Доработана угадайка, добавлена змейка
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				| @ -10,6 +10,7 @@ class Program | ||||
|     static MenuForm snakeSizeMenuForm; | ||||
|     static AboutMeForm aboutMeForm; | ||||
|     static MathGameForm mathGameForm; | ||||
|     static SnakeForm snakeForm; | ||||
| 
 | ||||
|     [STAThread] // Требуется для Windows Forms | ||||
|     static void Main() | ||||
| @ -19,7 +20,7 @@ class Program | ||||
| 
 | ||||
|         int sizex = 20; | ||||
|         int sizey = 20; | ||||
|         SnakeGame.Level difficulty = 0; | ||||
|         SnakeForm.Level difficulty = 0; | ||||
| 
 | ||||
|         Menu sizeMenu = new Menu("Select world size"); | ||||
|         sizeMenu.AddOption("Small size (10x10)", () => { sizex = 10; sizey = 10; }); | ||||
| @ -27,9 +28,9 @@ class Program | ||||
|         sizeMenu.AddOption("Big size (40x20)", () => { sizex = 40; sizey = 20; }); | ||||
| 
 | ||||
|         Menu difficultyMenu = new Menu("Select difficulty"); | ||||
|         difficultyMenu.AddOption("Easy", () => { difficulty = SnakeGame.Level.Low; }); | ||||
|         difficultyMenu.AddOption("Medium", () => { difficulty = SnakeGame.Level.Medium; }); | ||||
|         difficultyMenu.AddOption("Hard", () => { difficulty = SnakeGame.Level.High; }); | ||||
|         difficultyMenu.AddOption("Easy", () => { difficulty = SnakeForm.Level.Low; }); | ||||
|         difficultyMenu.AddOption("Medium", () => { difficulty = SnakeForm.Level.Medium; }); | ||||
|         difficultyMenu.AddOption("Hard", () => { difficulty = SnakeForm.Level.High; }); | ||||
| 
 | ||||
|         Menu mainMenu = new Menu("Select option"); | ||||
|         mainMenu.AddOption("Guess answer math game", () => mainMenuForm.SwitchToForm(mathGameForm)); | ||||
| @ -50,9 +51,8 @@ class Program | ||||
|         snakeSizeMenuForm = new MenuForm(sizeMenu, () =>  | ||||
|         { | ||||
|             snakeSizeMenuForm.Hide(); | ||||
|             SnakeGame game = new SnakeGame(difficulty, sizex, sizey); | ||||
|             game.start(); | ||||
|             snakeSizeMenuForm.SwitchToForm(mainMenuForm); | ||||
|             snakeForm = new SnakeForm(difficulty, sizex, sizey, mainMenuForm); | ||||
|             snakeForm.Show(); | ||||
|         }); | ||||
| 
 | ||||
|         aboutMeForm = new AboutMeForm(mainMenuForm); | ||||
| @ -71,7 +71,7 @@ Website: divan2000.su"; | ||||
|     } | ||||
|     private static void Exit() | ||||
|     { | ||||
|         ExitDialog.Exit(); | ||||
|         Dialogs.Exit(); | ||||
|     } | ||||
|     private static bool ExitMenu() | ||||
|     { | ||||
|  | ||||
| @ -6,7 +6,7 @@ using System.Threading.Tasks; | ||||
| 
 | ||||
| namespace ProgLab1.GUI | ||||
| { | ||||
|     public static class ExitDialog | ||||
|     public static class Dialogs | ||||
|     { | ||||
|         public static bool Exit() | ||||
|         { | ||||
| @ -18,5 +18,11 @@ namespace ProgLab1.GUI | ||||
|             } | ||||
|             return false; | ||||
|         } | ||||
| 
 | ||||
|         public static bool GameOver(string message) | ||||
|         { | ||||
|             DialogResult result = MessageBox.Show(message, "Игра окончена", MessageBoxButtons.OK); | ||||
|             return result == DialogResult.OK; | ||||
|         } | ||||
|     } | ||||
| } | ||||
| @ -1,4 +1,5 @@ | ||||
| using System; | ||||
| using laba3.Subprograms; | ||||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using System.ComponentModel; | ||||
| using System.Data; | ||||
| @ -79,23 +80,22 @@ namespace ProgLab1.GUI | ||||
|             { | ||||
|                 input.BackColor = SystemColors.Window; | ||||
|                 double inputNum = double.Parse(input.Text); | ||||
|                 Console.WriteLine(Math.Abs(answer - inputNum)); | ||||
|                 if (Math.Abs(answer - inputNum) < 0.1) | ||||
|                 if (Math.Abs(answer - inputNum) < 0.01) | ||||
|                 { | ||||
| 
 | ||||
|                     Dialogs.GameOver("Победа!\nВы угадали значение функции!"); | ||||
|                     this.Close(); | ||||
|                 } | ||||
|                 else | ||||
|                 { | ||||
|                     tryes--; | ||||
|                 } | ||||
| 
 | ||||
|                 if(tryes <= 0) | ||||
|                 { | ||||
|                     this.Close(); | ||||
|                     tryCount.Text = $"Количество попыток: {tryes}"; | ||||
|                     if (tryes <= 0) | ||||
|                     { | ||||
|                         Dialogs.GameOver($"Попытки кончились :(\nВерный ответ был {answer:F2}"); | ||||
|                         this.Close(); | ||||
|                     } | ||||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             tryCount.Text = $"Количество попыток: {tryes}"; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | ||||
| @ -136,16 +136,16 @@ namespace ProgLab1.GUI | ||||
|                 { | ||||
|                     error.Text = "Функция не определена при этих аргументах"; | ||||
|                 } | ||||
| 
 | ||||
|                 else | ||||
|                 { | ||||
|                     error.Text = ""; | ||||
|                     game.ComputeResult(); | ||||
|                     guessForm.SetAnswer(game.GetResult()); | ||||
|                     this.Hide(); | ||||
|                     guessForm.Show(); | ||||
|                 } | ||||
|             } | ||||
|             if (!(isAValid && isBValid)) | ||||
|             else | ||||
|             { | ||||
|                 // Если есть ошибка, подсвечиваем поля | ||||
|                 if (!isAValid) textBoxA.BackColor = Color.Red; | ||||
|  | ||||
| @ -22,7 +22,7 @@ namespace ProgLab1.GUI | ||||
|             this.Width = 800; | ||||
|             this.Height = 600; | ||||
|             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) | ||||
| @ -32,7 +32,7 @@ namespace ProgLab1.GUI | ||||
|             this.Width = 800; | ||||
|             this.Height = 600; | ||||
|             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) | ||||
|  | ||||
							
								
								
									
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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 | ||||
|     } | ||||
| } | ||||
							
								
								
									
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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 | ||||
|         } | ||||
|     } | ||||
| } | ||||
							
								
								
									
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							| @ -0,0 +1,120 @@ | ||||
| <?xml version="1.0" encoding="utf-8"?> | ||||
| <root> | ||||
|   <!--  | ||||
|     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> | ||||
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|     <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> | ||||
|     </data> | ||||
|                  | ||||
|     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. | ||||
|      | ||||
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|     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. | ||||
|     --> | ||||
|   <xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata"> | ||||
|     <xsd:import namespace="http://www.w3.org/XML/1998/namespace" /> | ||||
|     <xsd:element name="root" msdata:IsDataSet="true"> | ||||
|       <xsd:complexType> | ||||
|         <xsd:choice maxOccurs="unbounded"> | ||||
|           <xsd:element name="metadata"> | ||||
|             <xsd:complexType> | ||||
|               <xsd:sequence> | ||||
|                 <xsd:element name="value" type="xsd:string" minOccurs="0" /> | ||||
|               </xsd:sequence> | ||||
|               <xsd:attribute name="name" use="required" type="xsd:string" /> | ||||
|               <xsd:attribute name="type" type="xsd:string" /> | ||||
|               <xsd:attribute name="mimetype" type="xsd:string" /> | ||||
|               <xsd:attribute ref="xml:space" /> | ||||
|             </xsd:complexType> | ||||
|           </xsd:element> | ||||
|           <xsd:element name="assembly"> | ||||
|             <xsd:complexType> | ||||
|               <xsd:attribute name="alias" type="xsd:string" /> | ||||
|               <xsd:attribute name="name" type="xsd:string" /> | ||||
|             </xsd:complexType> | ||||
|           </xsd:element> | ||||
|           <xsd:element name="data"> | ||||
|             <xsd:complexType> | ||||
|               <xsd:sequence> | ||||
|                 <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" /> | ||||
|                 <xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" /> | ||||
|               </xsd:sequence> | ||||
|               <xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" /> | ||||
|               <xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" /> | ||||
|               <xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" /> | ||||
|               <xsd:attribute ref="xml:space" /> | ||||
|             </xsd:complexType> | ||||
|           </xsd:element> | ||||
|           <xsd:element name="resheader"> | ||||
|             <xsd:complexType> | ||||
|               <xsd:sequence> | ||||
|                 <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" /> | ||||
|               </xsd:sequence> | ||||
|               <xsd:attribute name="name" type="xsd:string" use="required" /> | ||||
|             </xsd:complexType> | ||||
|           </xsd:element> | ||||
|         </xsd:choice> | ||||
|       </xsd:complexType> | ||||
|     </xsd:element> | ||||
|   </xsd:schema> | ||||
|   <resheader name="resmimetype"> | ||||
|     <value>text/microsoft-resx</value> | ||||
|   </resheader> | ||||
|   <resheader name="version"> | ||||
|     <value>2.0</value> | ||||
|   </resheader> | ||||
|   <resheader name="reader"> | ||||
|     <value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value> | ||||
|   </resheader> | ||||
|   <resheader name="writer"> | ||||
|     <value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value> | ||||
|   </resheader> | ||||
| </root> | ||||
| @ -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); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| } | ||||
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