Esempio n. 1
0
        //--------------------------------------
        //Functions

        public void Initialize()
        {
            //initialize random
            Global.rand = new Random();

            snakeHead = new TablePos(15, 15);
            snakeTail.Clear();
            snakeTail.Add(new TablePos(15, 16));

            //fill level with empty cells
            for (int r = 0; r < Global.kLevelRows; r++)
            {
                for (int c = 0; c < Global.kLevelColumns; c++)
                {
                    levelData[r, c] = "cell_empty";
                }
            }

            //add snake head and tail to level
            levelData[snakeHead.row, snakeHead.column]       = "snake_head";
            levelData[snakeTail[0].row, snakeTail[0].column] = "snake_tail";

            snakeHeadDir = Direction.Up;

            //place first food
            placeFood();
        }
Esempio n. 2
0
        public void MoveSnake()
        {
            snakeDir = snakeHeadDir;
            var raise = false;

            //check forward cell
            var dir = new TablePos();

            switch (snakeDir)
            {
            case Direction.Up: dir.column--; break;

            case Direction.Down: dir.column++; break;

            case Direction.Left: dir.row--; break;

            case Direction.Right: dir.row++; break;
            }

            if (snakeHead.row + dir.row >= Global.kLevelRows ||
                snakeHead.row + dir.row < 0 ||
                snakeHead.column + dir.column >= Global.kLevelColumns ||
                snakeHead.column + dir.column < 0)
            {
                m_game.LoseGame();
                return;
            }

            string dirCell = levelData[snakeHead.row + dir.row, snakeHead.column + dir.column];

            switch (dirCell)
            {
            case "cell_food":
                raise = true;
                break;

            case "cell_empty":
                raise = false;
                break;

            default:
                m_game.LoseGame();
                return;
            }

            //delete last tail if is not eating
            if (!raise)
            {
                TablePos lastPos = snakeTail[snakeTail.Count - 1];
                levelData[lastPos.row, lastPos.column] = "cell_empty";
                snakeTail.RemoveAt(snakeTail.Count - 1);
            }
            else
            {
                placeFood();
            }

            //turn head into tail
            snakeTail.Insert(0, new TablePos(snakeHead.row, snakeHead.column));

            //move head
            snakeHead.column += dir.column;
            snakeHead.row    += dir.row;

            levelData[snakeHead.row, snakeHead.column] = "snake_head";

            //redraw tail
            for (int i = 0; i < snakeTail.Count; i++)
            {
                if (i < snakeTail.Count - 1)
                {
                    levelData[snakeTail[i].row, snakeTail[i].column] = "snake_body";
                }
                else
                {
                    levelData[snakeTail[i].row, snakeTail[i].column] = "snake_tail";
                }
            }
        }