Пример #1
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
            if (_scoreText.Alpha < 1)
            {
                _scoreText.Alpha += 0.1f;
            }

            if (!_snakeHead.Alive)
            {
                if (FlxG.Keyboard.AnyJustReleased(new Keys[] { Keys.Space, Keys.R }))
                {
                    FlxG.ResetState();
                }
                return;
            }

            FlxG.Overlap(_snakeHead, _fruit, CollectFruit);
            FlxG.Overlap(_snakeHead, _snakeBody, GameOver);


            if (FlxG.Keyboard.AnyPressed(new Keys[] { Keys.Up, Keys.W }) && _currentDirection != FlxObjectDirection.DOWN)
            {
                _nextDirection = FlxObjectDirection.UP;
            }

            else if (FlxG.Keyboard.AnyPressed(new Keys[] { Keys.Down, Keys.S }) && _currentDirection != FlxObjectDirection.UP)
            {
                _nextDirection = FlxObjectDirection.DOWN;
            }

            else if (FlxG.Keyboard.AnyPressed(new Keys[] { Keys.Left, Keys.A }) && _currentDirection != FlxObjectDirection.RIGHT)
            {
                _nextDirection = FlxObjectDirection.LEFT;
            }

            else if (FlxG.Keyboard.AnyPressed(new Keys[] { Keys.Right, Keys.D }) && _currentDirection != FlxObjectDirection.LEFT)
            {
                _nextDirection = FlxObjectDirection.RIGHT;
            }
        }
Пример #2
0
        void MoveSnake()
        {
            _headPositions.Insert(0, new Vector2(_snakeHead.X, _snakeHead.Y));
            if (_headPositions.Count > _snakeBody.Members.Count)
            {
                _headPositions.RemoveAt(_headPositions.Count - 1);
            }

            switch (_nextDirection)
            {
            case FlxObjectDirection.LEFT:
                _snakeHead.X -= BLOCK_SIZE;
                break;

            case FlxObjectDirection.RIGHT:
                _snakeHead.X += BLOCK_SIZE;
                break;

            case FlxObjectDirection.UP:
                _snakeHead.Y -= BLOCK_SIZE;
                break;

            case FlxObjectDirection.DOWN:
                _snakeHead.Y += BLOCK_SIZE;
                break;
            }
            _currentDirection = _nextDirection;

            FlxSpriteUtil.ScreenWrap(_snakeHead);

            List <Vector2> headpositions = _headPositions.ToList();

            for (int i = 0; i < _headPositions.Count; i++)
            {
                _snakeBody.Members[i].SetPosition(headpositions[i].X, headpositions[i].Y);
            }
        }