private void deduceOrientation(SnakeType snake, FoodType food) { int number = random % upperBound; switch (threat) { case ThreatLevel.low: if (number == 0) { randomOrientation(); } else if (number == 1) { directionalOrientation(food); } else { attackOrientation(snake, food); } break; case ThreatLevel.medium: if (number == 0 || number == 1) { randomOrientation(); } else if (number == 2) { attackOrientation(snake, food); } else { smartOrientation(snake); } break; case ThreatLevel.high: if (number == 0 || number == 1) { attackOrientation(snake, food); } else { smartOrientation(snake); } break; } }
//Returns the same orientation as the snake, simulating the food running from the snake private void runOrientation(SnakeType snake, FoodType food) { bool temp = false; //Determine if food is in front of snake switch (snake.Orientation) { case OrientationType.up: if (snake.Vector.Y > food.Vector.Y) { temp = true; } break; case OrientationType.down: if (snake.Vector.Y < food.Vector.Y) { temp = true; } break; case OrientationType.left: if (snake.Vector.X > food.Vector.X) { temp = true; } break; case OrientationType.right: if (snake.Vector.X < food.Vector.X) { temp = true; } break; } //If the food is in front of snake, run, else random if (temp) { orientation = snake.Orientation; } else { randomOrientation(); } }
private void deduceThreat(SnakeType snake, FoodType food) { int yClose = (int)(snake.Vector.Y - food.Vector.Y); int xClose = (int)(snake.Vector.X - food.Vector.X); if ((Math.Abs(yClose) <= innerZone) || (Math.Abs(xClose) <= innerZone)) { threat = ThreatLevel.high; } else if ((Math.Abs(yClose) <= outerZone) || (Math.Abs(xClose) <= outerZone)) { threat = ThreatLevel.medium; } else if ((Math.Abs(yClose) > outerZone) || (Math.Abs(xClose) > outerZone)) { threat = ThreatLevel.low; } }
void updateScore(FoodType food) { BaseTextType text = hud.getText("Add Score Number"); if (!text.DrawText) { text.changeNumber(food.Score); text.startText(time); } else { text.addToNumber(food.Score); } score += food.Score; hud.getText("Score Number").changeNumber(score); }
private void movement(SnakeType snake, FoodType food, LevelType level) { PortalType portal; //If the food is in a portal, clear the portal if (level.tryGetPortal(food.Vector, out portal)) { portal.clearGrid(level); } //Else empty the old grid cell else { level.Grid.GetCell(food.Vector).emptyCell(); } //Add the movement vector to the current mouse vector Vector2 newLocation = food.Vector + MovementFunctions.calculateLocation(orientation); if (level.tryGetPortal(newLocation, out portal)) { if (!portal.IsFull) { food.Vector = newLocation; portal.fillPortal(food); } } else if (level.Grid.GetCell(newLocation).content == CellContent.snake) { if (classification == FoodClassification.threat) { snake.GameOver(this, new EventArgs()); } } else if (level.Grid.GetCell(newLocation).content == CellContent.empty) { food.Vector = newLocation; } food.fillGrid(level); }
public static bool calculateMovement(GameGrid grid, FoodType food, OrientationType orientation) { bool move = false; int x = (int)food.Vector.X; int y = (int)food.Vector.Y; switch (orientation) { case OrientationType.up: if (grid.GetCell(x, y - 1).content == CellContent.empty) { move = true; } break; case OrientationType.down: if (grid.GetCell(x, y + 1).content == CellContent.empty) { move = true; } break; case OrientationType.right: if (grid.GetCell(x + 1, y).content == CellContent.empty) { move = true; } break; case OrientationType.left: if (grid.GetCell(x - 1, y).content == CellContent.empty) { move = true; } break; } return(move); }