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+using System;
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+using System.Collections.Generic;
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+using System.Diagnostics;
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+using System.Linq;
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+using System.Threading.Tasks;
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+using Terminal.Gui;
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+using Terminal.Gui.Graphs;
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+using Attribute = Terminal.Gui.Attribute;
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+
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+namespace UICatalog.Scenarios {
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+ [ScenarioMetadata (Name: "Snake", Description: "The game of apple eating.")]
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+ [ScenarioCategory ("Colors")]
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+ public class Snake : Scenario {
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+ private bool isDisposed;
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+
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+ public override void Setup ()
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+ {
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+ base.Setup ();
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+
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+ var state = new SnakeState ();
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+
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+ state.Reset (60, 20);
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+
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+ var snakeView = new SnakeView (state) {
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+ Width = state.Width,
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+ Height = state.Height
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+ };
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+
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+
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+ Win.Add (snakeView);
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+
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+ Stopwatch sw = new Stopwatch ();
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+
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+ Task.Run (() => {
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+ while (!isDisposed) {
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+
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+ sw.Restart ();
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+
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+ if (state.AdvanceState ()) {
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+
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+ // When updating from a Thread/Task always use Invoke
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+ Application.MainLoop?.Invoke (() => {
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+ snakeView.SetNeedsDisplay ();
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+ });
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+ }
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+
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+ var wait = state.SleepAfterAdvancingState - sw.ElapsedMilliseconds;
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+
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+ if (wait > 0) {
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+ Task.Delay ((int)wait).Wait ();
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+ }
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+ }
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+ });
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+ }
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+
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+ protected override void Dispose (bool disposing)
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+ {
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+ isDisposed = true;
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+ base.Dispose (disposing);
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+ }
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+
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+ private class SnakeView : View {
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+
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+ private Attribute red = new Terminal.Gui.Attribute (Color.Red,Color.Black);
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+ private Attribute white = new Terminal.Gui.Attribute (Color.White, Color.Black);
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+
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+ public SnakeState State { get; }
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+
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+ public SnakeView (SnakeState state)
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+ {
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+ State = state;
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+ CanFocus = true;
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+
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+ ColorScheme = new ColorScheme {
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+ Normal = white,
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+ Focus = white,
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+ HotNormal = white,
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+ HotFocus = white,
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+ Disabled = white
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+ };
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+ }
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+
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+ public override void Redraw (Rect bounds)
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+ {
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+ base.Redraw (bounds);
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+
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+ Driver.SetAttribute (white);
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+ Clear ();
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+
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+ var canvas = new LineCanvas ();
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+
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+ canvas.AddLine (new Point (0, 0), State.Width - 1, Orientation.Horizontal, BorderStyle.Double);
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+ canvas.AddLine (new Point (0, 0), State.Height - 1, Orientation.Vertical, BorderStyle.Double);
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+ canvas.AddLine (new Point (0, State.Height - 1), State.Width - 1, Orientation.Horizontal, BorderStyle.Double);
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+ canvas.AddLine (new Point (State.Width - 1, 0), State.Height - 1, Orientation.Vertical, BorderStyle.Double);
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+
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+ for (int i = 1; i < State.Snake.Count; i++) {
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+
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+ var pt1 = State.Snake [i - 1];
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+ var pt2 = State.Snake [i];
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+
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+ var orientation = pt1.X == pt2.X ? Orientation.Vertical : Orientation.Horizontal;
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+ var length = orientation == Orientation.Horizontal
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+ ? pt1.X > pt2.X ? 1 : -1
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+ : pt1.Y > pt2.Y ? 1 : -1;
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+
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+ canvas.AddLine (
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+ pt2,
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+ length,
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+ orientation,
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+ BorderStyle.Single);
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+
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+ }
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+
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+ foreach(var p in canvas.GenerateImage (bounds)) {
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+ AddRune (p.Key.X, p.Key.Y, p.Value);
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+ }
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+
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+
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+ Driver.SetAttribute (red);
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+ AddRune (State.Apple.X, State.Apple.Y, 'A');
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+ Driver.SetAttribute (white);
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+ }
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+ public override bool OnKeyDown (KeyEvent keyEvent)
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+ {
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+ if (keyEvent.Key == Key.CursorUp) {
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+ State.PlannedDirection = Direction.Up;
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+ return true;
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+ }
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+ if (keyEvent.Key == Key.CursorDown) {
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+ State.PlannedDirection = Direction.Down;
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+ return true;
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+ }
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+ if (keyEvent.Key == Key.CursorLeft) {
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+ State.PlannedDirection = Direction.Left;
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+ return true;
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+ }
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+ if (keyEvent.Key == Key.CursorRight) {
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+ State.PlannedDirection = Direction.Right;
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+ return true;
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+ }
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+
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+ return false;
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+ }
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+ }
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+ private class SnakeState {
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+
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+ public const int StartingLength = 10;
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+ public const int AppleGrowRate = 5;
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+ public const int StartingSpeed = 50;
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+ public const int MaxSpeed = 20;
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+
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+ public int Width { get; private set; }
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+ public int Height { get; private set; }
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+
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+ /// <summary>
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+ /// Position of the snakes head
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+ /// </summary>
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+ public Point Head => Snake.Last ();
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+
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+ /// <summary>
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+ /// Current position of the Apple that the snake has to eat.
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+ /// </summary>
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+ public Point Apple { get; private set; }
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+
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+ public Direction CurrentDirection { get; private set; }
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+ public Direction PlannedDirection { get; set; }
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+
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+ public List<Point> Snake { get; private set; }
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+
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+ public int SleepAfterAdvancingState { get; private set; } = StartingSpeed;
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+
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+ int step;
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+
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+ internal bool AdvanceState ()
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+ {
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+ step++;
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+
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+ if (step < GetStepVelocity ()) {
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+ return false;
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+ }
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+
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+ step = 0;
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+
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+ UpdateDirection ();
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+
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+ var newHead = GetNewHeadPoint ();
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+
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+ Snake.RemoveAt (0);
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+ Snake.Add (newHead);
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+
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+ if (IsDeath (newHead)) {
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+ GameOver ();
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+ }
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+
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+ if (newHead == Apple) {
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+ GrowSnake (AppleGrowRate);
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+ Apple = GetNewRandomApplePoint ();
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+
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+ var delta = 5;
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+ if(SleepAfterAdvancingState < 40) {
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+ delta = 3;
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+ }
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+ if (SleepAfterAdvancingState < 30) {
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+ delta = 2;
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+ }
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+ SleepAfterAdvancingState = Math.Max (MaxSpeed, SleepAfterAdvancingState - delta);
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+ }
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+
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+ return true;
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+ }
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+
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+ private int GetStepVelocity ()
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+ {
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+ if (CurrentDirection == Direction.Left || CurrentDirection == Direction.Right) {
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+ return 1;
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+ }
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+
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+ return 2;
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+ }
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+
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+ public void GrowSnake ()
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+ {
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+ var tail = Snake.First ();
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+ Snake.Insert (0, tail);
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+ }
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+ public void GrowSnake (int amount)
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+ {
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+ for (int i = 0; i < amount; i++) {
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+ GrowSnake ();
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+ }
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+ }
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+
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+ private void UpdateDirection ()
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+ {
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+ if (!AreOpposites (CurrentDirection, PlannedDirection)) {
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+ CurrentDirection = PlannedDirection;
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+ }
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+ }
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+
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+ private bool AreOpposites (Direction a, Direction b)
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+ {
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+ switch (a) {
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+ case Direction.Left: return b == Direction.Right;
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+ case Direction.Right: return b == Direction.Left;
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+ case Direction.Up: return b == Direction.Down;
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+ case Direction.Down: return b == Direction.Up;
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+ }
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+
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+ return false;
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+ }
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+
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+ private void GameOver ()
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+ {
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+ Reset (Width, Height);
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+ }
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+
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+ private Point GetNewHeadPoint ()
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+ {
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+ switch (CurrentDirection) {
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+ case Direction.Left:
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+ return new Point (Head.X - 1, Head.Y);
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+
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+ case Direction.Right:
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+ return new Point (Head.X + 1, Head.Y);
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+
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+ case Direction.Up:
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+ return new Point (Head.X, Head.Y - 1);
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+
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+ case Direction.Down:
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+ return new Point (Head.X, Head.Y + 1);
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+ }
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+
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+ throw new Exception ("Unknown direction");
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+ }
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+
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+ /// <summary>
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+ /// Restarts the game with the given canvas size
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+ /// </summary>
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+ /// <param name="width"></param>
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+ /// <param name="height"></param>
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+ internal void Reset (int width, int height)
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+ {
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+ if (width < 5 || height < 5) {
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+ return;
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+ }
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+
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+ Width = width;
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+ Height = height;
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+
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+ var middle = new Point (width / 2, height / 2);
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+
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+ // Start snake with a length of 2
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+ Snake = new List<Point> { middle, middle };
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+ Apple = GetNewRandomApplePoint ();
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+
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+ SleepAfterAdvancingState = StartingSpeed;
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+
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+ GrowSnake (StartingLength);
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+ }
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+
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+ private Point GetNewRandomApplePoint ()
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+ {
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+ Random r = new Random ();
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+
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+ for (int i = 0; i < 1000; i++) {
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+ var x = r.Next (0, Width);
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+ var y = r.Next (0, Height);
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+
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+ var p = new Point (x, y);
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+
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+ if (p == Head) {
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+ continue;
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+ }
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+
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+ if (IsDeath (p)) {
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+ continue;
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+ }
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+
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+ return p;
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+ }
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+
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+ // Game is won or we are unable to generate a valid apple
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+ // point after 1000 attempts. Maybe screen size is very small
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+ // or something. Either way restart the game.
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+ Reset (Width, Height);
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+ return Apple;
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+ }
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+
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+ private bool IsDeath (Point p)
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+ {
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+ if (p.X <= 0 || p.X >= Width - 1) {
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+ return true;
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+ }
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+
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+ if (p.Y <= 0 || p.Y >= Height - 1) {
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+ return true;
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+ }
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+
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+ if (Snake.Take (Snake.Count - 1).Contains (p))
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+ return true;
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+
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+ return false;
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+ }
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+ }
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+ private enum Direction {
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+ Up,
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+ Down,
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+ Left,
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+ Right
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+ }
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+ }
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+}
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