Пример #1
0
        protected override void LoadContent()
        {
            _spriteBatch = new SpriteBatch(GraphicsDevice);
            // TODO: use this.Content to load your game content here
            snakeTexture = Content.Load <Texture2D>("snake");
            appleTexture = Content.Load <Texture2D>("apple");
            snakeGrowX   = Content.Load <Texture2D>("snakeGrowX");
            snakeGrowY   = Content.Load <Texture2D>("snakeGrowY");
            Apple apple = new Apple(appleTexture, new Vector2(random.Next(0, _graphics.PreferredBackBufferHeight), random.Next(0, _graphics.PreferredBackBufferWidth)));

            apples.Add(apple);
            snake          = new Snake(snakeTexture);
            snake.position = new Vector2(_graphics.PreferredBackBufferWidth / 2, _graphics.PreferredBackBufferHeight / 2);
            snakes.Enqueue(snake);
            snakePositions.Add(snake.position);
            spScore     = Content.Load <SpriteFont>("score");
            spCurrSpeed = Content.Load <SpriteFont>("currentSpeed");
            spGameOver  = Content.Load <SpriteFont>("gameOver");
        }
Пример #2
0
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            if (!gameOver)
            {
                // TODO: Add your update logic here
                VectorAndLastDirection vld = movement.Move(snakes.ElementAt(0).position, snakeSpeed, gameTime, true, snakes.ElementAt(0).lastDirection);
                snakes.ElementAt(0).prevPosition = snakes.ElementAt(0).position;
                snakes.ElementAt(0).position     = vld.position;
                snakePositions[0] = vld.position;
                snakes.ElementAt(0).lastDirection = snakes.ElementAt(0).currDirection;
                snakes.ElementAt(0).currDirection = vld.lastDirection;
                for (int i = 1; i < snakePositions.Count; i++)
                {
                    snakes.ElementAt(i).prevPosition = snakes.ElementAt(i).position;
                    switch (snakes.ElementAt(i - 1).lastDirection)
                    {
                    case "up":
                        snakes.ElementAt(i).position = new Vector2(snakes.ElementAt(i - 1).prevPosition.X, snakes.ElementAt(i - 1).prevPosition.Y);    // + snakeTexture.Height);
                        break;

                    case "down":
                        snakes.ElementAt(i).position = new Vector2(snakes.ElementAt(i - 1).prevPosition.X, snakes.ElementAt(i - 1).prevPosition.Y);    // - snakeTexture.Height);
                        break;

                    case "left":
                        snakes.ElementAt(i).position = new Vector2(snakes.ElementAt(i - 1).prevPosition.X, snakes.ElementAt(i - 1).prevPosition.Y);
                        break;

                    case "right":
                        snakes.ElementAt(i).position = new Vector2(snakes.ElementAt(i - 1).prevPosition.X, snakes.ElementAt(i - 1).prevPosition.Y);
                        break;
                    }
                    snakePositions[i] = snakes.ElementAt(i).position;
                    snakes.ElementAt(i).lastDirection = snakes.ElementAt(i - 1).lastDirection;
                }

                for (int i = 0; i < apples.Count(); i++)
                {
                    //Make sure it doesn't leave the bounds
                    Vector2 keepAppleInBounds = utilities.KeepInBounds(apples[i].position, _graphics, apples[i].texture);
                    apples[i].position.X = keepAppleInBounds.X;
                    apples[i].position.Y = keepAppleInBounds.Y;

                    if (utilities.Collides(snakeTexture, apples[i].texture, snakes.ElementAt(0).position, apples[i].position))
                    {
                        Snake addSnake = new Snake(snakeTexture);
                        switch (snakes.ElementAt(0).currDirection)
                        {
                        case "up":
                            addSnake.position = new Vector2(snakes.ElementAt(snakes.Count() - 1).position.X, snakes.ElementAt(snakes.Count() - 1).position.Y);    // + snakeTexture.Height);
                            break;

                        case "down":
                            addSnake.position = new Vector2(snakes.ElementAt(snakes.Count() - 1).position.X, snakes.ElementAt(snakes.Count() - 1).position.Y);    // - snakeTexture.Height);
                            break;

                        case "left":
                            addSnake.position = new Vector2(snakes.ElementAt(snakes.Count() - 1).position.X, snakes.ElementAt(snakes.Count() - 1).position.Y);
                            break;

                        case "right":
                            addSnake.position = new Vector2(snakes.ElementAt(snakes.Count() - 1).position.X, snakes.ElementAt(snakes.Count() - 1).position.Y);
                            break;
                        }
                        snakePositions.Add(addSnake.position);
                        snakes.Enqueue(addSnake);
                        snakeSpeed += 8f;
                        score      += 100;
                        apples.RemoveAt(i);
                    }
                }

                if (apples.Count() == 0)
                {
                    Apple apple = new Apple(appleTexture, new Vector2(random.Next(0, _graphics.PreferredBackBufferHeight), random.Next(0, _graphics.PreferredBackBufferWidth)));
                    apples.Add(apple);
                }

                Vector2 keepSnakeInBounds = utilities.KeepInBounds(snakes.ElementAt(0).position, _graphics, snakeTexture);
                snakes.ElementAt(0).position = keepSnakeInBounds;

                if (utilities.CollideWithBounds(snakes.ElementAt(0).position, _graphics, snakeTexture))
                {
                    gameOver = true;
                }
            }
            base.Update(gameTime);
        }