Доработана угадайка, добавлена змейка
This commit is contained in:
@@ -6,7 +6,7 @@ using System.Threading.Tasks;
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namespace ProgLab1.GUI
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{
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public static class ExitDialog
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public static class Dialogs
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{
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public static bool Exit()
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{
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@@ -18,5 +18,11 @@ namespace ProgLab1.GUI
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}
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return false;
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}
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public static bool GameOver(string message)
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{
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DialogResult result = MessageBox.Show(message, "Игра окончена", MessageBoxButtons.OK);
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return result == DialogResult.OK;
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}
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}
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}
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@@ -1,4 +1,5 @@
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using System;
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using laba3.Subprograms;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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@@ -79,23 +80,22 @@ namespace ProgLab1.GUI
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{
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input.BackColor = SystemColors.Window;
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double inputNum = double.Parse(input.Text);
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Console.WriteLine(Math.Abs(answer - inputNum));
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if (Math.Abs(answer - inputNum) < 0.1)
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if (Math.Abs(answer - inputNum) < 0.01)
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{
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Dialogs.GameOver("Победа!\nВы угадали значение функции!");
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this.Close();
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}
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else
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{
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tryes--;
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}
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if(tryes <= 0)
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{
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this.Close();
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tryCount.Text = $"Количество попыток: {tryes}";
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if (tryes <= 0)
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{
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Dialogs.GameOver($"Попытки кончились :(\nВерный ответ был {answer:F2}");
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this.Close();
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}
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}
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}
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tryCount.Text = $"Количество попыток: {tryes}";
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}
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}
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}
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@@ -131,21 +131,21 @@ namespace ProgLab1.GUI
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game.setArgs(a, b);
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bool funcValid = game.CheckArgs();
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if (!funcValid)
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{
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error.Text = "Функция не определена при этих аргументах";
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}
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else
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{
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error.Text = "";
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game.ComputeResult();
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guessForm.SetAnswer(game.GetResult());
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this.Hide();
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guessForm.Show();
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}
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}
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if (!(isAValid && isBValid))
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else
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{
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// Если есть ошибка, подсвечиваем поля
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if (!isAValid) textBoxA.BackColor = Color.Red;
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@@ -22,7 +22,7 @@ namespace ProgLab1.GUI
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this.Width = 800;
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this.Height = 600;
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AddMenu(consoleMenu);
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this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = !ExitDialog.Exit(); });
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this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = !Dialogs.Exit(); });
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}
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public MenuForm(Menu consoleMenu, Action onAny)
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@@ -32,7 +32,7 @@ namespace ProgLab1.GUI
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this.Width = 800;
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this.Height = 600;
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AddMenu(consoleMenu, onAny);
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this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = !ExitDialog.Exit(); });
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this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = !Dialogs.Exit(); });
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}
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public void SwitchToForm(Form form)
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39
GUI/SnakeForm.Designer.cs
generated
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39
GUI/SnakeForm.Designer.cs
generated
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@@ -0,0 +1,39 @@
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namespace ProgLab1.GUI
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{
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partial class SnakeForm
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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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#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.components = new System.ComponentModel.Container();
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
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this.ClientSize = new System.Drawing.Size(800, 450);
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this.Text = "SnakeGUI";
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}
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#endregion
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}
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}
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194
GUI/SnakeForm.cs
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194
GUI/SnakeForm.cs
Normal file
@@ -0,0 +1,194 @@
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using laba3.Subprograms;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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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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using static System.Formats.Asn1.AsnWriter;
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namespace ProgLab1.GUI
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{
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public partial class SnakeForm : Form
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{
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private System.Windows.Forms.Timer gameTimer = new System.Windows.Forms.Timer();
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private List<Point> snake = new List<Point>();
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private Point food = Point.Empty;
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private int tileSize = 20;
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private string direction = "Right";
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private string nextDirection = "Right";
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private bool isGameOver = false;
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private int score = 0;
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private Level level;
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private int sizex;
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private int sizey;
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private Random rand = new Random();
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public SnakeForm(Level level, int sizex, int sizey, Form onCloseForm)
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{
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this.level = level;
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this.sizex = sizex;
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this.sizey = sizey;
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InitializeComponent();
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InitializeGame();
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this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => {onCloseForm.Show();});
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}
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private void InitializeGame()
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{
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this.Text = "Snake Game";
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this.ClientSize = new Size(sizex*tileSize, sizey*tileSize);
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this.DoubleBuffered = true;
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this.KeyDown += OnKeyDown;
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this.Paint += OnPaint;
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gameTimer.Interval = level switch
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{
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Level.Low => 250,
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Level.Medium => 125,
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Level.High => 50,
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_ => 500,
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}; ;
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gameTimer.Tick += OnGameTick;
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gameTimer.Start();
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ResetGame();
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}
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private void ResetGame()
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{
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snake.Clear();
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snake.Add(new Point(2, sizey/2)); // Initial snake head
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snake.Add(new Point(1, sizey/2)); // Initial snake body
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snake.Add(new Point(0, sizey/2)); // Initial snake tail
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direction = "Right";
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nextDirection = "Right";
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isGameOver = false;
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SpawnFood();
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}
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private void SpawnFood()
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{
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int maxX = sizex;
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int maxY = sizey;
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do
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{
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food = new Point(rand.Next(0, maxX), rand.Next(0, maxY));
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} while (snake.Contains(food));
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}
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private void OnGameTick(object sender, EventArgs e)
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{
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if (isGameOver) return;
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// Update direction
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direction = nextDirection;
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// Calculate new head position
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Point newHead = snake[0];
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switch (direction)
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{
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case "Up": newHead.Y--; break;
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case "Down": newHead.Y++; break;
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case "Left": newHead.X--; break;
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case "Right": newHead.X++; break;
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}
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// Check collisions
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if (newHead.X < 0 || newHead.Y < 0 ||
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newHead.X >= sizex ||
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newHead.Y >= sizey ||
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snake.Contains(newHead))
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{
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isGameOver = true;
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gameTimer.Stop();
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Dialogs.GameOver($"Счёт: {score}");
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this.Close();
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return;
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}
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// Move snake
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snake.Insert(0, newHead);
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if (newHead == food)
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{
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SpawnFood();
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addScore();
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}
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else
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{
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snake.RemoveAt(snake.Count - 1); // Remove tail
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}
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this.Invalidate(); // Redraw
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}
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private void OnPaint(object sender, PaintEventArgs e)
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{
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Graphics g = e.Graphics;
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// Draw snake
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foreach (Point p in snake)
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{
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DrawTile(g, p.X, p.Y, Brushes.Green);
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}
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// Draw food
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DrawTile(g, food.X, food.Y, Brushes.Red);
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// Draw grid (optional)
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for (int x = 0; x < this.ClientSize.Width; x += tileSize)
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{
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for (int y = 0; y < this.ClientSize.Height; y += tileSize)
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{
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g.DrawRectangle(Pens.Gray, x, y, tileSize, tileSize);
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}
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}
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}
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private void DrawTile(Graphics g, int x, int y, Brush brush)
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{
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g.FillRectangle(brush, x * tileSize, y * tileSize, tileSize, tileSize);
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}
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private void OnKeyDown(object sender, KeyEventArgs e)
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{
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if (isGameOver && e.KeyCode == Keys.R)
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{
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ResetGame();
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gameTimer.Start();
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return;
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}
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switch (e.KeyCode)
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{
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case Keys.Up: if (direction != "Down") nextDirection = "Up"; break;
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case Keys.Down: if (direction != "Up") nextDirection = "Down"; break;
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case Keys.Left: if (direction != "Right") nextDirection = "Left"; break;
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case Keys.Right: if (direction != "Left") nextDirection = "Right"; break;
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}
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}
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private void addScore()
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{
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score += level switch
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{
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Level.Low => 50,
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Level.Medium => 100,
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Level.High => 250,
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_ => 1,
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};
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}
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public enum Level
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{
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Low,
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Medium,
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High
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}
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}
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}
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120
GUI/SnakeForm.resx
Normal file
120
GUI/SnakeForm.resx
Normal file
@@ -0,0 +1,120 @@
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
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|
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
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<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>
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||||
<xsd:sequence>
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||||
<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>
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||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="resheader">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:choice>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:schema>
|
||||
<resheader name="resmimetype">
|
||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
</root>
|
||||
Reference in New Issue
Block a user