VioletaBabel

버니 킹덤 점수 계산기 (미완) 본문

기본개념/분류가 애매한거
버니 킹덤 점수 계산기 (미완)
Beabletoet 2018. 12. 22. 09:01
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
 
namespace BunnyKingdom
{
    /// <summary>
    /// MainWindow.xaml에 대한 상호 작용 논리
    /// </summary>
    public partial class MainWindow : Window
    {
        public enum ResourceType { none, wood, fish, carrot, rare };
        public enum Team { none, red, black, yellow, pink };
        int[] basicWood =
        {
            012739
                , 4050535458
                , 6079899091
        };
        int[] basicFish =
        {
            4,5,6,9,13
                ,14,19,23,24,83
                ,84,93,94,98,99
        };
        int[] basicCarrot =
        {
            26,33,36,42,47
                ,56,66,71,73,95
        };
        int[] basicCastle =
        {
            3,12,16,18,20
                ,32,38,45,49,57
                ,61,64,68,72,76
                ,80,88,92
        };
        int[] rightMagma =
        {
            10,27,34,51
        };
        int[] downMagma =
        {
            15,21,86,87
        };
        public const int RED = 0;
        public const int BLACK = 1;
        public const int YELLOW = 2;
        public const int PINK = 3;
 
 
        public class selectData
        {
            public Team team = Team.none;
 
        }
        public class tileData
        {
            public int tileNum;
            public ResourceType basicResType = ResourceType.none;
            public ResourceType plusResType = ResourceType.none;
            public int up;
            public int down;
            public int left;
            public int right;
            public Team team = Team.none;
            public int castle = 0;
            public bool camp = false;
            public int sky = -1;
        }
        public selectData nowSelect = new selectData();
        public List<tileData> tileDataList = new List<tileData>();
        public List<Rectangle> mapList = new List<Rectangle>();
        public List<Label> labelList = new List<Label>();
        public bool[] mapCheckList = new bool[100];
        public MainWindow()
        {
            InitializeComponent();
            InitMapList();
        }
 
        public void InitMapList()
        {
            for (int i = 0; i < 100++i)
            {
                Rectangle r = new System.Windows.Shapes.Rectangle
                {
                    HorizontalAlignment = HorizontalAlignment.Left,
                    VerticalAlignment = VerticalAlignment.Top,
                    Height = 49,
                    Width = 49,
                    Margin = (new Thickness { Left = (double)(30 + (i % 10* 50), Top = (double)(30 + (i / 10* 50), Bottom = 0, Right = 0 }),
                    Fill = Brushes.LightGray,
                };
                this.myCanvas.Children.Add(r);
                mapList.Add(r);
 
                tileData t = new tileData
                {
                    tileNum = i,
                    up = i - 10,
                    left = i - 1,
                    right = i + 1,
                    down = i + 10,
                };
                tileDataList.Add(t);
 
                Label l = new Label
                {
                    FontSize = 20,
                    Height = 36,
                    Width = 31,
                    Margin = (new Thickness { Left = (double)(35 + (i % 10* 50), Top = (double)(35 + (i / 10* 50), Bottom = 0, Right = 0 }),
                    Content = "",
                };
                this.myCanvas.Children.Add(l);
                labelList.Add(l);
            }
            for (int i = 0; i < 18++i)
            {
                tileDataList[basicCastle[i]].castle = 1;
                labelList[basicCastle[i]].Content = "1";
                if (i > 14)
                    continue;
                tileDataList[basicFish[i]].basicResType = ResourceType.fish;
                tileDataList[basicWood[i]].basicResType = ResourceType.wood;
                if (i > 9)
                    continue;
                tileDataList[basicCarrot[i]].basicResType = ResourceType.carrot;
                tileDataList[i].up = -1;
                tileDataList[90 + i].down = -1;
                tileDataList[i * 10].left = -1;
                tileDataList[9 + i * 10].right = -1;
                if (i > 3)
                    continue;
                tileDataList[rightMagma[i]].right = -1;
                tileDataList[rightMagma[i] + 1].left = -1;
                tileDataList[downMagma[i]].down = -1;
                tileDataList[downMagma[i] + 10].up = -1;
            }
        }
 
 
        private void Window_MouseMove(object sender, MouseEventArgs e)
        {
 
        }
 
        private void Window_MouseDown(object sender, MouseButtonEventArgs e)
        {
            Point nowPos = e.GetPosition(myCanvas);
            if (nowPos.X >= 30 && nowPos.X <= 529 && nowPos.Y >= 30 && nowPos.Y <= 529)
            {
                /*
                30/30 ~ 79/79
                80/80 ~ 129/129
                480/480 ~ 529/529
                castle 1,2,3
                Fish
                Wood
                Carrot
                Rare
                camP
                Skytower
                 */
                System.Diagnostics.Debug.WriteLine(nowPos.X.ToString() + "/" + nowPos.Y.ToString());
                double x = (nowPos.X - 30/ 50, y = (nowPos.Y - 30/ 50;
                int num = (int)y * 10 + (int)x;
                if (tileDataList[num].camp || tileDataList[num].team.Equals(Team.none))
                    switch (nowSelect.team)
                    {
                        case Team.none:
                            mapList[num].Fill = Brushes.LightGray;
                            tileDataList[num].team = Team.none;
                            break;
                        case Team.red:
                            mapList[num].Fill = Brushes.Red;
                            tileDataList[num].team = Team.red;
                            break;
                        case Team.black:
                            mapList[num].Fill = Brushes.DarkGray;
                            tileDataList[num].team = Team.black;
                            break;
                        case Team.yellow:
                            mapList[num].Fill = Brushes.Yellow;
                            tileDataList[num].team = Team.yellow;
                            break;
                        case Team.pink:
                            mapList[num].Fill = Brushes.Pink;
                            tileDataList[num].team = Team.pink;
                            break;
                    }
            }
        }
 
        private void RadioButton_Checked(object sender, RoutedEventArgs e)
        {
            if (sender.ToString().Contains("Red"))
            {
                nowSelect.team = Team.red;
            }
            else if (sender.ToString().Contains("Black"))
            {
                nowSelect.team = Team.black;
            }
            else if (sender.ToString().Contains("Yellow"))
            {
                nowSelect.team = Team.yellow;
            }
            else if (sender.ToString().Contains("Pink"))
            {
                nowSelect.team = Team.pink;
            }
            else if (sender.ToString().Contains("None"))
            {
                nowSelect.team = Team.none;
            }
        }
 
        public class PlayerData
        {
            public int TotalPoint = 0;
            public int TopPoint = 0;
            public int Carrot = 0;
            public int Fish = 0;
            public int Wood = 0;
            public int Rare = 0;
            public int Castle = 0;
 
            public void InitData()
            {
                TotalPoint = 0;
                TopPoint = 0;
                Carrot = 0;
                Fish = 0;
                Wood = 0;
                Rare = 0;
                Castle = 0;
            }
 
            public void PlusData(int cursorPoint, int cursorCastleCount, int cursorWood, int cursorCarrot, int cursorFish, int cursorRare)
            {
                TotalPoint += cursorPoint;
                TopPoint = (TopPoint > cursorPoint) ? TopPoint : cursorPoint;
                Carrot += cursorCarrot;
                Fish += cursorFish;
                Wood += cursorWood;
                Rare += cursorRare;
                Castle += cursorCastleCount;
            }
        }
        PlayerData[] playerDatas = new PlayerData[4];
        int cursorCastle = 0, cursorRes = 0, cursorPoint = 0, cursorCastleCount = 0, cursorWood = 0, cursorCarrot = 0, cursorFish = 0, cursorRare = 0;
        Team cursor = Team.none;
        bool isWood = false, isCarrot = false, isFish = false;
 
        void InitCalculate()
        {
            for (int i = 0; i < 4++i)
            {
                if (playerDatas[i] == null)
                    playerDatas[i] = new PlayerData();
                playerDatas[i].InitData();
            }
            InitCalculateCursor();
        }
 
        void InitCalculateCursor()
        {
            cursor = Team.none;
            cursorPoint = 0;
            cursorCastle = 0;
            cursorRes = 0;
            cursorCastleCount = 0;
            cursorWood = 0;
            cursorCarrot = 0;
            cursorFish = 0;
            isWood = false;
            isCarrot = false;
            isFish = false;
        }
 
        private void Calculate_Click(object sender, RoutedEventArgs e)
        {
            for (int i = 0; i < 100++i)
                mapCheckList[i] = false;
 
            InitCalculate();
 
            for (int i = 0; i < 100++i)
            {
                DFS(i);
                if (cursor != Team.none)
                {
                    cursorPoint = cursorCastle * cursorRes;
                    int teamNum = -1;
                    switch (cursor)
                    {
                        case Team.red:
                            teamNum = RED;
                            break;
                        case Team.black:
                            teamNum = BLACK;
                            break;
                        case Team.yellow:
                            teamNum = YELLOW;
                            break;
                        case Team.pink:
                            teamNum = PINK;
                            break;
                    }
                    if (teamNum != -1)
                    {
                        playerDatas[teamNum].PlusData(cursorPoint, cursorCastleCount, cursorWood, cursorCarrot, cursorFish, cursorRare);
                    }
                }
                InitCalculateCursor();
            }
            ShowingPoint();
        }
 
        void ShowingPoint()
        {
            Red_TopPoint.Content = playerDatas[RED].TopPoint.ToString();
            Red_TotalPoint.Content = playerDatas[RED].TotalPoint.ToString();
            Red_Carrot.Content = playerDatas[RED].Carrot.ToString();
            Red_Castle.Content = playerDatas[RED].Castle.ToString();
            Red_Fish.Content = playerDatas[RED].Fish.ToString();
            Red_Rare.Content = playerDatas[RED].Rare.ToString();
            Red_Wood.Content = playerDatas[RED].Wood.ToString();
 
            Black_TopPoint.Content = playerDatas[BLACK].TopPoint.ToString();
            Black_TotalPoint.Content = playerDatas[BLACK].TotalPoint.ToString();
            Black_Carrot.Content = playerDatas[BLACK].Carrot.ToString();
            Black_Castle.Content = playerDatas[BLACK].Castle.ToString();
            Black_Fish.Content = playerDatas[BLACK].Fish.ToString();
            Black_Rare.Content = playerDatas[BLACK].Rare.ToString();
            Black_Wood.Content = playerDatas[BLACK].Wood.ToString();
 
            Yellow_TopPoint.Content = playerDatas[YELLOW].TopPoint.ToString();
            Yellow_TotalPoint.Content = playerDatas[YELLOW].TotalPoint.ToString();
            Yellow_Carrot.Content = playerDatas[YELLOW].Carrot.ToString();
            Yellow_Castle.Content = playerDatas[YELLOW].Castle.ToString();
            Yellow_Fish.Content = playerDatas[YELLOW].Fish.ToString();
            Yellow_Rare.Content = playerDatas[YELLOW].Rare.ToString();
            Yellow_Wood.Content = playerDatas[YELLOW].Wood.ToString();
 
            Pink_TopPoint.Content = playerDatas[PINK].TopPoint.ToString();
            Pink_TotalPoint.Content = playerDatas[PINK].TotalPoint.ToString();
            Pink_Carrot.Content = playerDatas[PINK].Carrot.ToString();
            Pink_Castle.Content = playerDatas[PINK].Castle.ToString();
            Pink_Fish.Content = playerDatas[PINK].Fish.ToString();
            Pink_Rare.Content = playerDatas[PINK].Rare.ToString();
            Pink_Wood.Content = playerDatas[PINK].Wood.ToString();
        }
 
        void DFS(int i)
        {
            if (!mapCheckList[i])
            {//이미 검사한 맵인가
                mapCheckList[i] = true;
                if (tileDataList[i].team != Team.none)
                {//이미 누가 점령중인 맵인가
                    if (cursor == Team.none)//커서에 저장할 애는 저장한다
                        cursor = tileDataList[i].team;
 
                    if (cursor == tileDataList[i].team)
                    {//현재 커서와 같은 팀 아이인지 확인한다
                        switch (tileDataList[i].basicResType)
                        {//기본 자원을 검사해 넣는다
                            case ResourceType.carrot:
                                ++cursorCarrot;
                                if (!isCarrot)
                                {
                                    isCarrot = true;
                                    ++cursorRes;
                                }
                                break;
                            case ResourceType.fish:
                                ++cursorFish;
                                if (!isFish)
                                {
                                    isFish = true;
                                    ++cursorRes;
                                }
                                break;
                            case ResourceType.wood:
                                ++cursorWood;
                                if (!isWood)
                                {
                                    isWood = true;
                                    ++cursorRes;
                                }
                                break;
                        }
 
                        switch (tileDataList[i].plusResType)
                        {//추가 건물 자원을 검사해 넣는다
                            case ResourceType.rare:
                                ++cursorRare;
                                ++cursorRes;
                                break;
                            case ResourceType.carrot:
                                ++cursorCarrot;
                                if (!isCarrot)
                                {
                                    isCarrot = true;
                                    ++cursorRes;
                                }
                                break;
                            case ResourceType.fish:
                                ++cursorFish;
                                if (!isFish)
                                {
                                    isFish = true;
                                    ++cursorRes;
                                }
                                break;
                            case ResourceType.wood:
                                ++cursorWood;
                                if (!isWood)
                                {
                                    isWood = true;
                                    ++cursorRes;
                                }
                                break;
                        }
 
                        if (tileDataList[i].castle > 0)
                        {
                            cursorCastle += tileDataList[i].castle;
                            ++cursorCastleCount;
                        }
                        if (tileDataList[i].sky != -1)
                            DFS(tileDataList[i].sky);
                        if (tileDataList[i].up != -1)
                            DFS(tileDataList[i].up);
                        if (tileDataList[i].down != -1)
                            DFS(tileDataList[i].down);
                        if (tileDataList[i].left != -1)
                            DFS(tileDataList[i].left);
                        if (tileDataList[i].right != -1)
                            DFS(tileDataList[i].right);
                    }
                    else
                    {
                        mapCheckList[i] = false;
                    }
 
 
                }
            }
        }
    }
}
cs



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<Window x:Class="BunnyKingdom.MainWindow"
        xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
        xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
        xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
        xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
        xmlns:local="clr-namespace:BunnyKingdom"
        mc:Ignorable="d"
        MouseMove="Window_MouseMove" MouseDown="Window_MouseDown"
        Title="MainWindow" Height="720" Width="1280">
    <Grid>
        <Canvas x:Name="myCanvas" HorizontalAlignment=" Left" VerticalAlignment="Top" Width="1280" Height="720" Margin="0,0,-8,-30">
            <Label Content="A" Canvas.Top="35" Width="30" Height="40" FontSize="20" Canvas.Left="10"/>
            <Label Content="B" Canvas.Top="85" Width="30" Height="40" FontSize="20" Canvas.Left="10"/>
            <Label Content="C" Canvas.Top="135" Width="30" Height="40" FontSize="20" Canvas.Left="10"/>
            <Label Content="D" Canvas.Top="185" Width="30" Height="40" FontSize="20" Canvas.Left="10"/>
            <Label Content="E" Canvas.Top="235" Width="30" Height="40" FontSize="20" Canvas.Left="10"/>
            <Label Content="F" Canvas.Top="285" Width="30" Height="40" FontSize="20" Canvas.Left="10"/>
            <Label Content="G" Canvas.Top="335" Width="30" Height="40" FontSize="20" Canvas.Left="10"/>
            <Label Content="H" Canvas.Top="385" Width="30" Height="40" FontSize="20" Canvas.Left="10"/>
            <Label Content="I" Canvas.Top="435" Width="30" Height="40" FontSize="20" Canvas.Left="10"/>
            <Label Content="J" Canvas.Top="485" Width="30" Height="40" FontSize="20" Canvas.Left="10"/>
            <Label Content="1" Width="31" Height="36" FontSize="20" Canvas.Left="45"/>
            <Label Content="2" Width="31" Height="36" FontSize="20" Canvas.Left="95"/>
            <Label Content="3" Width="31" Height="36" FontSize="20" Canvas.Left="145"/>
            <Label Content="4" Width="31" Height="36" FontSize="20" Canvas.Left="195"/>
            <Label Content="5" Width="31" Height="36" FontSize="20" Canvas.Left="245"/>
            <Label Content="6" Width="31" Height="36" FontSize="20" Canvas.Left="295"/>
            <Label Content="7" Width="31" Height="36" FontSize="20" Canvas.Left="345"/>
            <Label Content="8" Width="31" Height="36" FontSize="20" Canvas.Left="395"/>
            <Label Content="9" Width="31" Height="36" FontSize="20" Canvas.Left="445"/>
            <Label Content="10" Width="31" Height="36" FontSize="20" Canvas.Left="490"/>
            <Label Content="1" Width="31" Height="36" FontSize="20" Margin="35,35,0,0"/>
 
            <Label Content="Team Color(Mouse LeftButton)" Canvas.Left="594" Canvas.Top="10"/>
            <RadioButton x:Name="Team_None"   GroupName="Team" Content="None"   Canvas.Left="594" Canvas.Top="40"  Checked="RadioButton_Checked" IsChecked="True"/>
            <RadioButton x:Name="Team_Red"    GroupName="Team" Content="Red"    Canvas.Left="594" Canvas.Top="55"  Checked="RadioButton_Checked"/>
            <RadioButton x:Name="Team_Black"  GroupName="Team" Content="Black"  Canvas.Left="594" Canvas.Top="70"  Checked="RadioButton_Checked"/>
            <RadioButton x:Name="Team_Yellow" GroupName="Team" Content="Yellow" Canvas.Left="594" Canvas.Top="85"  Checked="RadioButton_Checked"/>
            <RadioButton x:Name="Team_Pink"   GroupName="Team" Content="Pink"   Canvas.Left="594" Canvas.Top="100" Checked="RadioButton_Checked"/>
 
            <Button Content="Calculate" Canvas.Left="800" Canvas.Top="150" Width="75" Click="Calculate_Click"/>
            <Label Content="Red" Canvas.Left="700" Canvas.Top="185"/>
            <Label Content="Black" Canvas.Left="950" Canvas.Top="185"/>
            <Label Content="Yellow" Canvas.Left="700" Canvas.Top="425"/>
            <Label Content="Pink" Canvas.Left="950" Canvas.Top="425"/>
            <Label Content="TotalPoint" Canvas.Left="700" Canvas.Top="200"/>
            <Label Content="TotalPoint" Canvas.Left="950" Canvas.Top="200"/>
            <Label Content="TotalPoint" Canvas.Left="700" Canvas.Top="440"/>
            <Label Content="TotalPoint" Canvas.Left="950" Canvas.Top="440"/>
            <Label x:Name="Red_TotalPoint" Content="0" Canvas.Left="800" Canvas.Top="200"/>
            <Label x:Name="Black_TotalPoint" Content="0" Canvas.Left="1050" Canvas.Top="200"/>
            <Label x:Name="Yellow_TotalPoint" Content="0" Canvas.Left="800" Canvas.Top="440"/>
            <Label x:Name="Pink_TotalPoint" Content="0" Canvas.Left="1050" Canvas.Top="440"/>
            <Label Content="TopPoint" Canvas.Left="700" Canvas.Top="215"/>
            <Label Content="TopPoint" Canvas.Left="950" Canvas.Top="215"/>
            <Label Content="TopPoint" Canvas.Left="700" Canvas.Top="455"/>
            <Label Content="TopPoint" Canvas.Left="950" Canvas.Top="455"/>
            <Label x:Name="Red_TopPoint" Content="0" Canvas.Left="800" Canvas.Top="215"/>
            <Label x:Name="Black_TopPoint" Content="0" Canvas.Left="1050" Canvas.Top="215"/>
            <Label x:Name="Yellow_TopPoint" Content="0" Canvas.Left="800" Canvas.Top="455"/>
            <Label x:Name="Pink_TopPoint" Content="0" Canvas.Left="1050" Canvas.Top="455"/>
            <Label Content="Wood" Canvas.Left="700" Canvas.Top="230"/>
            <Label Content="Wood" Canvas.Left="950" Canvas.Top="230"/>
            <Label Content="Wood" Canvas.Left="700" Canvas.Top="470"/>
            <Label Content="Wood" Canvas.Left="950" Canvas.Top="470"/>
            <Label    x:Name="Red_Wood" Content="0" Canvas.Left="800"  Canvas.Top="230"/>
            <Label  x:Name="Black_Wood" Content="0" Canvas.Left="1050" Canvas.Top="230"/>
            <Label x:Name="Yellow_Wood" Content="0" Canvas.Left="800"  Canvas.Top="470"/>
            <Label   x:Name="Pink_Wood" Content="0" Canvas.Left="1050" Canvas.Top="470"/>
            <Label       Content="Carrot" Canvas.Left="700"              Canvas.Top="245"/>
            <Label       Content="Carrot" Canvas.Left="950"              Canvas.Top="245"/>
            <Label    x:Name="Red_Carrot" Content="0" Canvas.Left="800"  Canvas.Top="245"/>
            <Label  x:Name="Black_Carrot" Content="0" Canvas.Left="1050" Canvas.Top="245"/>
            <Label       Content="Carrot" Canvas.Left="700"              Canvas.Top="485"/>
            <Label       Content="Carrot" Canvas.Left="950"              Canvas.Top="485"/>
            <Label x:Name="Yellow_Carrot" Content="0" Canvas.Left="800"  Canvas.Top="485"/>
            <Label   x:Name="Pink_Carrot" Content="0" Canvas.Left="1050" Canvas.Top="485"/>
            <Label       Content="Fish" Canvas.Left="700"              Canvas.Top="260"/>
            <Label       Content="Fish" Canvas.Left="950"              Canvas.Top="260"/>
            <Label    x:Name="Red_Fish" Content="0" Canvas.Left="800"  Canvas.Top="260"/>
            <Label  x:Name="Black_Fish" Content="0" Canvas.Left="1050" Canvas.Top="260"/>
            <Label       Content="Fish" Canvas.Left="700"              Canvas.Top="500"/>
            <Label       Content="Fish" Canvas.Left="950"              Canvas.Top="500"/>
            <Label x:Name="Yellow_Fish" Content="0" Canvas.Left="800"  Canvas.Top="500"/>
            <Label   x:Name="Pink_Fish" Content="0" Canvas.Left="1050" Canvas.Top="500"/>
            <Label       Content="Rare" Canvas.Left="700"              Canvas.Top="275"/>
            <Label       Content="Rare" Canvas.Left="950"              Canvas.Top="275"/>
            <Label    x:Name="Red_Rare" Content="0" Canvas.Left="800"  Canvas.Top="275"/>
            <Label  x:Name="Black_Rare" Content="0" Canvas.Left="1050" Canvas.Top="275"/>
            <Label       Content="Rare" Canvas.Left="700"              Canvas.Top="515"/>
            <Label       Content="Rare" Canvas.Left="950"              Canvas.Top="515"/>
            <Label x:Name="Yellow_Rare" Content="0" Canvas.Left="800"  Canvas.Top="515"/>
            <Label   x:Name="Pink_Rare" Content="0" Canvas.Left="1050" Canvas.Top="515"/>
            <Label       Content="Castle" Canvas.Left="700"              Canvas.Top="290"/>
            <Label       Content="Castle" Canvas.Left="950"              Canvas.Top="290"/>
            <Label    x:Name="Red_Castle" Content="0" Canvas.Left="800"  Canvas.Top="290"/>
            <Label  x:Name="Black_Castle" Content="0" Canvas.Left="1050" Canvas.Top="290"/>
            <Label       Content="Castle" Canvas.Left="700"              Canvas.Top="530"/>
            <Label       Content="Castle" Canvas.Left="950"              Canvas.Top="530"/>
            <Label x:Name="Yellow_Castle" Content="0" Canvas.Left="800"  Canvas.Top="530"/>
            <Label   x:Name="Pink_Castle" Content="0" Canvas.Left="1050" Canvas.Top="530"/>
        </Canvas>
    </Grid>
</Window>
 
cs


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