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