Exemple #1
0
        /// <summary>
        /// This function executes each time the snake moves
        /// </summary>
        /// <param name="head">A <see cref="SnakePart"/> which is initialized as the head of the head snake</param>
        /// <param name="snakeParts">A list of <see cref="SnakePart"/> objects which contains all the snake's body except the head and the tail</param>
        /// <param name="tail">A <see cref="SnakePart"/> which is initialized as the tail of the head snake</param>
        /// <param name="gameBoard">The <see cref="Board"/> which is made in the beginning of the game</param>
        /// <param name="headDirection">The next snake's <see cref="Direction"/> which is either left, right, up or down</param>
        /// <returns>The <see cref="GameStatus"/> which is either still playing, won or lost</returns>
        public static GameStatus SnakeMove(SnakePart head, List <SnakePart> snakeParts, SnakePart tail, Board gameBoard, Direction headDirection)
        {
            Point headTemp = head.Location;
            Point newPoint; // Next head's location if possible

            switch (headDirection)
            {
            case Direction.Up:
                newPoint = Point.ToPoint(head.Location.X, head.Location.Y == 0 ? gameBoard.Height - 1 : head.Location.Y - 1);
                break;

            case Direction.Down:
                newPoint = Point.ToPoint(head.Location.X, head.Location.Y == gameBoard.Height - 1 ? 0 : head.Location.Y + 1);
                break;

            case Direction.Left:
                newPoint = Point.ToPoint(head.Location.X == 0 ? gameBoard.Width - 1 : head.Location.X - 1, head.Location.Y);
                break;

            case Direction.Right:
                newPoint = Point.ToPoint(head.Location.X == gameBoard.Width - 1 ? 0 : head.Location.X + 1, head.Location.Y);
                break;

            default:
                newPoint = Point.ToPoint(0, 0);     // Just to remove the warning
                break;
            }

            if (!gameBoard.FreePoints.Contains(newPoint)) // Checks if the snake's head touched its body
            {
                return(GameStatus.Lost);
            }
            // Moving the snake in the console
            head.Location = newPoint;
            gameBoard.AddSnake(newPoint);
            Point tailTemp = snakeParts[snakeParts.Count - 1].Location;

            for (int i = snakeParts.Count - 1; i > 0; i--)
            {
                snakeParts[i].Location = snakeParts[i - 1].Location;
            }
            snakeParts[0].Location = headTemp;
            if (head.Location.Equals(gameBoard.Fruit))                          // The snake ate the fruit
            {
                snakeParts.Add(new SnakePart(tailTemp));                        // Resizing the snake after eating the fruit
                if (snakeParts.Count == gameBoard.Height * gameBoard.Width - 2) // The screen is full so the user wins
                {
                    return(GameStatus.Won);
                }
                gameBoard.SetFruitLocation(); // Putting another fruit in the console
            }
            else
            {
                gameBoard.RemoveSnake(tail.Location);
                tail.Location = tailTemp;
            }

            return(GameStatus.StillPlaying);
        }
Exemple #2
0
 /// <summary>
 /// This constructor is executed when a new <see cref="Board"/> is made
 /// </summary>
 public Board()
 {
     Height = 20;
     Width  = 50;
     Console.SetWindowSize(Width, Height);
     Console.CursorVisible   = false;
     Console.ForegroundColor = ForeGroundColor;
     Console.BackgroundColor = ConsoleColor.Black;
     Console.Clear();
     for (int i = 0; i < Width; i++)
     {
         for (int j = 0; j < Height; j++)
         {
             FreePoints.Add(Point.ToPoint(i, j)); // Adding all the console's existing points to the free points list
         }
     }
     _rnd = new Random();
 }
Exemple #3
0
        /// <summary>
        /// This function starts the game
        /// </summary>
        /// <param name="delay">Delay value returned from <see cref="ChooseLevel"/></param>
        /// /// <param name="score">User's score after losing the game</param>
        /// <returns>The game status which is whether won or lost. See also <seealso cref="GameStatus"/></returns>
        static GameStatus Snake(int delay, out int score)
        {
            // Few requirements before the game starts
            Board     gameBoard = new Board();
            SnakePart head      = new SnakePart(Point.ToPoint(gameBoard.Width / 2, gameBoard.Height / 2 - 1));

            gameBoard.AddSnake(head.Location);
            List <SnakePart> snakeParts = new List <SnakePart> {
                new SnakePart(Point.ToPoint(gameBoard.Width / 2, gameBoard.Height / 2))
            };

            gameBoard.AddSnake(snakeParts[0].Location);
            SnakePart tail = new SnakePart(Point.ToPoint(gameBoard.Width / 2, gameBoard.Height / 2 + 1));

            gameBoard.AddSnake(tail.Location);
            Direction headDirection = Direction.Up;

            gameBoard.SetFruitLocation();
            while (true)
            {
                do
                {
                    GameStatus status = SnakePart.SnakeMove(head, snakeParts, tail, gameBoard, headDirection);
                    if (status != GameStatus.StillPlaying)
                    {
                        score = snakeParts.Count - 1;
                        return(status); // The game status is whether won or lost
                    }

                    Thread.Sleep(delay);
                } while (!Console.KeyAvailable);   // Checks if the user wants to change the direction

                switch (Console.ReadKey(true).Key) // Changing the direction if it is possible
                {
                case ConsoleKey.UpArrow:
                    if (headDirection != Direction.Down)
                    {
                        headDirection = Direction.Up;
                    }
                    break;

                case ConsoleKey.DownArrow:
                    if (headDirection != Direction.Up)
                    {
                        headDirection = Direction.Down;
                    }
                    break;

                case ConsoleKey.LeftArrow:
                    if (headDirection != Direction.Right)
                    {
                        headDirection = Direction.Left;
                    }
                    break;

                case ConsoleKey.RightArrow:
                    if (headDirection != Direction.Left)
                    {
                        headDirection = Direction.Right;
                    }
                    break;

                default:
                    continue;
                }
            }
        }