public void Move(int offset,Direction d) { if (d == Direction.RIGHT) { x = x + offset; } if (d == Direction.LEFT) { x = x - offset; } if (d == Direction.DOWN) { y = y + offset; } if (d == Direction.UP) { y = y - offset; } }
public void Move(int offset, Direction direction) { switch(direction) { case Direction.RIGHT: { x += offset; break; } case Direction.LEFT: { x -= offset; break; } case Direction.UP: { y -= offset; break; } case Direction.DOWN: { y += offset; break; } } }
public override void Update(GameTime gameTime, IInput input) { if (input != null) { if (input.IsKeyDown(Keys.Left) && direction != Direction.Right) { Direction = Direction.Left; return; } if (input.IsKeyDown(Keys.Right) && direction != Direction.Left) { Direction = Direction.Right; return; } if (input.IsKeyDown(Keys.Up) && direction != Direction.Bottom) { Direction = Direction.Top; return; } if (input.IsKeyDown(Keys.Down) && direction != Direction.Top) { Direction = Direction.Bottom; return; } } }
//Updates the current movement direction void UpdateMovementDirection(Snake.Direction dir) { if (!IsDirectionOpposite(dir, snake.movementDirection)) { snake.movementDirection = dir; } }
public SnakeHead(Game game, IRenderItemFactory factory) : base(game, factory, new Vector2I(0, 0)) { Direction = Game.Rules.SnakeStartDirection; direction = Direction; Position = Game.Rules.SnakeStartPosition; RenderItem = factory.CreateRenderItem(RenderItemType.SnakeHead); }
public SnakePlayer(SnakeForm Form) { m_SnakeParts.Add(new BodyPart(100, 0, Direction.right)); m_SnakeParts.Add(new BodyPart(80, 0, Direction.right)); m_SnakeParts.Add(new BodyPart(60, 0, Direction.right)); m_MoveDirection = Direction.right; m_PendingSegments = 0; GameForm = Form; }
public override void SnakeTick(World world) { Vector2I oldPosition = Position; Move(); direction = Direction; CheckCollision(world); world.AddBody(new SnakeBody(Game, Factory, oldPosition)); }
public Snake(Point tail, int length, Direction direction) { pList = new List<Point>(); for(int i = 0; i < length; i++) { Point p = new Point(tail); p.Move(i, direction); pList.Add(p); } }
public Settings() { Width = 16; Height = 16; Speed = 17; Score = 0; Points = 10; GameOver = false; direction = Direction.Left; }
public void HandleKey(ConsoleKey key) { switch (key) { case (ConsoleKey.RightArrow): direction = Direction.RIGHT; break; case (ConsoleKey.LeftArrow): direction = Direction.LEFT; break; case (ConsoleKey.UpArrow): direction = Direction.UP; break; case (ConsoleKey.DownArrow): direction = Direction.DOWN; break; } }
public void HandleKey(ConsoleKey key) { if (key == ConsoleKey.LeftArrow && this.direction != Direction.RIGHT) this.direction = Direction.LEFT; else if (key == ConsoleKey.RightArrow && this.direction != Direction.LEFT) this.direction = Direction.RIGHT; else if (key == ConsoleKey.DownArrow && this.direction != Direction.UP) this.direction = Direction.DOWN; else if (key == ConsoleKey.UpArrow && this.direction != Direction.DOWN) this.direction = Direction.UP; }
public Snake(CPoint tail, int length, Direction _direction) { direction = _direction; pList = new List<CPoint>(); for (int i = 0; i < length; i++) { CPoint p = new CPoint(tail); p.Move(i, direction); pList.Add(p); } }
public void Move(int offset, Direction direction) { if (direction == Direction.RIGHT) x = x + offset; else if (direction == Direction.LEFT) x = x - offset; else if (direction == Direction.UP) y = y - offset; else y = y + offset; }
public void HandleKey(ConsoleKeyInfo key) { if (key.Key == ConsoleKey.LeftArrow) direction = Direction.LEFT; else if (key.Key == ConsoleKey.UpArrow) direction = Direction.TOP; else if (key.Key == ConsoleKey.RightArrow) direction = Direction.RIGHT; else if (key.Key == ConsoleKey.DownArrow) direction = Direction.BOTTOM; }
public Snake(Point tail, int length, Direction _direction) { points = new List<Point>(); direction = _direction; for(int _x = 0; _x < length; _x++) { Point p = new Point(tail); p.Move(_x, direction); points.Add(p); } }
public void iMoveTo(ConsoleKey Key) { if (Key == ConsoleKey.LeftArrow) direction = Direction.LEFT; if (Key == ConsoleKey.RightArrow) direction = Direction.RIGHT; if (Key == ConsoleKey.UpArrow) direction = Direction.UP; if (Key == ConsoleKey.DownArrow) direction = Direction.DOWN; }
public void Move(int offset, Direction direction) { switch(direction) { case (Direction.DOWN): y=y+offset; break; case (Direction.LEFT): x=x-offset; break; case (Direction.RIGHT): x=x+offset; break; case (Direction.UP): y=y-offset; break; default: Console.WriteLine("Error"); break; } }
public Snake(Point tail,int Lenth,Direction _direct) { direct = _direct; pList = new List<Point>(); for (int i = 0; i < Lenth; i++) { Point p = new Point(tail); p.Move(i, direct); pList.Add(p); } }
public void Move(int i, Direction d) { if (d == Direction.right) x = x + i; if (d == Direction.left) x = x - i; if (d == Direction.up) y = y - i; if (d == Direction.down) y = y + i; }
public void HandleKey(ConsoleKey key) { if (key == ConsoleKey.LeftArrow) direction = Direction.LEFT; else if (key == ConsoleKey.RightArrow) direction = Direction.RIGHT; else if (key == ConsoleKey.UpArrow) direction = Direction.UP; else if (key == ConsoleKey.DownArrow) direction = Direction.DOWN; }
public Snake(Point tail, int length, Direction _direction) { direction = _direction; pList = new List<Point>(); //Snake snake = new Snake(p, 5, Direction.RIGHT); for (int i = 0; i < length; i++) { Point p = new Point(tail); p.Move(i, direction); pList.Add(p); } }
public Hero(Point tail, int lenght, Direction direction) { this.direction = direction; pointList = new List<Point>(); for (int i = 0; i < lenght; i++) { Point point = new Point(tail); point.ChangeDirection(i, direction); pointList.Add(point); } }
private int _width = 20; // ��� #endregion Fields #region Constructors public Palette(int width, int height, int size, Color bgColor, Graphics g, int lvl) { this._width = width; this._height = height; this._bgColor = bgColor; this._gpPalette = g; this._size = size; this._level = lvl; this._blocks = new ArrayList(); this._blocks.Insert(0, (new Block(Color.Red, this._size, new Point(width / 2, height / 2)))); this._direction = Direction.Right; }
public Snake(Point tail, int length, Direction direction) { this.direction = direction; this.length = length; plist = new List<Point>(); for (int iter = 0; iter < this.length; iter++) { Point p = new Point(tail); p.Move(iter, direction); plist.Add(p); } }
public void ChangeDirectionKey(ConsoleKey key) { if (key == ConsoleKey.LeftArrow) direction = Direction.LEFT; if (key == ConsoleKey.RightArrow) direction = Direction.RIGHT; if (key == ConsoleKey.DownArrow) direction = Direction.DOWN; if (key == ConsoleKey.UpArrow) direction = Direction.UP; }
public Snake(Point tail, int lengh, Direction _direction) { direction = _direction; objectType = ObjectTypes.SNAKE; pList = new List<Point>(); for(int i = 0; i < lengh; i++) { // Пересоздаём точку и передвигаем её, тем самым рисуя змейку Point p = new Point(tail); p.Move(i, direction); pList.Add(p); Draw(); } }
public Snake(int startX, int startY, Direction startDirection, PlayerModel player, int startLength = 6) { Name = player.Name; Color = player.Color; Left = player.Left; Right = player.Right; Id = player.Id; SnakePieces = new List<Position>() { new Position(startX, startY) }; Length = startLength; Heading = startDirection; }
public void ChangeDirection(int offset, Direction direction) { if (direction == Direction.RIGHT) xPos = xPos + offset; if (direction == Direction.LEFT) xPos = xPos - offset; if (direction == Direction.UP) yPos = yPos - offset; if (direction == Direction.DOWN) yPos = yPos + offset; }
public Snake(int startPositionX, int startPositionY, Direction startingDirection, int startingLength) { this.startPositionX = startPositionX; this.startPositionY = startPositionY; this.Direction = startingDirection; this.Body = new List<BodyPart>(); this.startingLength = startingLength; if (startingLength > 0) { for (int index = 0; index < startingLength; index++) { this.AddBodyPart(); } } }
public Line(Direction direction, int a, int b, int c, char sym) { this.plist = new List<Point>(); for (int iter = a; iter <= b; iter++) { if (direction == Direction.RIGHT || direction == Direction.LEFT) { // Horizontal line this.plist.Add(new Point(iter, c, sym)); } else if (direction == Direction.UP || direction == Direction.DOWN) { // Vertical line this.plist.Add(new Point(c, iter, sym)); } } }
public GameRules(int duration, Vector2I worldSize, Vector2I snakeStartPosition, Direction snakeStartDirection) : this() { WorldSize = worldSize; Duration = duration; SnakeStartPosition = snakeStartPosition; SnakeStartDirection = snakeStartDirection; Exponential = false; IsDegenerativeSpeedEnabled = false; DegenerativeSpeed = 1; DegenerativeSpeedMax = duration; ClearPowerupEnabled = false; ClearPowerupScore = 10; SpeedPowerupEnabled = false; SpeedPowerupScore = 10; }
static void MakeStep(Direction newDir) { int headRow = 0, headColumn = 0, tailRow = 0, tailColumn = 0; ItemState state; for (int i = 0; i < FieldHeight; i++) { for (int j = 0; j < FieldWidth; j++) { state = FieldState[i, j]; if (state == ItemState.Head) { headRow = i; headColumn = j; } if (state == ItemState.HorizontalTail || state == ItemState.VerticalTail) { tailRow = i; tailColumn = j; } } } InitDirs(newDir); ItemState newState; bool flag = newDir == A1; if (HeadDir == B1) { newState = flag ? ItemState.TopLeftBottomRightBend : ItemState.TopRightBottomLeftBend; } else if (HeadDir == B2) { newState = flag ? ItemState.TopRightBottomLeftBend : ItemState.TopLeftBottomRightBend; } else { newState = S; } if ((newDir != A1 || HeadDir != A2) && (newDir != A2 || HeadDir != A1)) { HeadDir = newDir; } else { flag = HeadDir == A1; } FieldState[headRow, headColumn] = newState; int offset = flag ? -1 : 1; int rowOffset = headRow + offset * I1; int columnOffset = headColumn + offset * I2; if (rowOffset < 0 || rowOffset >= FieldHeight || columnOffset < 0 || columnOffset >= FieldWidth) { GameOver = true; return; } if (FieldState[rowOffset, columnOffset] == ItemState.Food) { FieldState[rowOffset, columnOffset] = ItemState.Head; PlaceFood(); return; } if (FieldState[rowOffset, columnOffset] != ItemState.Empty) { GameOver = true; return; } FieldState[rowOffset, columnOffset] = ItemState.Head; FieldState[tailRow, tailColumn] = ItemState.Empty; InitDirs(TailDir); flag = TailDir == A1; offset = flag ? -1 : 1; state = FieldState[tailRow + offset * I1, tailColumn + offset * I2]; var newTailState = ItemState.Empty; if (state == S) { newTailState = S1; TailDir = flag ? A1 : A2; } if (state == ItemState.TopLeftBottomRightBend) { newTailState = S2; TailDir = flag ? B1 : B2; } if (state == ItemState.TopRightBottomLeftBend) { newTailState = S2; TailDir = flag ? B2 : B1; } FieldState[tailRow + offset * I1, tailColumn + offset * I2] = newTailState; }
//Returns whether or not 2 directions are opposites bool IsDirectionOpposite(Snake.Direction dir1, Snake.Direction dir2) { return(Mathf.Abs((int)dir1 - (int)dir2) == 2); }