Initial.
This commit is contained in:
Mootfrost777 2022-04-23 14:25:32 +03:00
parent 11eef71682
commit 3a16299605
167 changed files with 15762 additions and 0 deletions

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.2.32414.248
MinimumVisualStudioVersion = 10.0.40219.1
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Bowling", "Bowling\Bowling.csproj", "{4C68692A-C32C-4B57-B73A-948858C4CFC4}"
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Bowling_Server", "Bowling_Server\Bowling_Server.csproj", "{801C5FBA-4AA1-4A00-A1B2-386D3352B9F8}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "NetLib", "BowlingNetLib\NetLib.csproj", "{8F4FCE29-064E-45E4-AF43-87F31420EF2F}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{4C68692A-C32C-4B57-B73A-948858C4CFC4}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{4C68692A-C32C-4B57-B73A-948858C4CFC4}.Debug|Any CPU.Build.0 = Debug|Any CPU
{4C68692A-C32C-4B57-B73A-948858C4CFC4}.Release|Any CPU.ActiveCfg = Release|Any CPU
{4C68692A-C32C-4B57-B73A-948858C4CFC4}.Release|Any CPU.Build.0 = Release|Any CPU
{801C5FBA-4AA1-4A00-A1B2-386D3352B9F8}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{801C5FBA-4AA1-4A00-A1B2-386D3352B9F8}.Debug|Any CPU.Build.0 = Debug|Any CPU
{801C5FBA-4AA1-4A00-A1B2-386D3352B9F8}.Release|Any CPU.ActiveCfg = Release|Any CPU
{801C5FBA-4AA1-4A00-A1B2-386D3352B9F8}.Release|Any CPU.Build.0 = Release|Any CPU
{8F4FCE29-064E-45E4-AF43-87F31420EF2F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{8F4FCE29-064E-45E4-AF43-87F31420EF2F}.Debug|Any CPU.Build.0 = Debug|Any CPU
{8F4FCE29-064E-45E4-AF43-87F31420EF2F}.Release|Any CPU.ActiveCfg = Release|Any CPU
{8F4FCE29-064E-45E4-AF43-87F31420EF2F}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {9803D87A-A946-4DD3-A41D-A6443470CA93}
EndGlobalSection
EndGlobal

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<Project Sdk="Microsoft.NET.Sdk.WindowsDesktop">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>netcoreapp3.1</TargetFramework>
<PublishReadyToRun>false</PublishReadyToRun>
<TieredCompilation>false</TieredCompilation>
<UseWindowsForms>true</UseWindowsForms>
</PropertyGroup>
<PropertyGroup>
<ApplicationManifest>app.manifest</ApplicationManifest>
<ApplicationIcon>Icon.ico</ApplicationIcon>
</PropertyGroup>
<ItemGroup>
<TrimmerRootAssembly Include="Microsoft.Xna.Framework.Content.ContentTypeReader" Visible="false" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="MonoGame.Framework.WindowsDX" Version="3.8.0.1641" />
<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.0.1641" />
<PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
</ItemGroup>
<ItemGroup>
<MonoGameContentReference Include="Content\Content.mgcb" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\BowlingNetLib\NetLib.csproj" />
</ItemGroup>
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup />
<ItemGroup>
<Compile Update="Connect.cs">
<SubType>Form</SubType>
</Compile>
</ItemGroup>
</Project>

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Bowling/Classes/Arrow.cs Normal file
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using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Bowling.Classes
{
public enum Condition { Move, Stand }
class Arrow
{
private Vector2 position;
private Vector2 start_position;
private float rotation;
private Texture2D texture;
private Condition condition;
private Rectangle destinationRectangle;
private float speed_of_rotation;
private Vector2 speed_of_position;
public float Rotation { get { return rotation; } }
public Arrow(Vector2 position)
{
start_position = position;
this.position = new Vector2(position.X, position.Y + 15);
condition = Condition.Move;
rotation = 0.785f;
speed_of_rotation = -0.0174f;
speed_of_position = new Vector2(0.33f, -0.33f);
}
public void LoadContent(ContentManager manager)
{
texture = manager.Load<Texture2D>("arrow");
}
public void Draw(SpriteBatch brush)
{
destinationRectangle = new Rectangle(Convert.ToInt32(position.X), Convert.ToInt32(position.Y), texture.Width, texture.Height);
Vector2 origin = new Vector2(destinationRectangle.Width / 2, destinationRectangle.Height / 2);
brush.Draw(texture, destinationRectangle, null, Color.White, rotation, origin, SpriteEffects.None, 1);
}
public void Update()
{
if (condition == Condition.Stand) return;
// rotation
rotation += speed_of_rotation;
if (rotation >= 0.785f || rotation <= -0.785f) speed_of_rotation *= -1;
// movement
position += speed_of_position;
if (position.X >= start_position.X || position.X <= start_position.X - 30) speed_of_position.X *= -1;
if (position.Y >= start_position.Y + 15 || position.Y <= start_position.Y - 15) speed_of_position.Y *= -1;
if (Keyboard.GetState().IsKeyDown(Keys.Space))
{
condition = Condition.Stand;
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Bowling.Classes
{
public enum State { Waiting, Flying, InGutter }
class Ball
{
private Vector2 position;
private int radius;
private Texture2D texture;
private Vector2 speed;
private Color color;
private State state;
private int gutter_top_y;
private int gutter_bottom_y;
private int gutter_height;
private Arrow arrow;
public Vector2 Speed { get { return speed; } set { speed = value; } }
public Ball(Vector2 position, Vector2 speed, Color color, int gutter_top_y, int gutter_bottom_y, int gutter_height)
{
this.position = position;
this.speed = speed;
this.color = color;
texture = null;
this.gutter_top_y = gutter_top_y;
this.gutter_bottom_y = gutter_bottom_y;
this.gutter_height = gutter_height;
state = State.Waiting;
arrow = new Arrow(new Vector2(60, gutter_top_y + (gutter_bottom_y - gutter_top_y) / 2));
}
public void LoadContent(ContentManager manager)
{
arrow.LoadContent(manager);
texture = manager.Load<Texture2D>("ball");
radius = texture.Width / 2;
}
public void Draw(SpriteBatch brush)
{
arrow.Draw(brush);
brush.Draw(texture, position, color);
}
public void Update()
{
arrow.Update();
switch (state)
{
case State.Waiting:
if (Keyboard.GetState().IsKeyDown(Keys.Space))
{
state = State.Flying;
AwfulMath();
}
break;
case State.Flying:
Go(); break;
case State.InGutter:
GoInGutter(); break;
}
}
private void Go()
{
position += speed;
if (position.Y <= gutter_top_y - gutter_height)
{
state = State.InGutter;
speed.Y = 0;
position.Y = gutter_top_y - gutter_height;
}
if (position.Y >= gutter_bottom_y)
{
state = State.InGutter;
speed.Y = 0;
position.Y = gutter_bottom_y;
}
}
private void GoInGutter()
{
position += speed;
}
private void AwfulMath()
{
speed.X = (float)Math.Sqrt(36 / ((1 + Math.Tan(arrow.Rotation) * (1 + Math.Tan(arrow.Rotation)))));
speed.Y = (float)(speed.X * Math.Tan(arrow.Rotation));
}
public List<Pin> CollidesKeggles(List<Pin> pins)
{
List<Pin> collides_keggles = new List<Pin>();
foreach (Pin Pin in pins)
{
if (!Pin.IsVisible) continue;
if (Math.Sqrt((position.X - Pin.Position.X) * (position.X - Pin.Position.X) + (position.Y - Pin.Position.Y) * (position.Y - Pin.Position.Y)) <= radius + Pin.Size.X / 2)
{
collides_keggles.Add(Pin);
}
}
return collides_keggles;
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Bowling.Classes
{
class Pin
{
private Texture2D texture;
private Vector2 position;
private bool isVisible;
//private Rectangle rectangle;
private Vector2 size;
//private Rectangle boundingBox;
//public Rectangle BoundingBox { get { return boundingBox; } }
public Vector2 Size { get { return size; } }
public Vector2 Position { get { return position; } }
public bool IsVisible
{
get { return isVisible; }
set { isVisible = value; }
}
public Pin(Texture2D texture, Vector2 position)
{
this.texture = texture;
this.position = position;
isVisible = true;
size = new Vector2(texture.Width, texture.Height);
//rectangle = new Rectangle((int)position.X, (int)position.Y, (int)size.X, (int)size.Y);
}
public void Draw(SpriteBatch spriteBatch)
{
if (isVisible)
{
spriteBatch.Draw(texture, position, Color.White);
}
}
}
}

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Bowling/Classes/Player.cs Normal file
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using System;
using System.Collections.Generic;
using System.Text;
using System.Net;
using System.Net.Sockets;
using Newtonsoft.Json;
using NetLib;
namespace Bowling.Classes
{
internal class Player
{
[JsonProperty("name")]
private string name { get; set; }
[JsonProperty("score")]
private List<int> score { get; set; }
public Player(string name)
{
this.name = name;
score = new List<int>();
}
public string Serialize()
{
return JsonConvert.SerializeObject(this);
}
public void Deserialize(string json)
{
Player player = JsonConvert.DeserializeObject<Player>(json);
name = player.name;
score = player.score;
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Bowling.Classes.UI
{
class Label
{
private SpriteFont spriteFont;
private Color color_default;
public Vector2 Position { get; set; }
public string Text { get; set; }
public Color Color { get; set; }
public Label()
{
Position = new Vector2(100, 100);
Text = "Label";
Color = Color.White;
color_default = Color;
}
public Label(string Text, Vector2 Position, Color Color)
{
this.Text = Text;
this.Position = Position;
this.Color = Color;
color_default = Color;
}
public void ResetColor()
{
Color = color_default;
}
public void LoadContent(ContentManager Content)
{
spriteFont = Content.Load<SpriteFont>("gameFont");
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.DrawString(spriteFont, Text, Position, Color);
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content; // для ContentManager
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework.Audio;
namespace Bowling.Classes.UI
{
class Menu
{
public List<Label> items;
private string[] elements = { "Play", "Info", "Exit" };
private int select = 0;
private KeyboardState keyboardState;
private KeyboardState prevKeyboardState;
public Vector2 Position;
private Texture2D logo;
public Menu()
{
SoundEffect.MasterVolume = 0.5f;
items = new List<Label>();
Vector2 position = new Vector2(690, 450);
for (int i = 0; i < elements.Length; i++)
{
Label label = new Label(elements[i], position, Color.Gray);
items.Add(label);
position.Y += 60;
}
}
public void LoadContent(ContentManager Content)
{
foreach (Label item in items)
{
item.LoadContent(Content);
}
logo = Content.Load<Texture2D>("logo");
}
public void Draw(SpriteBatch _spriteBatch)
{
items[select].Color = Color.Black;
foreach (var item in items)
{
item.Draw(_spriteBatch);
}
_spriteBatch.Draw(logo, new Vector2(750 - logo.Width / 2 - 20, 50), Color.White);
}
public void Update()
{
keyboardState = Keyboard.GetState();
if (keyboardState.IsKeyDown(Keys.Down) && (keyboardState != prevKeyboardState))
if (select < items.Count - 1)
{
items[select].ResetColor();
select++;
}
if (keyboardState.IsKeyDown(Keys.Up) && (keyboardState != prevKeyboardState))
if (select > 0)
{
items[select].ResetColor();
select--;
}
if (keyboardState.IsKeyDown(Keys.Enter) && (keyboardState != prevKeyboardState))
{
switch (select)
{
case 0:
Game1.gameState = GameState.Game;
break;
case 2:
Game1.gameState = GameState.Exit;
break;
default:
break;
}
}
prevKeyboardState = keyboardState;
}
public void SetMenuPos(Vector2 Position)
{
this.Position = Position;
for (int i = 0; i < items.Count; i++)
{
items[i].Position = Position;
Position.Y += 30;
}
}
}
}

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Bowling/Connect.Designer.cs generated Normal file
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namespace Bowling
{
partial class Connect
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.NameTB = new System.Windows.Forms.TextBox();
this.IPTB = new System.Windows.Forms.TextBox();
this.PortTB = new System.Windows.Forms.TextBox();
this.label1 = new System.Windows.Forms.Label();
this.label2 = new System.Windows.Forms.Label();
this.label3 = new System.Windows.Forms.Label();
this.PlayBtn = new System.Windows.Forms.Button();
this.ExitBtn = new System.Windows.Forms.Button();
this.SuspendLayout();
//
// NameTB
//
this.NameTB.Location = new System.Drawing.Point(12, 32);
this.NameTB.Name = "NameTB";
this.NameTB.Size = new System.Drawing.Size(224, 27);
this.NameTB.TabIndex = 0;
//
// IPTB
//
this.IPTB.Location = new System.Drawing.Point(12, 85);
this.IPTB.Name = "IPTB";
this.IPTB.Size = new System.Drawing.Size(224, 27);
this.IPTB.TabIndex = 1;
//
// PortTB
//
this.PortTB.Location = new System.Drawing.Point(12, 138);
this.PortTB.Name = "PortTB";
this.PortTB.Size = new System.Drawing.Size(224, 27);
this.PortTB.TabIndex = 2;
//
// label1
//
this.label1.AutoSize = true;
this.label1.Location = new System.Drawing.Point(12, 9);
this.label1.Name = "label1";
this.label1.Size = new System.Drawing.Size(52, 20);
this.label1.TabIndex = 3;
this.label1.Text = "Name:";
//
// label2
//
this.label2.AutoSize = true;
this.label2.Location = new System.Drawing.Point(12, 62);
this.label2.Name = "label2";
this.label2.Size = new System.Drawing.Size(24, 20);
this.label2.TabIndex = 4;
this.label2.Text = "IP:";
//
// label3
//
this.label3.AutoSize = true;
this.label3.Location = new System.Drawing.Point(12, 115);
this.label3.Name = "label3";
this.label3.Size = new System.Drawing.Size(38, 20);
this.label3.TabIndex = 5;
this.label3.Text = "Port:";
//
// PlayBtn
//
this.PlayBtn.Location = new System.Drawing.Point(12, 171);
this.PlayBtn.Name = "PlayBtn";
this.PlayBtn.Size = new System.Drawing.Size(110, 29);
this.PlayBtn.TabIndex = 6;
this.PlayBtn.Text = "Play";
this.PlayBtn.UseVisualStyleBackColor = true;
this.PlayBtn.Click += new System.EventHandler(this.PlayBtn_Click);
//
// ExitBtn
//
this.ExitBtn.Location = new System.Drawing.Point(128, 171);
this.ExitBtn.Name = "ExitBtn";
this.ExitBtn.Size = new System.Drawing.Size(108, 29);
this.ExitBtn.TabIndex = 7;
this.ExitBtn.Text = "Exit";
this.ExitBtn.UseVisualStyleBackColor = true;
this.ExitBtn.Click += new System.EventHandler(this.ExitBtn_Click);
//
// Connect
//
this.AutoScaleDimensions = new System.Drawing.SizeF(8F, 20F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(250, 212);
this.Controls.Add(this.ExitBtn);
this.Controls.Add(this.PlayBtn);
this.Controls.Add(this.label3);
this.Controls.Add(this.label2);
this.Controls.Add(this.label1);
this.Controls.Add(this.PortTB);
this.Controls.Add(this.IPTB);
this.Controls.Add(this.NameTB);
this.Name = "Connect";
this.Text = "Launcher";
this.ResumeLayout(false);
this.PerformLayout();
}
#endregion
private System.Windows.Forms.TextBox NameTB;
private System.Windows.Forms.TextBox IPTB;
private System.Windows.Forms.TextBox PortTB;
private System.Windows.Forms.Label label1;
private System.Windows.Forms.Label label2;
private System.Windows.Forms.Label label3;
private System.Windows.Forms.Button PlayBtn;
private System.Windows.Forms.Button ExitBtn;
}
}

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Bowling/Connect.cs Normal file
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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
namespace Bowling
{
public partial class Connect : Form
{
public string name;
public string IP;
public int Port;
public Connect()
{
InitializeComponent();
ExitBtn.DialogResult = DialogResult.Cancel;
PlayBtn.DialogResult = DialogResult.OK;
}
private void PlayBtn_Click(object sender, EventArgs e)
{
try
{
name = NameTB.Text;
IP = IPTB.Text;
Port = int.Parse(PortTB.Text);
}
catch (Exception)
{
MessageBox.Show("Invalid IP or Port. Exiting.");
DialogResult = DialogResult.Cancel;
}
}
private void ExitBtn_Click(object sender, EventArgs e)
{
}
}
}

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Bowling/Connect.resx Normal file
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<root>
<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>
</root>

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#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:Windows
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
#begin arrow.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:arrow.png
#begin ball.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:ball.png
#begin gameFont.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:PremultiplyAlpha=True
/processorParam:TextureFormat=Compressed
/build:gameFont.spritefont
#begin keggle.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:keggle.png
#begin logo.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:logo.png

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<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Impact</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>24</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>

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<SourceFileCollection xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<Profile>Reach</Profile>
<Platform>Windows</Platform>
<Config />
<SourceFiles>
<File>C:/Users/Semejkin_AV/source/repos/Bowling/Bowling/Content/arrow.png</File>
<File>C:/Users/Semejkin_AV/source/repos/Bowling/Bowling/Content/ball.png</File>
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<File>C:/Users/Semejkin_AV/source/repos/Bowling/Bowling/Content/logo.png</File>
</SourceFiles>
<DestFiles>
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<File xsi:nil="true" />
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<File xsi:nil="true" />
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<SourceFileCollection xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<Profile>Reach</Profile>
<Platform>Windows</Platform>
<Config />
<SourceFiles>
<File>C:/Users/Semejkin_AV/source/repos/Bowling/Bowling/Content/arrow.png</File>
<File>C:/Users/Semejkin_AV/source/repos/Bowling/Bowling/Content/ball.png</File>
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<File>C:/Users/Semejkin_AV/source/repos/Bowling/Bowling/Content/logo.png</File>
</SourceFiles>
<DestFiles>
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153
Bowling/Game1.cs Normal file
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Bowling.Classes;
using Bowling.Classes.UI;
using System.Collections.Generic;
using System.Windows.Forms;
using NetLib;
namespace Bowling
{
public enum GameState
{
Menu, Game, Exit, Connect_to_server
}
public class Game1 : Game
{
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
private static int gutter_height;
private static int gutter_top_y;
private static int gutter_bottom_y;
private Texture2D whiteRectangle;
private Ball ball;
private int knockedPins;
private List<Pin> pins = new List<Pin>();
public static GameState gameState = GameState.Connect_to_server;
Player player;
Menu menu;
public static int Gutter_height { get { return gutter_height; } }
public static int Gutter_top_y { get { return gutter_top_y; } }
public static int Gutter_bottom_y { get { return gutter_bottom_y; } }
public Game1()
{
_graphics = new GraphicsDeviceManager(this);
_graphics.PreferredBackBufferWidth = 1500;
_graphics.PreferredBackBufferHeight = 900;
Content.RootDirectory = "Content";
IsMouseVisible = true;
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
gutter_top_y = _graphics.PreferredBackBufferHeight / 2 - 50;
gutter_bottom_y = _graphics.PreferredBackBufferHeight - 100;
gutter_height = 20;
ball = new Ball(new Vector2(10, gutter_top_y + (gutter_bottom_y - gutter_top_y) / 2 - 25), Vector2.Zero, Color.Blue, Gutter_top_y, gutter_bottom_y, gutter_height);
menu = new Menu();
base.Initialize();
}
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
Texture2D keggle_texture = Content.Load<Texture2D>("keggle");
int count = 1;
int modifier = 2;
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < count; j++)
{
pins.Add(new Pin(keggle_texture, new Vector2(_graphics.PreferredBackBufferWidth - 150 * modifier + i * keggle_texture.Width * modifier, j * keggle_texture.Height * modifier + gutter_top_y - keggle_texture.Height * count / 2 * modifier + keggle_texture.Height * 6 + 30)));
}
count += 1;
}
ball.LoadContent(Content);
whiteRectangle = new Texture2D(GraphicsDevice, 1, 1);
whiteRectangle.SetData(new[] { Color.White });
menu.LoadContent(Content);
}
protected override void Update(GameTime gameTime)
{
// TODO: Add your update logic here
switch (gameState)
{
case GameState.Exit:
Exit();
break;
case GameState.Menu:
menu.Update();
break;
case GameState.Game:
UpdateGame(gameTime);
break;
case GameState.Connect_to_server:
Connect connect = new Connect();
if (connect.ShowDialog() == DialogResult.OK)
{
gameState = GameState.Menu;
player = new Player(connect.name); // Игрок, потом из него подключение к серверу
NetLib.NetLib.IP = connect.IP;
NetLib.NetLib.port = connect.Port;
NetLib.NetLib.Connect();
NetLib.NetLib.Send(player.Serialize());
}
else { gameState = GameState.Exit; }
break;
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.LightYellow);
// TODO: Add your drawing code here
_spriteBatch.Begin();
switch (gameState)
{
case GameState.Game:
_spriteBatch.Draw(whiteRectangle, new Rectangle(0, gutter_top_y - gutter_height, 10000, gutter_height), Color.Aquamarine);
_spriteBatch.Draw(whiteRectangle, new Rectangle(0, gutter_bottom_y, 10000, gutter_height), Color.Aquamarine);
for (int i = 0; i < pins.Count; i++)
{
pins[i].Draw(_spriteBatch);
}
ball.Draw(_spriteBatch);
base.Draw(gameTime);
break;
case GameState.Menu:
menu.Draw(_spriteBatch);
break;
}
base.Draw(gameTime);
_spriteBatch.End();
}
private void UpdateGame(GameTime gameTime)
{
ball.Update();
List<Pin> collides_keggles = ball.CollidesKeggles(pins);
foreach (Pin pin in collides_keggles)
{
pin.IsVisible = false;
knockedPins++;
}
}
}
}

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using System;
namespace Bowling
{
public static class Program
{
[STAThread]
static void Main()
{
using (var game = new Game1())
game.Run();
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
<assemblyIdentity version="1.0.0.0" name="Bowling"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
</requestedPrivileges>
</security>
</trustInfo>
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- A list of the Windows versions that this application has been tested on and is
is designed to work with. Uncomment the appropriate elements and Windows will
automatically selected the most compatible environment. -->
<!-- Windows Vista -->
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
<!-- Windows 7 -->
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
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<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
<!-- Windows 8.1 -->
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
<dpiAwareness xmlns="http://schemas.microsoft.com/SMI/2016/WindowsSettings">permonitorv2,permonitor</dpiAwareness>
</windowsSettings>
</application>
</assembly>

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{
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}
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}
}
}
}
}

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<RestoreSuccess Condition="'$(RestoreSuccess)' == ''">True</RestoreSuccess>
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<ProjectAssetsFile Condition="'$(ProjectAssetsFile)' == ''">$(MSBuildThisFileDirectory)project.assets.json</ProjectAssetsFile>
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<SourceRoot Include="C:\Users\Semejkin_AV\.nuget\packages\" />
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<Import Project="$(NuGetPackageRoot)monogame.content.builder.task\3.8.0.1641\build\MonoGame.Content.Builder.Task.props" Condition="Exists('$(NuGetPackageRoot)monogame.content.builder.task\3.8.0.1641\build\MonoGame.Content.Builder.Task.props')" />
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<?xml version="1.0" encoding="utf-8" standalone="no"?>
<Project ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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// <autogenerated />
using System;
using System.Reflection;
[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETCoreApp,Version=v3.1", FrameworkDisplayName = "")]

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//------------------------------------------------------------------------------
// <auto-generated>
// Этот код создан программой.
// Исполняемая версия:4.0.30319.42000
//
// Изменения в этом файле могут привести к неправильной работе и будут потеряны в случае
// повторной генерации кода.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Reflection;
[assembly: System.Reflection.AssemblyCompanyAttribute("Bowling")]
[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0")]
[assembly: System.Reflection.AssemblyProductAttribute("Bowling")]
[assembly: System.Reflection.AssemblyTitleAttribute("Bowling")]
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
// Создано классом WriteCodeFragment MSBuild.

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build_property.ApplicationDefaultFont =
build_property.ApplicationHighDpiMode =
build_property.ApplicationUseCompatibleTextRendering =
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build_property.RootNamespace = Bowling
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