||||
"SOURCE_CONTROL_SETTINGS_PROVIDER" = "PROVIDER"
|
||||
}
|
Loading…
Reference in a new issue