Example #1
0
        public void reset()
        {
            List <int[]> part = sn.getPart();
            int          size = part.Count;

            for (int i = 1; i < size; i++)
            {
                matrix[part[i][1], part[i][0]] = 0;
            }
            sn              = null;
            small           = null;
            big             = null;
            timeToSnakeGrow = 0;
            count           = 0;
            bigTime         = 0;
            GameOver        = false;
        }
Example #2
0
        public void addSnake(UserSnake n)
        {
            n.fx = x;
            n.fy = y;
            n.setDir(direction);
            List <int[]> part = n.getPart();
            int          size = part.Count;
            int          a, b;

            switch (direction)
            {
            case Snake.DOWN:
                a = 0; b = -1;
                break;

            case Snake.UP:
                a = 0; b = 1;
                break;

            case Snake.RIGHT:
                a = -1; b = 0;
                break;

            default:
                a = 1; b = 0;
                break;
            }

            for (int i = 0; i < size; i++)
            {
                part[i][0] = x + a * i;
                part[i][1] = y + b * i;
                matrix[part[i][1], part[i][0]] = 2;
            }
            n.lx = part[size - 1][0];
            n.ly = part[size - 1][1];
            sn   = n;
        }
Example #3
0
        //lam gi khi co phim nhap vao
        private bool reactKey()
        {
            if (key == '\0')
            {
                return(false);
            }
            UserSnake n   = canvas.getSnake;
            int       dir = n.getDir;

            switch (key)
            {
            //di len
            case Game.UP_KEY:
                if (st == Game.PLAY && dir != Snake.UP && dir != Snake.DOWN)
                {
                    n.setDir(Snake.UP);
                }
                break;

            //di xuong
            case Game.DOWN_KEY:
                if (st == Game.PLAY && dir != Snake.UP && dir != Snake.DOWN)
                {
                    n.setDir(Snake.DOWN);
                }
                break;

            //qua trai
            case Game.LEFT_KEY:
                if (st == Game.PLAY && dir != Snake.RIGHT && dir != Snake.LEFT)
                {
                    n.setDir(Snake.LEFT);
                }
                break;

            //qua phai
            case Game.RIGHT_KEY:
                if (st == Game.PLAY && dir != Snake.RIGHT && dir != Snake.LEFT)
                {
                    n.setDir(Snake.RIGHT);
                }
                break;

            case Game.ZERO_KEY:
                if (st == Game.G_OVER)         //choi lai
                {
                    reset();
                    workFirst();
                }
                else if (st == Game.PAUSE)      //tiep tuc
                {
                    if (canvas.isGameOver)
                    {
                        st = Game.G_OVER;
                        cpu.addInfomation(InfoTable.TYPE.STATE, Game.G_OVER_DESCRIPTION, ConsoleColor.Red);
                    }
                    else
                    {
                        st = Game.PLAY;
                        cpu.addInfomation(InfoTable.TYPE.STATE, Game.PLAY_DESCRIPTION, ConsoleColor.Magenta);
                    }
                }
                else if (st == Game.PLAY)       //tam ngung
                {
                    st = Game.PAUSE;
                    cpu.addInfomation(InfoTable.TYPE.STATE, Game.PAUSE_DESCRIPTION, ConsoleColor.Magenta);
                }
                break;

            case Game.BACK_KEY:              //Mo bang option
                Poster p   = new Poster(cpu.blankPoster);
                Option ntf = new Option(p, cpu, "Option");
                cpu.pushStack(ntf);
                cpu.topOfStackWork();
                key = '\0';
                return(true);

            case Game.REFRESH_KEY:           //ve lai toan bo game
                cpu.drawInfoFrame();
                drawAll();
                break;
            }
            key = '\0';
            return(false);
        }