Beispiel #1
0
        public void ChangeDirection(Direction newDirection)
        {
            SnakeHead head = ((SnakeHead)this.Pieces[0]);

            int[] newDirChanges = Utillity.GetCoordDiffByDirection(newDirection);
            if (this.Pieces.Count > 1)
            {
                if (head.X + newDirChanges[0] != this.Pieces[1].X && head.Y + newDirChanges[1] != this.Pieces[1].Y)
                {
                    head.Facing = newDirection;
                }
            }
            else
            {
                head.Facing = newDirection;
            }
        }
Beispiel #2
0
        public void MoveForward()
        {
            SnakeHead head = (SnakeHead)this.Pieces[0];

            int[] dirChange = Utillity.GetCoordDiffByDirection(head.Facing);
            int   xChange   = dirChange[0];
            int   yChange   = dirChange[1];

            int nextHeadX = head.X + xChange;
            int nextHeadY = head.Y + yChange;

            if (nextHeadX < Program.WindowWidth - 1 && nextHeadY < Program.WindowHeight && nextHeadX > 0 && nextHeadY > 0)
            {
                //check collisions
                //NOTE TO FUTURE ME!
                //It appears doing this loop with a foreach causes the Logic thread to crash
                //as Enumerators don't like it when the thing they are enumerating changes.
                for (int i = 0; i < Program.Food.Count; i++)
                {
                    Food food = Program.Food[i];
                    if (food.X == nextHeadX && food.Y == nextHeadY)
                    {
                        Program.Logic.EatFoodAtLocation(nextHeadX, nextHeadY, this);
                    }
                }

                //if (this.AnyPieceAtCoords(head.X, head.Y)) Program.Logic.GameOver();
                for (int i = 1; i < this.Pieces.Count; i++)
                {
                    if (nextHeadX == this.Pieces[i].X && nextHeadY == this.Pieces[i].Y)
                    {
                        Program.Logic.GameOver();
                    }
                }

                //first, update the previous coords
                //shift the closest previous coord to the latest
                this.PreviousTailCoords[1] = this.PreviousTailCoords[0];
                //and now, set the new closest previous coord
                this.PreviousTailCoords[0] = new int[] { this.Pieces[this.Pieces.Count - 1].X, this.Pieces[this.Pieces.Count - 1].Y };

                //move the last body piece to the position of the next last and so on, finally move the head.
                //it seems counter intuitive, I know, but if you do it head first, all the pieces bunch up together,
                //as the latter pieces have to move to the former pieces, and if the former piece has already moved,
                //the latter will just be exactly where the former piece moved to, as I discovered during the creation
                //of the previous iteration.
                //theoretically you could reference a copy but that's really messy, prone to bugs and inefficient
                if (this.Pieces.Count > 1)
                {
                    for (int i = this.Pieces.Count - 1; i > 0; i--)
                    {
                        this.Pieces[i].X = this.Pieces[i - 1].X;
                        this.Pieces[i].Y = this.Pieces[i - 1].Y;
                    }
                }

                //finally, move the head
                Program.DebugLog($"New Head X: {nextHeadX}, New Head Y: {nextHeadY}");
                head.X = nextHeadX;
                head.Y = nextHeadY;
            }
            else
            {
                //Game over if you crash into a wall
                Program.Logic.GameOver();
            }
        }