using System;
using System.Drawing;
using System.Collections;
using System.ComponentModel;
using System.Windows.Forms;
using System.Data;
using System.Diagnostics;
namespace robotsgame
{
/// <summary>
/// Summary description for Form1.
/// </summary>
public class MainForm : System.Windows.Forms.Form
{
private System.Windows.Forms.PictureBox pictureBoxWorld;
private System.ComponentModel.IContainer components;
private World new_world = new World();
public MainForm()
{
//
// Required for Windows Form Designer support
//
InitializeComponent();
//
// TODO: Add any constructor code after InitializeComponent call
//
}
/// <summary>
/// Clean up any resources being used.
/// </summary>
protected override void Dispose( bool disposing )
{
if( disposing )
{
if (components != null)
{
components.Dispose();
}
}
base.Dispose( disposing );
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.pictureBoxWorld = new System.Windows.Forms.PictureBox();
this.SuspendLayout();
//
// pictureBoxWorld
//
this.pictureBoxWorld.Location = new System.Drawing.Point(24, 32);
this.pictureBoxWorld.Name = "pictureBoxWorld";
this.pictureBoxWorld.Size = new System.Drawing.Size(424, 384);
this.pictureBoxWorld.TabIndex = 0;
this.pictureBoxWorld.TabStop = false;
this.pictureBoxWorld.Click += new System.EventHandler(this.pictureBoxWorld_Click);
this.pictureBoxWorld.Paint += new System.Windows.Forms.PaintEventHandler(this.pictureBoxWorld_Paint);
this.pictureBoxWorld.MouseDown += new System.Windows.Forms.MouseEventHandler(this.pictureBoxWorld_MouseDown);
//
// MainForm
//
this.AutoScaleBaseSize = new System.Drawing.Size(5, 13);
this.ClientSize = new System.Drawing.Size(520, 478);
this.Controls.Add(this.pictureBoxWorld);
this.Name = "MainForm";
this.Text = "Form1";
this.Load += new System.EventHandler(this.MainForm_Load);
this.ResumeLayout(false);
}
#endregion
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.Run(new MainForm());
}
private void MainForm_Load(object sender, System.EventArgs e)
{
}
private void pictureBoxWorld_Paint(object sender, System.Windows.Forms.PaintEventArgs e)
{
new_world.DisplayWorld(e.Graphics);
}
private void pictureBoxWorld_Click(object sender, System.EventArgs e)
{
Debug.WriteLine(e.GetType());
}
private void pictureBoxWorld_MouseDown(object sender, System.Windows.Forms.MouseEventArgs e)
{
int x;
int y;
x = e.X ;
Debug.WriteLine(e.X.ToString() + "," + e.Y.ToString());
}
}
public class World
{
public const int MAX_ROWS = 10;
public const int MAX_COLS = 10;
public Hashtable images = new Hashtable();
public Object[,] world_objects = new Object[MAX_ROWS,MAX_COLS];
public World()
{
InitImagesHash();
for(int row = 0;row < MAX_ROWS;row++)
{
for(int col = 0;col < MAX_COLS;col++)
{
world_objects[row,col] = new MasterRobot();
}
}
world_objects[5,5] = new Wall();
}
public void InitImagesHash()
{
images.Add(ITypes.FriendlyMasterRobot,Image.FromFile(MasterImageList.FriendlyMasterRobot));
images.Add(ITypes.EnemyMasterRobot,Image.FromFile(MasterImageList.EnemyMasterRobot));
images.Add(ITypes.FriendlyMedicRobot,Image.FromFile(MasterImageList.FriendlyMedicRobot));
images.Add(ITypes.EnemyMedicRobot,Image.FromFile(MasterImageList.EnemyMedicRobot));
images.Add(ITypes.FriendlyEngineerRobot,Image.FromFile(MasterImageList.FriendlyEngineerRobot));
images.Add(ITypes.EnemyEngineerRobot,Image.FromFile(MasterImageList.EnemyEngineerRobot));
images.Add(ITypes.FriendlyDestroyerRobot,Image.FromFile(MasterImageList.FriendlyDestroyerRobot));
images.Add(ITypes.EnemyDestroyerRobot,Image.FromFile(MasterImageList.EnemyDestroyerRobot));
images.Add(ITypes.Wall,Image.FromFile(MasterImageList.Wall));
}
public void LoadGame()
{
}
public void DisplayWorld(Graphics gr)
{
for(int row = 0;row < MAX_ROWS;row++)
{
for(int col = 0;col < MAX_COLS;col++)
{
gr.DrawImage(((Image)images[world_objects[row,col].icon]),col * 32, row* 32);
}
}
}
}
public class Object
{
public ITypes icon;
public Object()
{
}
}
public class Robot : Object
{
public string owner;
public bool is_enemy;
public Robot()
{
}
}
public class MasterRobot : Robot
{
public MasterRobot()
{
if(!is_enemy)
{
icon = ITypes.FriendlyMasterRobot;
}
else
{
icon = ITypes.EnemyMasterRobot;
}
}
}
public class Medic : Robot
{
public Medic()
{
if(!is_enemy)
{
icon = ITypes.FriendlyMedicRobot;
}
else
{
icon = ITypes.EnemyMedicRobot;
}
}
}
public class Engineer : Robot
{
public Engineer()
{
if(!is_enemy)
{
icon = ITypes.FriendlyEngineerRobot;
}
else
{
icon = ITypes.EnemyEngineerRobot;
}
}
}
public class Destroyer : Robot
{
public Destroyer()
{
if(!is_enemy)
{
icon = ITypes.FriendlyDestroyerRobot;
}
else
{
icon = ITypes.EnemyDestroyerRobot;
}
}
}
public class Wall : Object
{
public Wall()
{
icon = ITypes.Wall;
}
}
struct MasterImageList
{
public const string FriendlyMasterRobot = "images\\mr_friendly.bmp";
public const string EnemyMasterRobot = "images\\mr_enemy.bmp";
public const string FriendlyEngineerRobot = "images\\eng_friendly.bmp";
public const string EnemyEngineerRobot = "images\\eng_enemy.bmp";
public const string FriendlyDestroyerRobot = "images\\dest_friendly.bmp";
public const string EnemyDestroyerRobot = "images\\dest_enemy.bmp";
public const string FriendlyMedicRobot = "images\\med_friendly.bmp";
public const string EnemyMedicRobot = "images\\med_enemy.bmp";
public const string Wall = "images\\wall.bmp";
}
public enum ITypes
{
FriendlyMasterRobot = 0,
EnemyMasterRobot,
FriendlyEngineerRobot,
EnemyEngineerRobot,
FriendlyDestroyerRobot,
EnemyDestroyerRobot,
FriendlyMedicRobot,
EnemyMedicRobot,
Wall
};
}
My current approach - hashtable
I would like some feedback on my use of a hashtable to store Image types and Images for retreival at runtime when it comes time to draw the image for the object. Is there a better way to do what I am doing?
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement