private void PlayerSetupShips() { int coorX = selectX; int coorY = selectY; int direc = selectDir; int size; if (setCarrier < gameOptions.countCarrier) { size = gameOptions.sizeCarrier; if (ValidTile(coorX, coorY, direc, field1Own, size) == true) { switch (direc) { case 0: for (int i = coorX; i < coorX + size; i++) { field1Own[i, coorY] = 2; } break; case 1: for (int i = coorY; i < coorY + size; i++) { field1Own[coorX, i] = 2; } break; case 2: for (int i = coorX; i > coorX - size; i--) { field1Own[i, coorY] = 2; } break; case 3: for (int i = coorY; i > coorY - size; i--) { field1Own[coorX, i] = 2; } break; default: break; } setCarrier++; } } else if (setBattleship < gameOptions.countBattleship) { size = gameOptions.sizeBattleship; if (ValidTile(coorX, coorY, direc, field1Own, size) == true) { switch (direc) { case 0: for (int i = coorX; i < coorX + size; i++) { field1Own[i, coorY] = 2; } break; case 1: for (int i = coorY; i < coorY + size; i++) { field1Own[coorX, i] = 2; } break; case 2: for (int i = coorX; i > coorX - size; i--) { field1Own[i, coorY] = 2; } break; case 3: for (int i = coorY; i > coorY - size; i--) { field1Own[coorX, i] = 2; } break; default: break; } setBattleship++; } } else if (setCruiser < gameOptions.countCruiser) { size = gameOptions.sizeCruiser; if (ValidTile(coorX, coorY, direc, field1Own, size) == true) { switch (direc) { case 0: for (int i = coorX; i < coorX + size; i++) { field1Own[i, coorY] = 2; } break; case 1: for (int i = coorY; i < coorY + size; i++) { field1Own[coorX, i] = 2; } break; case 2: for (int i = coorX; i > coorX - size; i--) { field1Own[i, coorY] = 2; } break; case 3: for (int i = coorY; i > coorY - size; i--) { field1Own[coorX, i] = 2; } break; default: break; } setCruiser++; } } else if (setSubmarine < gameOptions.countSubmarine) { size = gameOptions.sizeSubmarine; if (ValidTile(coorX, coorY, direc, field1Own, size) == true) { switch (direc) { case 0: for (int i = coorX; i < coorX + size; i++) { field1Own[i, coorY] = 2; } break; case 1: for (int i = coorY; i < coorY + size; i++) { field1Own[coorX, i] = 2; } break; case 2: for (int i = coorX; i > coorX - size; i--) { field1Own[i, coorY] = 2; } break; case 3: for (int i = coorY; i > coorY - size; i--) { field1Own[coorX, i] = 2; } break; default: break; } setSubmarine++; } } else if (setDestroyer < gameOptions.countDestroyer) { size = gameOptions.sizeDestroyer; if (ValidTile(coorX, coorY, direc, field1Own, size) == true) { switch (direc) { case 0: for (int i = coorX; i < coorX + size; i++) { field1Own[i, coorY] = 2; } break; case 1: for (int i = coorY; i < coorY + size; i++) { field1Own[coorX, i] = 2; } break; case 2: for (int i = coorX; i > coorX - size; i--) { field1Own[i, coorY] = 2; } break; case 3: for (int i = coorY; i > coorY - size; i--) { field1Own[coorX, i] = 2; } break; default: break; } setDestroyer++; } } if (setDestroyer == gameOptions.countDestroyer) { var Game = new GameWindow(gameOptions, field1Own); Game.Show(); this.Close(); } UpdateButtons(); }