Доработана угадайка, добавлена змейка

This commit is contained in:
DIvan2000 2024-12-22 11:40:58 +04:00
parent d1ebd91521
commit f7342093af
10 changed files with 385 additions and 406 deletions

View File

@ -10,6 +10,7 @@ class Program
static MenuForm snakeSizeMenuForm; static MenuForm snakeSizeMenuForm;
static AboutMeForm aboutMeForm; static AboutMeForm aboutMeForm;
static MathGameForm mathGameForm; static MathGameForm mathGameForm;
static SnakeForm snakeForm;
[STAThread] // Требуется для Windows Forms [STAThread] // Требуется для Windows Forms
static void Main() static void Main()
@ -19,7 +20,7 @@ class Program
int sizex = 20; int sizex = 20;
int sizey = 20; int sizey = 20;
SnakeGame.Level difficulty = 0; SnakeForm.Level difficulty = 0;
Menu sizeMenu = new Menu("Select world size"); Menu sizeMenu = new Menu("Select world size");
sizeMenu.AddOption("Small size (10x10)", () => { sizex = 10; sizey = 10; }); sizeMenu.AddOption("Small size (10x10)", () => { sizex = 10; sizey = 10; });
@ -27,9 +28,9 @@ class Program
sizeMenu.AddOption("Big size (40x20)", () => { sizex = 40; sizey = 20; }); sizeMenu.AddOption("Big size (40x20)", () => { sizex = 40; sizey = 20; });
Menu difficultyMenu = new Menu("Select difficulty"); Menu difficultyMenu = new Menu("Select difficulty");
difficultyMenu.AddOption("Easy", () => { difficulty = SnakeGame.Level.Low; }); difficultyMenu.AddOption("Easy", () => { difficulty = SnakeForm.Level.Low; });
difficultyMenu.AddOption("Medium", () => { difficulty = SnakeGame.Level.Medium; }); difficultyMenu.AddOption("Medium", () => { difficulty = SnakeForm.Level.Medium; });
difficultyMenu.AddOption("Hard", () => { difficulty = SnakeGame.Level.High; }); difficultyMenu.AddOption("Hard", () => { difficulty = SnakeForm.Level.High; });
Menu mainMenu = new Menu("Select option"); Menu mainMenu = new Menu("Select option");
mainMenu.AddOption("Guess answer math game", () => mainMenuForm.SwitchToForm(mathGameForm)); mainMenu.AddOption("Guess answer math game", () => mainMenuForm.SwitchToForm(mathGameForm));
@ -50,9 +51,8 @@ class Program
snakeSizeMenuForm = new MenuForm(sizeMenu, () => snakeSizeMenuForm = new MenuForm(sizeMenu, () =>
{ {
snakeSizeMenuForm.Hide(); snakeSizeMenuForm.Hide();
SnakeGame game = new SnakeGame(difficulty, sizex, sizey); snakeForm = new SnakeForm(difficulty, sizex, sizey, mainMenuForm);
game.start(); snakeForm.Show();
snakeSizeMenuForm.SwitchToForm(mainMenuForm);
}); });
aboutMeForm = new AboutMeForm(mainMenuForm); aboutMeForm = new AboutMeForm(mainMenuForm);
@ -71,7 +71,7 @@ Website: divan2000.su";
} }
private static void Exit() private static void Exit()
{ {
ExitDialog.Exit(); Dialogs.Exit();
} }
private static bool ExitMenu() private static bool ExitMenu()
{ {

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@ -6,7 +6,7 @@ using System.Threading.Tasks;
namespace ProgLab1.GUI namespace ProgLab1.GUI
{ {
public static class ExitDialog public static class Dialogs
{ {
public static bool Exit() public static bool Exit()
{ {
@ -18,5 +18,11 @@ namespace ProgLab1.GUI
} }
return false; return false;
} }
public static bool GameOver(string message)
{
DialogResult result = MessageBox.Show(message, "Игра окончена", MessageBoxButtons.OK);
return result == DialogResult.OK;
}
} }
} }

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@ -1,4 +1,5 @@
using System; using laba3.Subprograms;
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.ComponentModel; using System.ComponentModel;
using System.Data; using System.Data;
@ -79,23 +80,22 @@ namespace ProgLab1.GUI
{ {
input.BackColor = SystemColors.Window; input.BackColor = SystemColors.Window;
double inputNum = double.Parse(input.Text); double inputNum = double.Parse(input.Text);
Console.WriteLine(Math.Abs(answer - inputNum)); if (Math.Abs(answer - inputNum) < 0.01)
if (Math.Abs(answer - inputNum) < 0.1)
{ {
Dialogs.GameOver("Победа!\nВы угадали значение функции!");
this.Close();
} }
else else
{ {
tryes--; tryes--;
} tryCount.Text = $"Количество попыток: {tryes}";
if (tryes <= 0)
if(tryes <= 0) {
{ Dialogs.GameOver($"Попытки кончились :(\nВерный ответ был {answer:F2}");
this.Close(); this.Close();
}
} }
} }
tryCount.Text = $"Количество попыток: {tryes}";
} }
} }
} }

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@ -131,21 +131,21 @@ namespace ProgLab1.GUI
game.setArgs(a, b); game.setArgs(a, b);
bool funcValid = game.CheckArgs(); bool funcValid = game.CheckArgs();
if (!funcValid) if (!funcValid)
{ {
error.Text = "Функция не определена при этих аргументах"; error.Text = "Функция не определена при этих аргументах";
} }
else else
{ {
error.Text = ""; error.Text = "";
game.ComputeResult();
guessForm.SetAnswer(game.GetResult()); guessForm.SetAnswer(game.GetResult());
this.Hide(); this.Hide();
guessForm.Show(); guessForm.Show();
} }
} }
if (!(isAValid && isBValid)) else
{ {
// Если есть ошибка, подсвечиваем поля // Если есть ошибка, подсвечиваем поля
if (!isAValid) textBoxA.BackColor = Color.Red; if (!isAValid) textBoxA.BackColor = Color.Red;

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@ -22,7 +22,7 @@ namespace ProgLab1.GUI
this.Width = 800; this.Width = 800;
this.Height = 600; this.Height = 600;
AddMenu(consoleMenu); AddMenu(consoleMenu);
this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = !ExitDialog.Exit(); }); this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = !Dialogs.Exit(); });
} }
public MenuForm(Menu consoleMenu, Action onAny) public MenuForm(Menu consoleMenu, Action onAny)
@ -32,7 +32,7 @@ namespace ProgLab1.GUI
this.Width = 800; this.Width = 800;
this.Height = 600; this.Height = 600;
AddMenu(consoleMenu, onAny); AddMenu(consoleMenu, onAny);
this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = !ExitDialog.Exit(); }); this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = !Dialogs.Exit(); });
} }
public void SwitchToForm(Form form) public void SwitchToForm(Form form)

39
GUI/SnakeForm.Designer.cs generated Normal file
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@ -0,0 +1,39 @@
namespace ProgLab1.GUI
{
partial class SnakeForm
{
/// <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.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "SnakeGUI";
}
#endregion
}
}

194
GUI/SnakeForm.cs Normal file
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@ -0,0 +1,194 @@
using laba3.Subprograms;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using static System.Formats.Asn1.AsnWriter;
namespace ProgLab1.GUI
{
public partial class SnakeForm : Form
{
private System.Windows.Forms.Timer gameTimer = new System.Windows.Forms.Timer();
private List<Point> snake = new List<Point>();
private Point food = Point.Empty;
private int tileSize = 20;
private string direction = "Right";
private string nextDirection = "Right";
private bool isGameOver = false;
private int score = 0;
private Level level;
private int sizex;
private int sizey;
private Random rand = new Random();
public SnakeForm(Level level, int sizex, int sizey, Form onCloseForm)
{
this.level = level;
this.sizex = sizex;
this.sizey = sizey;
InitializeComponent();
InitializeGame();
this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => {onCloseForm.Show();});
}
private void InitializeGame()
{
this.Text = "Snake Game";
this.ClientSize = new Size(sizex*tileSize, sizey*tileSize);
this.DoubleBuffered = true;
this.KeyDown += OnKeyDown;
this.Paint += OnPaint;
gameTimer.Interval = level switch
{
Level.Low => 250,
Level.Medium => 125,
Level.High => 50,
_ => 500,
}; ;
gameTimer.Tick += OnGameTick;
gameTimer.Start();
ResetGame();
}
private void ResetGame()
{
snake.Clear();
snake.Add(new Point(2, sizey/2)); // Initial snake head
snake.Add(new Point(1, sizey/2)); // Initial snake body
snake.Add(new Point(0, sizey/2)); // Initial snake tail
direction = "Right";
nextDirection = "Right";
isGameOver = false;
SpawnFood();
}
private void SpawnFood()
{
int maxX = sizex;
int maxY = sizey;
do
{
food = new Point(rand.Next(0, maxX), rand.Next(0, maxY));
} while (snake.Contains(food));
}
private void OnGameTick(object sender, EventArgs e)
{
if (isGameOver) return;
// Update direction
direction = nextDirection;
// Calculate new head position
Point newHead = snake[0];
switch (direction)
{
case "Up": newHead.Y--; break;
case "Down": newHead.Y++; break;
case "Left": newHead.X--; break;
case "Right": newHead.X++; break;
}
// Check collisions
if (newHead.X < 0 || newHead.Y < 0 ||
newHead.X >= sizex ||
newHead.Y >= sizey ||
snake.Contains(newHead))
{
isGameOver = true;
gameTimer.Stop();
Dialogs.GameOver($"Счёт: {score}");
this.Close();
return;
}
// Move snake
snake.Insert(0, newHead);
if (newHead == food)
{
SpawnFood();
addScore();
}
else
{
snake.RemoveAt(snake.Count - 1); // Remove tail
}
this.Invalidate(); // Redraw
}
private void OnPaint(object sender, PaintEventArgs e)
{
Graphics g = e.Graphics;
// Draw snake
foreach (Point p in snake)
{
DrawTile(g, p.X, p.Y, Brushes.Green);
}
// Draw food
DrawTile(g, food.X, food.Y, Brushes.Red);
// Draw grid (optional)
for (int x = 0; x < this.ClientSize.Width; x += tileSize)
{
for (int y = 0; y < this.ClientSize.Height; y += tileSize)
{
g.DrawRectangle(Pens.Gray, x, y, tileSize, tileSize);
}
}
}
private void DrawTile(Graphics g, int x, int y, Brush brush)
{
g.FillRectangle(brush, x * tileSize, y * tileSize, tileSize, tileSize);
}
private void OnKeyDown(object sender, KeyEventArgs e)
{
if (isGameOver && e.KeyCode == Keys.R)
{
ResetGame();
gameTimer.Start();
return;
}
switch (e.KeyCode)
{
case Keys.Up: if (direction != "Down") nextDirection = "Up"; break;
case Keys.Down: if (direction != "Up") nextDirection = "Down"; break;
case Keys.Left: if (direction != "Right") nextDirection = "Left"; break;
case Keys.Right: if (direction != "Left") nextDirection = "Right"; break;
}
}
private void addScore()
{
score += level switch
{
Level.Low => 50,
Level.Medium => 100,
Level.High => 250,
_ => 1,
};
}
public enum Level
{
Low,
Medium,
High
}
}
}

120
GUI/SnakeForm.resx Normal file
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@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
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There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
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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">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
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<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
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<xsd:element name="data">
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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@ -1,7 +1,7 @@
<Project Sdk="Microsoft.NET.Sdk"> <Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup> <PropertyGroup>
<OutputType>Exe</OutputType> <OutputType>WinExe</OutputType>
<TargetFramework>net8.0-windows10.0.17763.0</TargetFramework> <TargetFramework>net8.0-windows10.0.17763.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings> <ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable> <Nullable>enable</Nullable>

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@ -1,380 +0,0 @@
using System.Diagnostics;
namespace laba3.Subprograms
{
/// <summary>
/// TUI classic game "Snake";
/// The player controls the snake.
/// The player has to eat apples to increase the length of the snake
/// and try not to crash into the wall or themselves;
/// </summary>
internal class SnakeGame
{
int size_x;
int size_y;
int score;
int size_xy;
Level difficulty;
Tiles[,] world;
Snake snake;
Random rnd;
private bool gameover;
/// <summary>
/// Game world constructor;
/// </summary>
/// <param name="difficulty">Game speed</param>
/// <param name="size_x">Game world size dim x</param>
/// <param name="size_y">Game world size dim y</param>
public SnakeGame(Level difficulty, int size_x, int size_y)
{
this.size_x = size_x;
this.size_y = size_y;
this.difficulty = difficulty;
world = new Tiles[size_x, size_y];
rnd = new Random();
score = 0;
size_xy = size_x * size_y;
}
/// <summary>
/// Start game;
/// Console will be clean!;
/// </summary>
public void start()
{
int msPerTick = difficulty switch
{
Level.Low => 500,
Level.Medium => 250,
Level.High => 100,
_ => 500,
};
gameover = false;
Console.Clear();
Console.CursorVisible = false;
snake = new Snake(new Point(size_x / 2, size_y / 2, this), 1, Direction.Right, this);
GenerateFood();
DrawBackground();
DrawWorld();
Stopwatch tickTimer = new Stopwatch();
while (!gameover)
{
tickTimer.Restart();
if (Console.KeyAvailable)
{
ConsoleKeyInfo key = Console.ReadKey(false);
snake.HandleKey(key.Key);
while (Console.KeyAvailable)
Console.ReadKey(false);
}
snake.Move();
long delta = tickTimer.ElapsedMilliseconds;
Console.SetCursorPosition(1, 0);
if (delta > msPerTick)
Console.ForegroundColor = ConsoleColor.Red;
Console.Write(delta);
Thread.Sleep((int)Math.Max(0, msPerTick - delta));
}
onStop();
}
/// <summary>
/// Stop game;
/// </summary>
public void stop()
{
gameover = true;
}
private void onStop()
{
string gameOverTitle =
@"
### ##
# ## #### # # # # # # ##
# ## # # # # # ### # # # # ### #
# # # # # # # # # # # # #
### ## # # # ## ## # ## #
";
Console.Clear();
printArt(gameOverTitle, (Console.WindowWidth - 36) / 2, 4, ConsoleColor.DarkYellow, ConsoleColor.DarkGray);
Console.ResetColor();
string scoreString = $"Score: {score}";
Console.SetCursorPosition((Console.WindowWidth - scoreString.Length) / 2, 11);
Console.Write(scoreString);
Console.SetCursorPosition((Console.WindowWidth - "Press Enter to continue".Length) / 2, 14);
Console.CursorVisible = true;
}
private void printArt(string art, int x, int y, ConsoleColor primaryColor, ConsoleColor shadowColor)
{
int row = 0;
Console.SetCursorPosition(x, y);
char shadow = ' ';
foreach (char ch in art)
{
if (ch == '\n')
{
if (shadow == '#')
{
Console.BackgroundColor = shadowColor;
Console.Write(' ');
}
Console.SetCursorPosition(x, y++ + row);
Thread.Sleep(25);
shadow = ch;
}
else if (ch == ' ')
{
if (shadow == '#')
{
Console.BackgroundColor = shadowColor;
Console.Write(' ');
}
else
Console.CursorLeft++;
shadow = ch;
}
else if (ch == '#')
{
Console.BackgroundColor = primaryColor;
Console.Write(' ');
shadow = ch;
}
}
}
private void addScore()
{
score += difficulty switch
{
Level.Low => 10,
Level.Medium => 50,
Level.High => 100,
_ => 1,
};
}
/// <summary>
/// Generate food in random place;
/// </summary>
public void GenerateFood()
{
int x;
int y;
do
{
x = rnd.Next(size_x);
y = rnd.Next(size_y);
} while (world[x, y] != Tiles.Void);
world[x, y] = Tiles.Food;
DrawTile(x, y);
}
private void DrawBackground()
{
for (int x = 1; x < (size_x + 1) * 2 + 1; x++)
{
Console.SetCursorPosition(x, 1);
Console.Write('#');
Console.SetCursorPosition(x, size_y + 2);
Console.Write('#');
}
for (int y = 1; y < size_y + 2; y++)
{
Console.SetCursorPosition(1, y);
Console.Write('#');
Console.SetCursorPosition(size_x * 2 + 1, y);
Console.Write('#');
}
}
private void DrawTile(int x, int y)
{
char symbol;
switch (world[x, y])
{
case Tiles.Void:
symbol = ' ';
break;
case Tiles.Snake:
symbol = '*';
Console.ForegroundColor = ConsoleColor.DarkRed;
break;
case Tiles.Food:
symbol = '@';
Console.ForegroundColor = ConsoleColor.Red;
break;
default:
symbol = '?';
break;
};
//Console.BackgroundColor = ConsoleColor.DarkGreen;
Console.SetCursorPosition((x + 1) * 2, y + 2);
Console.Write(symbol);
Console.BackgroundColor = ConsoleColor.Black;
Console.ForegroundColor = ConsoleColor.White;
}
private void DrawWorld()
{
for (int x = 0; x < size_x; x++)
{
for (int y = 0; y < size_y; y++)
{
DrawTile(x, y);
}
}
}
private enum Tiles
{
Void,
Snake,
Food
}
public enum Level
{
Low,
Medium,
High
}
private class Snake
{
private SnakeGame game;
private List<Point> body;
private Direction direction;
public Snake(Point tail, int length, Direction initialDirection, SnakeGame game)
{
this.game = game;
body = new List<Point>();
direction = initialDirection;
for (int i = 0; i < length; i++)
{
Point p = new Point(tail.X, tail.Y, game);
body.Add(p);
}
}
public void Move()
{
Point head = GetNextPoint();
Point tail = body.First();
if (head.X < 0 || head.Y < 0 || head.X >= game.size_x || head.Y >= game.size_y)
{
game.stop();
return;
}
if (game.world[head.X, head.Y] == Tiles.Snake)
{
game.stop();
return;
}
body.Add(head);
if (game.world[head.X, head.Y] != Tiles.Food)
{
body.Remove(tail);
tail.UpdateWorld(Tiles.Void);
}
else
{
game.addScore();
game.GenerateFood();
if (body.Count >= game.size_xy) game.stop();
}
head.UpdateWorld(Tiles.Snake);
}
public Point GetNextPoint()
{
Point head = body.Last();
Point nextPoint = new Point(head.X, head.Y, game);
switch (direction)
{
case Direction.Right:
nextPoint.X++;
break;
case Direction.Left:
nextPoint.X--;
break;
case Direction.Up:
nextPoint.Y--;
break;
case Direction.Down:
nextPoint.Y++;
break;
}
return nextPoint;
}
public void HandleKey(ConsoleKey key)
{
switch (key)
{
case ConsoleKey.LeftArrow:
if (direction != Direction.Right)
direction = Direction.Left;
break;
case ConsoleKey.RightArrow:
if (direction != Direction.Left)
direction = Direction.Right;
break;
case ConsoleKey.UpArrow:
if (direction != Direction.Down)
direction = Direction.Up;
break;
case ConsoleKey.DownArrow:
if (direction != Direction.Up)
direction = Direction.Down;
break;
}
}
}
enum Direction
{
Left,
Right,
Up,
Down
}
private class Point
{
private SnakeGame game { get; set; }
public int X { get; set; }
public int Y { get; set; }
public Point(int x, int y, SnakeGame game)
{
this.game = game;
X = x;
Y = y;
}
public void UpdateWorld(Tiles tile)
{
game.world[X, Y] = tile;
game.DrawTile(X, Y);
}
}
}
}