Example #1
0
        /// <summary>
        /// 更具方向获取x轴和y轴的增量
        /// </summary>
        /// <param name="dir">方向</param>
        /// <param name="dx">x增量</param>
        /// <param name="dy">y增量</param>
        private void _GetVariation(SnakeDirection dir, out int dx, out int dy)
        {
            switch (dir)
            {
            case SnakeDirection.Up:
                dx = 0;
                dy = -1;
                break;

            case SnakeDirection.Down:
                dx = 0;
                dy = 1;
                break;

            case SnakeDirection.Left:
                dx = -1;
                dy = 0;
                break;

            case SnakeDirection.Right:
                dx = 1;
                dy = 0;
                break;

            default:
                dx = 1;
                dy = 0;
                break;
            }
        }
Example #2
0
        private void StartNewGame()
        {
            bdrWelcomeMessage.Visibility = Visibility.Collapsed;
            bdrHighscoreList.Visibility  = Visibility.Collapsed;
            bdrEndOfGame.Visibility      = Visibility.Collapsed;

            foreach (SnakePart snakeBodyPart in snakeParts)
            {
                if (snakeBodyPart.UiElement != null)
                {
                    GameArea.Children.Remove(snakeBodyPart.UiElement);
                }
            }
            snakeParts.Clear();
            if (snakeFood != null)
            {
                GameArea.Children.Remove(snakeFood);
            }

            currentScore   = 0;
            snakeLength    = SnakeStartLength;
            snakeDirection = SnakeDirection.Right;
            snakeParts.Add(new SnakePart()
            {
                Position = new Point(SnakeSquareSize * 5, SnakeSquareSize * 5)
            });
            gameTickTimer.Interval = TimeSpan.FromMilliseconds(SnakeStartSpeed);

            DrawSnake();
            DrawSnakeFood();

            UpdateGameStatus();

            gameTickTimer.IsEnabled = true;
        }
Example #3
0
        private void StartNewGame()
        {
            foreach (snakePart snakeBodyPart in snakeBodyParts)
            {
                if (snakeBodyPart.UiElement != null)
                {
                    GameArea.Children.Remove(snakeBodyPart.UiElement);
                }
            }
            snakeBodyParts.Clear();
            if (food != null)
            {
                GameArea.Children.Remove(food);
            }

            score          = 0;
            snakeLength    = SnakeStartingLength;
            snakeDirection = SnakeDirection.Right;
            snakeBodyParts.Add(new snakePart()
            {
                Position = new Point(SnakePartsSize * 5, SnakePartsSize * 5)
            });
            gameTimer.Interval = TimeSpan.FromMilliseconds(SnakeStartingSpeed);

            DrawSnake();
            DrawFood();

            UpdateGameStatus();

            gameTimer.IsEnabled = true;
        }
Example #4
0
        public bool is_dir_ok(SnakeDirection dir)
        {
            Point n_point = dir2coord(dir);

            // Wall collision
            if (n_point.X < 0 || n_point.X >= GridWidth || n_point.Y < 0 || n_point.Y >= GridHeight)
            {
                return(false);
            }

            // Snake Collision
            for (int i = 0; i < enemies.Length; i++)
            {
                if (enemies[i].Alive)
                {
                    if (enemies[i].BodyParts.Any(b => b.X == n_point.X && b.Y == n_point.Y))
                    {
                        return(false);
                    }
                }
            }
            if (BodyParts.Take(BodyLength - 1).Any(b => b.X == HeadPosX && b.Y == HeadPosY))
            {
                return(false);
            }

            if (((int)dir + 2) % 4 == (int)Direction)
            {
                return(false);
            }

            return(true);
        }
Example #5
0
        List <Point> GetNextPossiblePoints(Point p, SnakeDirection d)
        {
            List <SnakeDirection> dirs   = GetPossibleDirections(d);
            List <Point>          points = new List <Point>();

            for (int i = 0; i < dirs.Count; i++)
            {
                int xdir, ydir;
                DirectionToXY(dirs[i], out xdir, out ydir);
                points.Add(new Point(p.X + xdir, p.Y + ydir));
            }
            return(points);
        }
Example #6
0
        private void Initialize()
        {
            SnakePos = new List <Tuple <int, int> >();

            for (var i = 0; i < 3; i++)
            {
                SnakePos.Add(_snakePos);
            }
            _directionToMove = SnakeDirection.Right;
            _direction       = _directionToMove;
            _grow            = false;

            _moveCounter = _speed;

            IsSnakeNew = true;
        }
Example #7
0
        /// <summary>
        /// 贪吃蛇游戏初始化
        /// </summary>
        public void SnakeGameRenew()
        {
            SnakeBody _body;

            _SnakeList.Clear();//清空所有数据

            //初始化游戏运行数据
            _Direction = SnakeDirection.Right;
            _Life      = SnakeLife.Live;
            _Score     = 0;

            //初始化蛇头
            _body = new SnakeBody(0, 0, _SColor, true, SnakeProperty.Head);
            _SnakeList.Add(_body);

            //创建初始蛇身
            int initLength = 3;

            if (initLength > 1)
            {
                int dx = 0, dy = 0;
                int x = _SnakeList[0].x, y = _SnakeList[0].y;
                _GetVariation(_Direction, out dy, out dy);
                for (int i = 1; i < initLength; i++)
                {
                    x    -= (dx * _BodySize);
                    y    -= (dy * _BodySize);
                    _body = new SnakeBody(x, y, _SColor, true, SnakeProperty.Body);
                    _SnakeList.Add(_body);
                }
            }

            //初始化食物
            int fx = 0, fy = 0;

            _Food.color = _SColor;
            _Food.exist = true;
            _Food.proty = SnakeProperty.Food;
            _SnakeGetRandomXY(out fx, out fy);
            _Food.x = fx;
            _Food.y = fy;

            //重绘游戏画面
            _SnakeClearWindow();
            _SnakeReDrawGame();
        }
Example #8
0
        List <SnakeDirection> GetPossibleDirections(SnakeDirection dir)
        {
            List <SnakeDirection> dirs = new List <SnakeDirection>();

            if (Env.constRand.Next(2) == 0)
            {
                dirs.Add((SnakeDirection)(((int)dir + 1) % 4));
                dirs.Add((SnakeDirection)(((int)dir + 3) % 4));
            }
            else
            {
                dirs.Add((SnakeDirection)(((int)dir + 3) % 4));
                dirs.Add((SnakeDirection)(((int)dir + 1) % 4));
            }
            dirs.Add(dir);

            return(dirs);
        }
Example #9
0
        private void Window_KeyUp(object sender, KeyEventArgs e)
        {
            SnakeDirection originalSnakeDirection = snakeDirection;

            switch (e.Key)
            {
            case Key.Up:
                if (snakeDirection != SnakeDirection.Down)
                {
                    snakeDirection = SnakeDirection.Up;
                }
                break;

            case Key.Down:
                if (snakeDirection != SnakeDirection.Up)
                {
                    snakeDirection = SnakeDirection.Down;
                }
                break;

            case Key.Left:
                if (snakeDirection != SnakeDirection.Right)
                {
                    snakeDirection = SnakeDirection.Left;
                }
                break;

            case Key.Right:
                if (snakeDirection != SnakeDirection.Left)
                {
                    snakeDirection = SnakeDirection.Right;
                }
                break;

            case Key.Space:
                StartNewGame();
                break;
            }
            if (snakeDirection != originalSnakeDirection)
            {
                MoveSnake();
            }
        }
Example #10
0
        public void Movement()
        {
            if (--_moveCounter == 0)
            {
                IsSnakeNew   = false;
                _moveCounter = _speed;
                _direction   = _directionToMove;

                //TODO: Maybe set a snake part length 50 to make it move faster
                switch (Direction)
                {
                case SnakeDirection.Up:
                    //negative y
                    _snakePos = new Tuple <int, int>(_snakePos.Item1, _snakePos.Item2 - 1);
                    SnakePos.Add(_snakePos);
                    break;

                case SnakeDirection.Right:
                    //positive x
                    _snakePos = new Tuple <int, int>(_snakePos.Item1 + 1, _snakePos.Item2);
                    SnakePos.Add(_snakePos);
                    break;

                case SnakeDirection.Down:
                    //positive y
                    _snakePos = new Tuple <int, int>(_snakePos.Item1, _snakePos.Item2 + 1);
                    SnakePos.Add(_snakePos);
                    break;

                case SnakeDirection.Left:
                    //negative x
                    _snakePos = new Tuple <int, int>(_snakePos.Item1 - 1, _snakePos.Item2);
                    SnakePos.Add(_snakePos);
                    break;
                }

                if (_grow != true)
                {
                    SnakePos.RemoveAt(0);
                }
                _grow = false;
            }
        }
Example #11
0
        private void StartNewGame()
        {
            // Удаление змейки из предыдущей игры
            foreach (SnakePart snakeBodyPart in snakeParts)
            {
                if (snakeBodyPart.UiElement != null)
                {
                    GameArea.Children.Remove(snakeBodyPart.UiElement);
                }
            }
            snakeParts.Clear();
            if (snakeFood != null)
            {
                GameArea.Children.Remove(snakeFood);
            }

            // Перезапуск
            currentScore   = 0;
            snakeLength    = SnakeStartLength;
            snakeDirection = SnakeDirection.Right;
            snakeParts.Add(new SnakePart()
            {
                Position = new Point(SnakeSquareSize * 3, SnakeSquareSize * 5)
            });
            snakeParts.Add(new SnakePart()
            {
                Position = new Point(SnakeSquareSize * 4, SnakeSquareSize * 5)
            });
            snakeParts.Add(new SnakePart()
            {
                Position = new Point(SnakeSquareSize * 5, SnakeSquareSize * 5), IsHead = true
            });

            gameTickTimer.Interval = TimeSpan.FromMilliseconds(SnakeStartSpeed);
            DrawGameArea();
            DrawSnake();
            DrawSnakeFood();
            UpdateGameStatus();
            gameTickTimer.IsEnabled = true;
        }
Example #12
0
        private void GameArea_MouseLeftButtonDown(object sender, RoutedEventArgs e)
        {
            SnakeDirection originalSnakeDirection = snakeDirection;

            if (originalSnakeDirection == SnakeDirection.Down)
            {
                snakeDirection = SnakeDirection.Right;
            }
            else if (originalSnakeDirection == SnakeDirection.Left)
            {
                snakeDirection = SnakeDirection.Down;
            }
            else if (originalSnakeDirection == SnakeDirection.Right)
            {
                snakeDirection = SnakeDirection.Up;
            }
            else if (originalSnakeDirection == SnakeDirection.Up)
            {
                snakeDirection = SnakeDirection.Left;
            }
            MoveSnake();
        }
Example #13
0
        private Point dir2coord(SnakeDirection dir)
        {
            Point pos = new Point(HeadPosX, HeadPosY);

            if (dir == SnakeDirection.Right)
            {
                pos.X += 1;
            }
            else if (dir == SnakeDirection.Down)
            {
                pos.Y += 1;
            }
            else if (dir == SnakeDirection.Left)
            {
                pos.X -= 1;
            }
            else if (dir == SnakeDirection.Up)
            {
                pos.Y -= 1;
            }
            return(pos);
        }
Example #14
0
        protected override EnvSnake.Action GetAction()
        {
            if (!Alive)
            {
                return new EnvSnake.Action()
                       {
                           movementDirection = SnakeDirection.Right
                       }
            }
            ;
            int h = GridHeight;
            int w = GridWidth;

            int[] choice = null;
            switch (Direction)
            {
            case SnakeDirection.Right:
                choice = new int[] { 0, 1, 3 };

                break;

            case SnakeDirection.Down:
                choice = new int[] { 0, 1, 2 };
                break;

            case SnakeDirection.Left:
                choice = new int[] { 1, 2, 3 };
                break;

            case SnakeDirection.Up:
                choice = new int[] { 0, 2, 3 };
                break;
            }
            int            r   = Env.constRand.Next(3);
            SnakeDirection dir = (SnakeDirection)choice[r];

            //crash bot?
            for (int i = 0; i < enemies.Length; i++)
            {
                for (int j = 0; j < enemies[i].BodyLength; j++)
                {
                    if (Math.Pow(enemies[i].BodyParts[j].X - HeadPosX, 2) + Math.Pow(enemies[i].BodyParts[j].Y - HeadPosY, 2) == 1)
                    {
                        if (Direction == SnakeDirection.Down || Direction == SnakeDirection.Up)
                        {
                            if (HeadPosX <= w - HeadPosX)
                            {
                                dir = SnakeDirection.Right;
                            }
                            else
                            {
                                dir = SnakeDirection.Left;
                            }
                        }
                        else
                        {
                            if (HeadPosY <= h - HeadPosY)
                            {
                                dir = SnakeDirection.Down;
                            }
                            else
                            {
                                dir = SnakeDirection.Up;
                            }
                        }
                    }
                }
            }

            // crash wall?
            switch (dir)
            {
            case SnakeDirection.Right:
                if (HeadPosX >= w - 3)
                {
                    if (HeadPosY <= h - HeadPosY)
                    {
                        if (choice.Contains(1))
                        {
                            dir = SnakeDirection.Down;
                        }
                        else
                        {
                            dir = SnakeDirection.Left;
                        }
                    }
                    else
                    {
                        if (choice.Contains(3))
                        {
                            dir = SnakeDirection.Up;
                        }
                        else
                        {
                            dir = SnakeDirection.Left;
                        }
                    }
                }
                break;

            case SnakeDirection.Down:
                if (HeadPosY >= h - 3)
                {
                    if (HeadPosX <= w - HeadPosX)
                    {
                        if (choice.Contains(0))
                        {
                            dir = SnakeDirection.Right;
                        }
                        else
                        {
                            dir = SnakeDirection.Up;
                        }
                    }
                    else
                    {
                        if (choice.Contains(2))
                        {
                            dir = SnakeDirection.Left;
                        }
                        else
                        {
                            dir = SnakeDirection.Up;
                        }
                    }
                }
                break;

            case SnakeDirection.Left:
                if (HeadPosX <= 2)
                {
                    if (HeadPosY <= h - HeadPosY)
                    {
                        if (choice.Contains(1))
                        {
                            dir = SnakeDirection.Down;
                        }
                        else
                        {
                            dir = SnakeDirection.Right;
                        }
                    }
                    else
                    {
                        if (choice.Contains(3))
                        {
                            dir = SnakeDirection.Up;
                        }
                        else
                        {
                            dir = SnakeDirection.Right;
                        }
                    }
                }
                break;

            case SnakeDirection.Up:
                if (HeadPosY <= 2)
                {
                    if (HeadPosX <= w - HeadPosX)
                    {
                        if (choice.Contains(0))
                        {
                            dir = SnakeDirection.Right;
                        }
                        else
                        {
                            dir = SnakeDirection.Down;
                        }
                    }
                    else
                    {
                        if (choice.Contains(2))
                        {
                            dir = SnakeDirection.Left;
                        }
                        else
                        {
                            dir = SnakeDirection.Down;
                        }
                    }
                }
                break;
            }


            return(new EnvSnake.Action()
            {
                movementDirection = dir,
            });
        }
Example #15
0
        protected override EnvSnake.Action GetAction()
        {
            SnakeDirection richtung = SnakeDirection.Right;

            if (!this.Alive)
            {
                return(new EnvSnake.Action()
                {
                    movementDirection = SnakeDirection.Down
                });
            }

            if (HeadPosX == 27 && HeadPosY == 27)
            {
            }

            if (this.HeadPosY + 1 == this.GridHeight)
            {
                if (this.HeadPosX + 1 == GridWidth)
                {
                    richtung = SnakeDirection.Up;

                    return(new EnvSnake.Action()
                    {
                        movementDirection = richtung
                    });
                }
                else
                {
                    richtung = SnakeDirection.Right;
                }
            }

            if (this.HeadPosX - 1 == -1)
            {
                if (this.HeadPosY + 1 == this.GridHeight)
                {
                    if (this.HeadPosX + 1 == this.GridWidth)
                    {
                        richtung = SnakeDirection.Up;
                    }
                    else
                    {
                        richtung = SnakeDirection.Right;
                    }
                }
                else
                {
                    richtung = SnakeDirection.Down;
                }
            }

            else if (this.HeadPosX + 1 == GridWidth)
            {
                if (this.HeadPosY + 1 == GridHeight)
                {
                    richtung = SnakeDirection.Right;
                }

                else if (this.HeadPosY - 1 == -1)
                {
                    if (this.HeadPosX - 1 == -1)
                    {
                        richtung = SnakeDirection.Down;
                    }
                    else
                    {
                        richtung = SnakeDirection.Left;
                    }
                }



                else
                {
                    richtung = SnakeDirection.Up;
                }
            }

            else
            {
                richtung = SnakeDirection.Right;
            }


            return(new EnvSnake.Action()
            {
                movementDirection = richtung
            });
        }
Example #16
0
        protected override EnvSnake.Action GetAction()
        {
            if (!Alive)
            {
                return new EnvSnake.Action()
                       {
                           movementDirection = SnakeDirection.Right
                       }
            }
            ;
            int h = GridHeight;
            int w = GridWidth;

            int[] choice = null;
            switch (Direction)
            {
            case SnakeDirection.Right:
                choice = new int[] { 0, 1, 3 };

                break;

            case SnakeDirection.Down:
                choice = new int[] { 0, 1, 2 };
                break;

            case SnakeDirection.Left:
                choice = new int[] { 1, 2, 3 };
                break;

            case SnakeDirection.Up:
                choice = new int[] { 0, 2, 3 };
                break;
            }
            int            r   = Env.constRand.Next(3);
            SnakeDirection dir = (SnakeDirection)choice[r];

            //crash bot?
            for (int i = 0; i < enemies.Length; i++)
            {
                for (int j = 0; j < enemies[i].BodyLength; j++)
                {
                    int diff_x = enemies[i].BodyParts[j].X - HeadPosX;
                    int diff_y = enemies[i].BodyParts[j].Y - HeadPosY;
                    if (Math.Sqrt(Math.Pow(Math.Abs(diff_x), 2) + Math.Pow(Math.Abs(diff_y), 2)) <= 2)
                    {
                        if (diff_x > 0)     // want to go left
                        {
                            if (diff_y > 0) // want to go up
                            {
                                if (choice.Contains(3))
                                {
                                    dir = SnakeDirection.Up;
                                }
                                else
                                {
                                    dir = SnakeDirection.Left;
                                }
                            }
                            else // want to go down
                            {
                                if (choice.Contains(1))
                                {
                                    dir = SnakeDirection.Down;
                                }
                                else
                                {
                                    dir = SnakeDirection.Left;
                                }
                            }
                        }
                        else // want to go right
                        {
                            if (diff_y > 0) // want to go up
                            {
                                if (choice.Contains(3))
                                {
                                    dir = SnakeDirection.Up;
                                }
                                else
                                {
                                    dir = SnakeDirection.Right;
                                }
                            }
                            else // want to go down
                            {
                                if (choice.Contains(1))
                                {
                                    dir = SnakeDirection.Down;
                                }
                                else
                                {
                                    dir = SnakeDirection.Right;
                                }
                            }
                        }
                    }
                }
            }

            // crash myself?
            if (BodyLength > 4)
            {
                for (int i = 4; i < BodyLength; i++)
                {
                    int diff_x = BodyParts[i].X - HeadPosX;
                    int diff_y = BodyParts[i].Y - HeadPosY;
                    if (Math.Sqrt(Math.Pow(Math.Abs(diff_x), 2) + Math.Pow(Math.Abs(diff_y), 2)) <= 2)
                    {
                        if (diff_x > 0)     // want to go left
                        {
                            if (diff_y > 0) // want to go up
                            {
                                if (choice.Contains(3))
                                {
                                    dir = SnakeDirection.Up;
                                }
                                else
                                {
                                    dir = SnakeDirection.Left;
                                }
                            }
                            else // want to go down
                            {
                                if (choice.Contains(1))
                                {
                                    dir = SnakeDirection.Down;
                                }
                                else
                                {
                                    dir = SnakeDirection.Left;
                                }
                            }
                        }
                        else // want to go right
                        {
                            if (diff_y > 0) // want to go up
                            {
                                if (choice.Contains(3))
                                {
                                    dir = SnakeDirection.Up;
                                }
                                else
                                {
                                    dir = SnakeDirection.Right;
                                }
                            }
                            else // want to go down
                            {
                                if (choice.Contains(1))
                                {
                                    dir = SnakeDirection.Down;
                                }
                                else
                                {
                                    dir = SnakeDirection.Right;
                                }
                            }
                        }
                    }
                }
            }


            // crash wall?
            switch (dir)
            {
            case SnakeDirection.Right:
                if (HeadPosX >= w - 3)
                {
                    if (HeadPosY <= h - HeadPosY)
                    {
                        if (choice.Contains(1))
                        {
                            dir = SnakeDirection.Down;
                        }
                        else
                        {
                            dir = SnakeDirection.Left;
                        }
                    }
                    else
                    {
                        if (choice.Contains(3))
                        {
                            dir = SnakeDirection.Up;
                        }
                        else
                        {
                            dir = SnakeDirection.Left;
                        }
                    }
                }
                break;

            case SnakeDirection.Down:
                if (HeadPosY >= h - 3)
                {
                    if (HeadPosX <= w - HeadPosX)
                    {
                        if (choice.Contains(0))
                        {
                            dir = SnakeDirection.Right;
                        }
                        else
                        {
                            dir = SnakeDirection.Up;
                        }
                    }
                    else
                    {
                        if (choice.Contains(2))
                        {
                            dir = SnakeDirection.Left;
                        }
                        else
                        {
                            dir = SnakeDirection.Up;
                        }
                    }
                }
                break;

            case SnakeDirection.Left:
                if (HeadPosX <= 2)
                {
                    if (HeadPosY <= h - HeadPosY)
                    {
                        if (choice.Contains(1))
                        {
                            dir = SnakeDirection.Down;
                        }
                        else
                        {
                            dir = SnakeDirection.Right;
                        }
                    }
                    else
                    {
                        if (choice.Contains(3))
                        {
                            dir = SnakeDirection.Up;
                        }
                        else
                        {
                            dir = SnakeDirection.Right;
                        }
                    }
                }
                break;

            case SnakeDirection.Up:
                if (HeadPosY <= 2)
                {
                    if (HeadPosX <= w - HeadPosX)
                    {
                        if (choice.Contains(0))
                        {
                            dir = SnakeDirection.Right;
                        }
                        else
                        {
                            dir = SnakeDirection.Down;
                        }
                    }
                    else
                    {
                        if (choice.Contains(2))
                        {
                            dir = SnakeDirection.Left;
                        }
                        else
                        {
                            dir = SnakeDirection.Down;
                        }
                    }
                }
                break;
            }


            return(new EnvSnake.Action()
            {
                movementDirection = dir,
            });
        }
Example #17
0
        /// <summary>
        /// 蛇身前进一步
        /// </summary>
        /// <param name="dir">前进方向</param>
        /// <returns>蛇生命值</returns>
        private SnakeLife SnakeMoveStep(SnakeDirection dir)
        {
            SnakeBody tail = new SnakeBody(0, 0, _SColor, true, SnakeProperty.Body);

            tail.x = _SnakeList[_SnakeList.Count - 1].x;//保存蛇尾坐标
            tail.y = _SnakeList[_SnakeList.Count - 1].y;


            SnakeBody body_t = new SnakeBody(0, 0, _SColor, true, SnakeProperty.Body);

            for (int i = (_SnakeList.Count - 1); i > 0; i--)
            {//更新蛇身坐标
                body_t.x      = _SnakeList[i - 1].x;
                body_t.y      = _SnakeList[i - 1].y;
                _SnakeList[i] = body_t;
            }

            int dx = 0, dy = 0;

            _GetVariation(dir, out dx, out dy);                                        //根据移动方向获取移动xy轴上的增量
            SnakeBody body_h = new SnakeBody(0, 0, _SColor, true, SnakeProperty.Head); //更新蛇头坐标

            body_h.x = _SnakeList[0].x + dx;
            body_h.y = _SnakeList[0].y + dy;

            //穿墙处理
            int _maxX = _Windows.Size.Width / _BodySize;
            int _maxY = _Windows.Size.Height / _BodySize;

            if (_CrossWall == false)
            {
                if ((body_h.x >= _maxX) || (body_h.x < 0) ||
                    (body_h.y >= _maxY) || (body_h.y < 0))
                {
                    _Life = SnakeLife.Die;
                }
            }

            if (body_h.x >= _maxX)
            {
                body_h.x = 0;
            }
            if (body_h.x < 0)
            {
                body_h.x = _maxX - 1;
            }
            if (body_h.y >= _maxY)
            {
                body_h.y = 0;
            }
            if (body_h.y < 0)
            {
                body_h.y = _maxY - 1;
            }

            _SnakeList[0] = body_h;//更新蛇头坐标

            //判断是否吃到食物或咬到自己(在未更新坐标之前预判)
            int           foodx = 0, foody = 0;
            SnakeProperty p = _SnakeGetPointProperty(_SnakeList[0].x, _SnakeList[0].y);

            switch (p)
            {
            case SnakeProperty.Food:
                Console.WriteLine("SnakeProperty: " + p.ToString() + " SnakeLife: " + _Life.ToString());
                //吃到食物后产生一个食物,蛇身长度增加
                if (_SnakeGetRandomXY(out foodx, out foody))    //创建食物
                {
                    _Food.x = foodx;
                    _Food.y = foody;
                    _SnakeList.Add(tail); //增加蛇身长度
                    _Score++;             //得分增加
                    _Life = SnakeLife.Live;
                }
                else
                {
                    _Life = SnakeLife.Win;
                    //return _Life;
                }
                break;

            case SnakeProperty.Body:
            case SnakeProperty.Wall:
                Console.WriteLine("SnakeProperty: " + p.ToString() + " SnakeLife: " + _Life.ToString());
                _Life = SnakeLife.Die;    //死亡
                //return _Life;
                break;

            case SnakeProperty.Head:
            case SnakeProperty.Null:
            default:
                _Life = SnakeLife.Live;
                break;
            }

            _SnakeClearPoint(tail); //清除蛇尾
            _SnakeReDrawGame();     //更新显示蛇身

            return(_Life);
        }
Example #18
0
        protected override EnvSnake.Action GetAction()
        {
            SnakeDirection dir = Direction;

            if (!Alive)
            {
                return new EnvSnake.Action()
                       {
                           movementDirection = SnakeDirection.Right
                       }
            }
            ;

            int x = this.HeadPosX;
            int y = this.HeadPosY;

            List <SnakeDirection> dirs     = GetPossibleDirections(Direction);
            List <SnakeDirection> freeDirs = new List <SnakeDirection>();

            float bestWall  = 1;
            int   bestIndex = 0;

            for (int i = 0; i < dirs.Count; i++)
            {
                int xdir, ydir;
                DirectionToXY(dirs[i], out xdir, out ydir);

                float wall = IsWall(x + xdir, y + ydir);
                if (wall == 0)
                {
                    freeDirs.Add(dirs[i]);
                }
                if (wall < bestWall)
                {
                    bestWall  = wall;
                    bestIndex = i;
                }
            }

            if (freeDirs.Count <= 1)
            {
                dir = dirs[bestIndex];
            }
            else
            {
                //get direction to next food
                //add freedom

                float bestScore = 999999999;

                bestIndex = 0;
                float bestDist = 99999999;
                for (int i = 0; i < freeDirs.Count; i++)
                {
                    //calculate distance to nearest food
                    int xdir, ydir;
                    DirectionToXY(freeDirs[i], out xdir, out ydir);

                    Vector2 newPos = new Vector2(x + xdir, y + ydir);
                    for (int j = 0; j < Food.Count; j++)
                    {
                        float border       = 4;
                        float borderWeight = 3f;
                        float newDist      = Math.Abs(Food[j].X - newPos.X) + Math.Abs(Food[j].Y - newPos.Y);
                        if (Food[j].X < border)
                        {
                            newDist += (border - Food[j].X) * borderWeight;
                        }
                        if (Food[j].Y < border)
                        {
                            newDist += (border - Food[j].Y) * borderWeight;
                        }
                        if (Food[j].X > GridWidth - border - 1)
                        {
                            newDist += (Food[j].X - (GridWidth - border - 1)) * borderWeight;
                        }
                        if (Food[j].Y > GridHeight - border - 1)
                        {
                            newDist += (Food[j].Y - (GridHeight - border - 1)) * borderWeight;
                        }

                        if (newDist < bestDist)
                        {
                            bestDist  = newDist;
                            bestIndex = i;
                        }
                    }
                }

                dir = freeDirs[bestIndex];
            }

            return(new EnvSnake.Action()
            {
                movementDirection = dir,
            });
        }
Example #19
0
        protected override EnvSnake.Action GetAction()
        {
            if (!Alive)
            {
                return(new EnvSnake.Action()
                {
                    movementDirection = SnakeDirection.Down,
                });
            }

            Tuple <Point, SnakeDirection>[] dir_points = get_possible_directions();
            float[] point_dists          = new float[dir_points.Length];
            int     min_dist_idx         = 0;
            float   global_min_food_dist = float.MaxValue;

            bool[] head_collision            = new bool[dir_points.Length];
            int    min_idx_no_head_collision = -1;
            float  global_min_food_dist_no_head_collision = float.MaxValue;

            for (int i = 0; i < dir_points.Length; i++)
            {
                float min_food_dist = float.MaxValue;
                for (int j = 0; j < Food.Count; j++)
                {
                    float dist = calc_dist(Food[j], dir_points[i].Item1);
                    if (dist < min_food_dist)
                    {
                        min_food_dist = dist;
                    }
                }
                point_dists[i] = min_food_dist;
                if (min_food_dist < global_min_food_dist)
                {
                    global_min_food_dist = min_food_dist;
                    min_dist_idx         = i;
                }

                if (check_no_head_collision(dir_points[i].Item1) && min_food_dist < global_min_food_dist_no_head_collision)
                {
                    min_idx_no_head_collision = i;
                    global_min_food_dist_no_head_collision = min_food_dist;
                }
            }

            if (dir_points.Length == 0)
            {
                // No dir_points error
                return(new EnvSnake.Action()
                {
                    movementDirection = Direction
                });
            }
            else
            {
                SnakeDirection dir = dir_points[min_dist_idx].Item2;

                if (min_idx_no_head_collision >= 0)
                {
                    dir = dir_points[min_idx_no_head_collision].Item2;
                }


                // No dir_points error
                return(new EnvSnake.Action()
                {
                    movementDirection = dir,
                });
            }
        }
Example #20
0
        protected override EnvSnake.Action GetAction()
        {
            SnakeDirection dir = Direction;

            if (!Alive)
            {
                return new EnvSnake.Action()
                       {
                           movementDirection = SnakeDirection.Right
                       }
            }
            ;

            int x = this.HeadPosX;
            int y = this.HeadPosY;

            List <SnakeDirection> dirs     = GetPossibleDirections(Direction);
            List <SnakeDirection> freeDirs = new List <SnakeDirection>();

            float bestWall  = 1;
            int   bestIndex = 0;

            for (int i = 0; i < dirs.Count; i++)
            {
                int xdir, ydir;
                DirectionToXY(dirs[i], out xdir, out ydir);

                float wall = IsWall(x + xdir, y + ydir);
                if (wall == 0)
                {
                    freeDirs.Add(dirs[i]);
                }
                if (wall < bestWall)
                {
                    bestWall  = wall;
                    bestIndex = i;
                }
            }

            if (freeDirs.Count <= 1)
            {
                dir = dirs[bestIndex];
            }
            else
            {
                //get direction to next food
                //add freedom

                float bestScore = 999999999;

                bestIndex = 0;
                for (int i = 0; i < freeDirs.Count; i++)
                {
                    //calculate distance to nearest food
                    int xdir, ydir;
                    DirectionToXY(freeDirs[i], out xdir, out ydir);

                    Vector2 newPos   = new Vector2(x + xdir, y + ydir);
                    float   bestDist = 99999999;

                    List <Point> track = new List <Point>();
                    track.AddRange(Food);
                    //track.AddRange(enemies.Select(f => f.Alive ? f.BodyParts[0] : new Point(9999, 9999)));

                    for (int j = 0; j < track.Count; j++)
                    {
                        float border       = 4;
                        float borderWeight = 3f;
                        float newDist      = Math.Abs(track[j].X - newPos.X) + Math.Abs(track[j].Y - newPos.Y);
                        if (track[j].X < border)
                        {
                            newDist += (border - track[j].X) * borderWeight;
                        }
                        if (track[j].Y < border)
                        {
                            newDist += (border - track[j].Y) * borderWeight;
                        }
                        if (track[j].X > GridWidth - border - 1)
                        {
                            newDist += (track[j].X - (GridWidth - border - 1)) * borderWeight;
                        }
                        if (track[j].Y > GridHeight - border - 1)
                        {
                            newDist += (track[j].Y - (GridHeight - border - 1)) * borderWeight;
                        }

                        if (newDist < bestDist)
                        {
                            bestDist = newDist;
                        }
                    }


                    //calculate freedom
                    int   max   = 100;
                    float count = FloodFillCount(new Point(x + xdir, y + ydir), max);
                    count *= count;
                    count *= 1f / (max * max);
                    if (count >= 1)
                    {
                        count = 1;
                    }
                    else
                    {
                    }

                    float score = bestDist - count * 10;//2114

                    if (score < bestScore)
                    {
                        bestScore = score;
                        bestIndex = i;
                    }
                }

                dir = freeDirs[bestIndex];
            }

            return(new EnvSnake.Action()
            {
                movementDirection = dir,
            });
        }
Example #21
0
 void DirectionToXY(SnakeDirection dir, out int xDir, out int yDir)
 {
     xDir = dir == SnakeDirection.Right ? 1 : dir == SnakeDirection.Left ? -1 : 0;
     yDir = dir == SnakeDirection.Down ? 1 : dir == SnakeDirection.Up ? -1 : 0;
 }
Example #22
0
        protected override EnvSnake.Action GetAction()
        {
            if (!Alive)
            {
                return new EnvSnake.Action()
                       {
                           movementDirection = SnakeDirection.Right
                       }
            }
            ;
            int h = GridHeight;
            int w = GridWidth;

            int[] choice = null;
            switch (Direction)
            {
            case SnakeDirection.Right:
                choice = new int[] { 0, 1, 3 };

                break;

            case SnakeDirection.Down:
                choice = new int[] { 0, 1, 2 };
                break;

            case SnakeDirection.Left:
                choice = new int[] { 1, 2, 3 };
                break;

            case SnakeDirection.Up:
                choice = new int[] { 0, 2, 3 };
                break;
            }
            int            r   = Env.constRand.Next(3);
            SnakeDirection dir = (SnakeDirection)choice[r];

            //crash bot or self?
            int[] risk = new int[3];
            for (int i = 0; i < 3; i++)
            {
                SnakeDirection dir_temp     = (SnakeDirection)choice[i];
                int            place_temp_x = HeadPosX;
                int            place_temp_y = HeadPosY;
                switch (dir_temp)
                {
                case SnakeDirection.Right:
                    place_temp_x += 1;
                    break;

                case SnakeDirection.Down:
                    place_temp_y += 1;
                    break;

                case SnakeDirection.Left:
                    place_temp_x -= 1;
                    break;

                case SnakeDirection.Up:
                    place_temp_y -= 1;
                    break;
                }
                if (place_temp_x < 0 || place_temp_y < 0 || place_temp_x >= GridWidth || place_temp_y >= GridHeight)
                {
                    risk[i] += 4;
                }

                for (int k = 0; k < enemies.Length; k++)
                {
                    if (enemies[k].Alive)
                    {
                        for (int j = 0; j < enemies[k].BodyLength - 1; j++)
                        {
                            if ((enemies[k].BodyParts[j].X == place_temp_x) & (enemies[k].BodyParts[j].Y == place_temp_y))
                            {
                                risk[i] += 2;
                            }
                        }
                        if (Math.Abs(enemies[k].BodyParts[enemies[k].BodyLength - 1].X - place_temp_x) + Math.Abs(enemies[k].BodyParts[enemies[k].BodyLength - 1].Y - place_temp_y) <= 2)
                        {
                            if (Math.Abs(enemies[k].BodyParts[enemies[k].BodyLength - 1].X - place_temp_x) + Math.Abs(enemies[k].BodyParts[enemies[k].BodyLength - 1].Y - place_temp_y) <= 1)
                            {
                                risk[i] += 2;
                            }
                            else
                            {
                                risk[i] += 1;
                            }
                        }
                    }
                }
                if (BodyLength > 4)
                {
                    for (int j = 3; j < BodyLength - 1; j++)
                    {
                        {
                            if ((BodyParts[j].X == place_temp_x) & (BodyParts[j].Y == place_temp_y))
                            {
                                risk[i] += 2;
                            }
                        }
                    }
                }
            }

            if (risk.Max() == 0)
            {
                dir = (SnakeDirection)r;
            }
            else
            {
                for (int i = 0; i < 3; i++)
                {
                    if (risk[i] == risk.Min())
                    {
                        dir = (SnakeDirection)choice[i];
                    }
                }
            }


            // crash wall?
            //switch (dir)
            //{
            //    case SnakeDirection.Right:
            //        if (HeadPosX >= w - 3)
            //        {
            //            if (HeadPosY <= h - HeadPosY)
            //            {
            //                if (choice.Contains(1)) { dir = SnakeDirection.Down; }
            //                else dir = SnakeDirection.Left;
            //            }
            //            else
            //            {
            //                if (choice.Contains(3)) { dir = SnakeDirection.Up; }
            //                else dir = SnakeDirection.Left;
            //            }
            //        }
            //        break;
            //    case SnakeDirection.Down:
            //        if (HeadPosY >= h - 3)
            //        {
            //            if (HeadPosX <= w - HeadPosX)
            //            {
            //                if (choice.Contains(0)) { dir = SnakeDirection.Right; }
            //                else dir = SnakeDirection.Up;
            //            }
            //            else
            //            {
            //                if (choice.Contains(2)) { dir = SnakeDirection.Left; }
            //                else dir = SnakeDirection.Up;
            //            }
            //        }
            //        break;
            //    case SnakeDirection.Left:
            //        if (HeadPosX <= 2)
            //        {
            //            if (HeadPosY <= h - HeadPosY)
            //            {
            //                if (choice.Contains(1)) dir = SnakeDirection.Down;
            //                else dir = SnakeDirection.Right;
            //            }
            //            else
            //            {
            //                if (choice.Contains(3)) dir = SnakeDirection.Up;
            //                else dir = SnakeDirection.Right;
            //            }
            //        }
            //        break;
            //    case SnakeDirection.Up:
            //        if (HeadPosY <= 2)
            //        {
            //            if (HeadPosX <= w - HeadPosX)
            //            {
            //                if (choice.Contains(0)) { dir = SnakeDirection.Right; }
            //                else dir = SnakeDirection.Down;
            //            }
            //            else
            //            {
            //                if (choice.Contains(2)) { dir = SnakeDirection.Left; }
            //                else dir = SnakeDirection.Down;
            //            }
            //        }
            //        break;
            //}


            return(new EnvSnake.Action()
            {
                movementDirection = dir,
            });
        }