Доработана угадайка, добавлена змейка
This commit is contained in:
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@ -10,6 +10,7 @@ class Program
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static MenuForm snakeSizeMenuForm;
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static AboutMeForm aboutMeForm;
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static MathGameForm mathGameForm;
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static SnakeForm snakeForm;
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[STAThread] // Требуется для Windows Forms
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static void Main()
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@ -19,7 +20,7 @@ class Program
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int sizex = 20;
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int sizey = 20;
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SnakeGame.Level difficulty = 0;
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SnakeForm.Level difficulty = 0;
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Menu sizeMenu = new Menu("Select world size");
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sizeMenu.AddOption("Small size (10x10)", () => { sizex = 10; sizey = 10; });
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@ -27,9 +28,9 @@ class Program
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sizeMenu.AddOption("Big size (40x20)", () => { sizex = 40; sizey = 20; });
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Menu difficultyMenu = new Menu("Select difficulty");
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difficultyMenu.AddOption("Easy", () => { difficulty = SnakeGame.Level.Low; });
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difficultyMenu.AddOption("Medium", () => { difficulty = SnakeGame.Level.Medium; });
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difficultyMenu.AddOption("Hard", () => { difficulty = SnakeGame.Level.High; });
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difficultyMenu.AddOption("Easy", () => { difficulty = SnakeForm.Level.Low; });
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difficultyMenu.AddOption("Medium", () => { difficulty = SnakeForm.Level.Medium; });
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difficultyMenu.AddOption("Hard", () => { difficulty = SnakeForm.Level.High; });
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Menu mainMenu = new Menu("Select option");
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mainMenu.AddOption("Guess answer math game", () => mainMenuForm.SwitchToForm(mathGameForm));
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@ -50,9 +51,8 @@ class Program
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snakeSizeMenuForm = new MenuForm(sizeMenu, () =>
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{
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snakeSizeMenuForm.Hide();
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SnakeGame game = new SnakeGame(difficulty, sizex, sizey);
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game.start();
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snakeSizeMenuForm.SwitchToForm(mainMenuForm);
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snakeForm = new SnakeForm(difficulty, sizex, sizey, mainMenuForm);
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snakeForm.Show();
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});
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aboutMeForm = new AboutMeForm(mainMenuForm);
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@ -71,7 +71,7 @@ Website: divan2000.su";
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}
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private static void Exit()
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{
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ExitDialog.Exit();
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Dialogs.Exit();
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}
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private static bool ExitMenu()
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{
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@ -6,7 +6,7 @@ using System.Threading.Tasks;
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namespace ProgLab1.GUI
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{
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public static class ExitDialog
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public static class Dialogs
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{
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public static bool Exit()
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{
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@ -18,5 +18,11 @@ namespace ProgLab1.GUI
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}
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return false;
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}
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public static bool GameOver(string message)
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{
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DialogResult result = MessageBox.Show(message, "Игра окончена", MessageBoxButtons.OK);
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return result == DialogResult.OK;
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}
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}
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}
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@ -1,4 +1,5 @@
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using System;
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using laba3.Subprograms;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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@ -79,23 +80,22 @@ namespace ProgLab1.GUI
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{
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input.BackColor = SystemColors.Window;
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double inputNum = double.Parse(input.Text);
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Console.WriteLine(Math.Abs(answer - inputNum));
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if (Math.Abs(answer - inputNum) < 0.1)
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if (Math.Abs(answer - inputNum) < 0.01)
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{
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Dialogs.GameOver("Победа!\nВы угадали значение функции!");
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this.Close();
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}
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else
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{
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tryes--;
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}
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if(tryes <= 0)
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tryCount.Text = $"Количество попыток: {tryes}";
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if (tryes <= 0)
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{
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Dialogs.GameOver($"Попытки кончились :(\nВерный ответ был {answer:F2}");
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this.Close();
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}
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}
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tryCount.Text = $"Количество попыток: {tryes}";
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}
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}
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}
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}
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@ -136,16 +136,16 @@ namespace ProgLab1.GUI
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{
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error.Text = "Функция не определена при этих аргументах";
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}
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else
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{
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error.Text = "";
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game.ComputeResult();
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guessForm.SetAnswer(game.GetResult());
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this.Hide();
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guessForm.Show();
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}
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}
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if (!(isAValid && isBValid))
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else
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{
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// Если есть ошибка, подсвечиваем поля
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if (!isAValid) textBoxA.BackColor = Color.Red;
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@ -22,7 +22,7 @@ namespace ProgLab1.GUI
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this.Width = 800;
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this.Height = 600;
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AddMenu(consoleMenu);
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this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = !ExitDialog.Exit(); });
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this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = !Dialogs.Exit(); });
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}
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public MenuForm(Menu consoleMenu, Action onAny)
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@ -32,7 +32,7 @@ namespace ProgLab1.GUI
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this.Width = 800;
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this.Height = 600;
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AddMenu(consoleMenu, onAny);
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this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = !ExitDialog.Exit(); });
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this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => { e.Cancel = !Dialogs.Exit(); });
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}
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public void SwitchToForm(Form form)
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39
GUI/SnakeForm.Designer.cs
generated
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39
GUI/SnakeForm.Designer.cs
generated
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@ -0,0 +1,39 @@
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namespace ProgLab1.GUI
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{
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partial class SnakeForm
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Windows Form Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent()
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{
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this.components = new System.ComponentModel.Container();
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
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this.ClientSize = new System.Drawing.Size(800, 450);
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this.Text = "SnakeGUI";
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}
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#endregion
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}
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}
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194
GUI/SnakeForm.cs
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194
GUI/SnakeForm.cs
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@ -0,0 +1,194 @@
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using laba3.Subprograms;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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using static System.Formats.Asn1.AsnWriter;
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namespace ProgLab1.GUI
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{
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public partial class SnakeForm : Form
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{
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private System.Windows.Forms.Timer gameTimer = new System.Windows.Forms.Timer();
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private List<Point> snake = new List<Point>();
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private Point food = Point.Empty;
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private int tileSize = 20;
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private string direction = "Right";
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private string nextDirection = "Right";
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private bool isGameOver = false;
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private int score = 0;
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private Level level;
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private int sizex;
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private int sizey;
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private Random rand = new Random();
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public SnakeForm(Level level, int sizex, int sizey, Form onCloseForm)
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{
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this.level = level;
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this.sizex = sizex;
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this.sizey = sizey;
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InitializeComponent();
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InitializeGame();
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this.FormClosing += new FormClosingEventHandler((object sender, FormClosingEventArgs e) => {onCloseForm.Show();});
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}
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private void InitializeGame()
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{
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this.Text = "Snake Game";
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this.ClientSize = new Size(sizex*tileSize, sizey*tileSize);
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this.DoubleBuffered = true;
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this.KeyDown += OnKeyDown;
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this.Paint += OnPaint;
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gameTimer.Interval = level switch
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{
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Level.Low => 250,
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Level.Medium => 125,
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Level.High => 50,
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_ => 500,
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}; ;
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gameTimer.Tick += OnGameTick;
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gameTimer.Start();
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ResetGame();
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}
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private void ResetGame()
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{
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snake.Clear();
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snake.Add(new Point(2, sizey/2)); // Initial snake head
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snake.Add(new Point(1, sizey/2)); // Initial snake body
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snake.Add(new Point(0, sizey/2)); // Initial snake tail
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direction = "Right";
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nextDirection = "Right";
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isGameOver = false;
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SpawnFood();
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}
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private void SpawnFood()
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{
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int maxX = sizex;
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int maxY = sizey;
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do
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{
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food = new Point(rand.Next(0, maxX), rand.Next(0, maxY));
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} while (snake.Contains(food));
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}
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private void OnGameTick(object sender, EventArgs e)
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{
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if (isGameOver) return;
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// Update direction
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direction = nextDirection;
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// Calculate new head position
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Point newHead = snake[0];
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switch (direction)
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{
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case "Up": newHead.Y--; break;
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case "Down": newHead.Y++; break;
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case "Left": newHead.X--; break;
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case "Right": newHead.X++; break;
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}
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// Check collisions
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if (newHead.X < 0 || newHead.Y < 0 ||
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newHead.X >= sizex ||
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newHead.Y >= sizey ||
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snake.Contains(newHead))
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{
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isGameOver = true;
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gameTimer.Stop();
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Dialogs.GameOver($"Счёт: {score}");
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this.Close();
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return;
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}
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// Move snake
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snake.Insert(0, newHead);
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if (newHead == food)
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{
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SpawnFood();
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addScore();
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}
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else
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{
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snake.RemoveAt(snake.Count - 1); // Remove tail
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}
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this.Invalidate(); // Redraw
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}
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private void OnPaint(object sender, PaintEventArgs e)
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{
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Graphics g = e.Graphics;
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// Draw snake
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foreach (Point p in snake)
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{
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DrawTile(g, p.X, p.Y, Brushes.Green);
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}
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// Draw food
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DrawTile(g, food.X, food.Y, Brushes.Red);
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// Draw grid (optional)
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for (int x = 0; x < this.ClientSize.Width; x += tileSize)
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{
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for (int y = 0; y < this.ClientSize.Height; y += tileSize)
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{
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g.DrawRectangle(Pens.Gray, x, y, tileSize, tileSize);
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}
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}
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}
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private void DrawTile(Graphics g, int x, int y, Brush brush)
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{
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g.FillRectangle(brush, x * tileSize, y * tileSize, tileSize, tileSize);
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}
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private void OnKeyDown(object sender, KeyEventArgs e)
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{
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if (isGameOver && e.KeyCode == Keys.R)
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{
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ResetGame();
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gameTimer.Start();
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return;
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}
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switch (e.KeyCode)
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{
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case Keys.Up: if (direction != "Down") nextDirection = "Up"; break;
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case Keys.Down: if (direction != "Up") nextDirection = "Down"; break;
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case Keys.Left: if (direction != "Right") nextDirection = "Left"; break;
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case Keys.Right: if (direction != "Left") nextDirection = "Right"; break;
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}
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}
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private void addScore()
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{
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score += level switch
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{
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Level.Low => 50,
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Level.Medium => 100,
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Level.High => 250,
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_ => 1,
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};
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}
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public enum Level
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{
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Low,
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Medium,
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High
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}
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}
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}
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120
GUI/SnakeForm.resx
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120
GUI/SnakeForm.resx
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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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">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
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<xsd:attribute ref="xml:space" />
|
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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||||
<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>
|
@ -1,7 +1,7 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<TargetFramework>net8.0-windows10.0.17763.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user