Esempio n. 1
0
 public PointF[] head(Direction compass, Coordinates _position)
 {
     PointF[] _points;
     switch (compass) {
     case Direction.East:
         _points = new[] {
             new PointF (_position.X, _position.Y),
             new PointF (_position.X + 8, _position.Y),
             new PointF (_position.X + 12, _position.Y + 6),
             new PointF (_position.X + 8, _position.Y + 12),
             new PointF (_position.X, _position.Y + 12),
             new PointF (_position.X, _position.Y)
         };
         break;
     case Direction.West:
         _points = new[] {
             new PointF (_position.X, _position.Y + 6),
             new PointF (_position.X + 4, _position.Y),
             new PointF (_position.X + 12, _position.Y),
             new PointF (_position.X + 12, _position.Y + 12),
             new PointF (_position.X + 4, _position.Y + 12),
             new PointF (_position.X, _position.Y + 6)
         };
         break;
     case Direction.North:
         _points = new[] {
             new PointF (_position.X + 6, _position.Y),
             new PointF (_position.X + 12, _position.Y + 4),
             new PointF (_position.X + 12, _position.Y + 12),
             new PointF (_position.X, _position.Y + 12),
             new PointF (_position.X, _position.Y + 4),
             new PointF (_position.X + 6, _position.Y)
         };
         break;
     case Direction.South:
         _points = new[] {
             new PointF (_position.X, _position.Y),
             new PointF (_position.X + 12, _position.Y),
             new PointF (_position.X + 12, _position.Y + 8),
             new PointF (_position.X + 6, _position.Y + 12),
             new PointF (_position.X, _position.Y + 8),
             new PointF (_position.X, _position.Y)
         };
         break;
     default:
         _points = new[] {
             new PointF (_position.X + 6, _position.Y),
             new PointF (_position.X + 12, _position.Y + 4),
             new PointF (_position.X + 12, _position.Y + 12),
             new PointF (_position.X, _position.Y + 12),
             new PointF (_position.X, _position.Y + 4),
             new PointF (_position.X + 6, _position.Y)
         };
         break;
     }
     return _points;
 }
Esempio n. 2
0
 public PointF[] body(Coordinates _position)
 {
     PointF[] _points;
     _points = new[] {
         new PointF (_position.X, _position.Y),
         new PointF (_position.X + 12, _position.Y),
         new PointF (_position.X + 12, _position.Y + 12),
         new PointF (_position.X, _position.Y + 12),
         new PointF (_position.X, _position.Y)
     };
     return _points;
 }
Esempio n. 3
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 public PointF[] apple(Coordinates _position)
 {
     PointF[] _points = new[] {
         new PointF (_position.X, _position.Y + 2),
         new PointF (_position.X + 2, _position.Y),
         new PointF (_position.X + 3, _position.Y),
         new PointF (_position.X + 6, _position.Y + 3),
         new PointF (_position.X + 9, _position.Y),
         new PointF (_position.X + 10, _position.Y),
         new PointF (_position.X + 12, _position.Y + 2),
         new PointF (_position.X + 12, _position.Y + 10),
         new PointF (_position.X + 10, _position.Y + 12),
         new PointF (_position.X + 2, _position.Y + 12),
         new PointF (_position.X, _position.Y + 10),
         new PointF (_position.X, _position.Y + 2)
     };
     return _points;
 }
Esempio n. 4
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 private void BuildApples()
 {
     Coordinates newApple = null;
     bool collision = true;
     while (collision) {
         int newX = 1;
         int newY = 1;
         while (newX % 12 != 0)
             newX = 12 + random.Next (xMax - 24);
         while (newY % 12 != 0)
             newY = 12 + random.Next (yMax - 24);
         newApple = new Coordinates (newX, newY);
         collision = false;
         foreach (Coordinates position in snake) {
             if (position == newApple)
                 collision = true;
         }
     }
     apple.Add (newApple);
     _applePoints.Add (drawObjects.apple (newApple));
 }
Esempio n. 5
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        private void BuildWalls()
        {
            _wallPoints = new List<PointF[]> ();
            Coordinates _position;
            for (int x = 0; x < xMax; x += 12) {
                _position = new Coordinates (x, 0);
                _wallPoints.Add (drawObjects.wall (_position));
                _position = new Coordinates (x, yMax - 12);
                _wallPoints.Add (drawObjects.wall (_position));
            }

            for (int y = 1; y < yMax; y += 12) {
                _position = new Coordinates (0, y);
                _wallPoints.Add (drawObjects.wall (_position));
                _position = new Coordinates (xMax - 12, y);
                _wallPoints.Add (drawObjects.wall (_position));
            }
        }
Esempio n. 6
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        private void AddApple()
        {
            Coordinates coordinates = null;
            bool invalidCoordinate = true;
            while (invalidCoordinate) {
                int randomX = 1 + random.Next (xMax - 2);
                int randomY = 1 + random.Next (yMax - 2);
                coordinates = new Coordinates (randomX, randomY);

                foreach (Coordinates _snake in snake) {
                    if (_snake.X.Equals (coordinates.X) && _snake.Y.Equals (coordinates.Y))
                        invalidCoordinate = true;
                }
                invalidCoordinate = false;
            }
            apples.Add (coordinates);
        }
Esempio n. 7
0
        private void BuildSnake()
        {
            bool isGrowing = false;

            Coordinates head = snake [0];
            Coordinates newHead = new Coordinates (1, 1);

            switch (direction) {
            case Direction.East:
                newHead = new Coordinates (head.X + 1, head.Y);
                break;
            case Direction.West:
                newHead = new Coordinates (head.X - 1, head.Y);
                break;
            case Direction.North:
                newHead = new Coordinates (head.X, head.Y - 1);
                break;
            case Direction.South:
                newHead = new Coordinates (head.X, head.Y + 1);
                break;
            }
            if ((newHead.X < 1) || (newHead.Y < 1) || (newHead.X > xMax - 2)
                || (newHead.Y > yMax - 2)) {
                playing = false;
                return;
            }

            foreach (Coordinates _snake in snake) {
                if (_snake.X.Equals (newHead.X) && _snake.Y.Equals (newHead.Y)) {
                    playing = false;
                    return;
                }
            }

            foreach (Coordinates apple in apples) {
                if (apple.X.Equals (newHead.X) && apple.Y.Equals (newHead.Y)) {
                    apples.Remove (apple);
                    AddApple ();
                    Score++;
                    textScore.Text = string.Format ("Score: {0} ", Score.ToString ());
                    delayMove -= 20;
                    isGrowing = true;
                    break;
                }
            }

            snake.Insert (0, newHead);

            if (!isGrowing)
                snake.RemoveAt (snake.Count - 1);

            int index = 0;

            foreach (Coordinates c in snake) {
                if (index == 0) {
                    switch (direction) {
                    case Direction.East:
                        SetObject (GameObjects.HeadRight, c.X, c.Y);
                        break;
                    case Direction.West:
                        SetObject (GameObjects.HeadLeft, c.X, c.Y);
                        break;
                    case Direction.North:
                        SetObject (GameObjects.HeadUP, c.X, c.Y);
                        break;
                    case Direction.South:
                        SetObject (GameObjects.HeadDown, c.X, c.Y);
                        break;
                    }
                } else if (direction == Direction.East || direction == Direction.West)
                    SetObject (GameObjects.BodyH, c.X, c.Y);
                else
                    SetObject (GameObjects.BodyV, c.X, c.Y);
                index++;
            }
        }