/// <summary> /// Progress the snake's head forward. /// </summary> /// <param name="level">The current level.</param> private void moveHead(LevelType level) { PortalType portal; //If the snake is in a portal, check to see if it can teleport if (level.tryGetPortal(head.Vector, out portal)) { //If the snake's orientation is the same as the portal's, teleport. if (head.Orientation == portal.Entrance) { portal.teleport(); } //Else clear the portal and move the snake normally else { portal.clearPortal(); head.Vector += MovementFunctions.calculateLocation(Orientation); } } //If the snake is in a normal square, move normally else { head.Vector += MovementFunctions.calculateLocation(Orientation); } }
private void movement(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.empty) { food.Vector = newLocation; } food.fillGrid(level); }
/// <summary> /// This function returns the content of the cell the snake is attempting to move to. /// </summary> /// <param name="grid">The game grid that contains all object data for the level.</param> /// <returns>Returns the content of the cell the snake will move into. Depending on this, the game will respond /// differently, i.e. if there is a wall, the game wil go to game over.</returns> private CellContent collision(LevelType level) { Vector2 newLocation = MovementFunctions.calculateLocation(Orientation) + Vector; try { return(level.Grid.GetCell(newLocation).content); } catch { return(CellContent.portal); } }