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- using System;
- using System.Collections.Generic;
- using System.Diagnostics;
- using System.Linq;
- using System.Text;
- using System.Threading.Tasks;
- using Terminal.Gui;
- namespace UICatalog.Scenarios;
- [ScenarioMetadata ("Snake", "The game of apple eating.")]
- [ScenarioCategory ("Colors")]
- [ScenarioCategory ("Drawing")]
- public class Snake : Scenario
- {
- private bool isDisposed;
- public override void Main ()
- {
- Application.Init ();
- var win = new Window { Title = GetQuitKeyAndName () };
- var state = new SnakeState ();
- state.Reset (60, 20);
- var snakeView = new SnakeView (state) { Width = state.Width, Height = state.Height };
- win.Add (snakeView);
- var sw = new Stopwatch ();
- Task.Run (
- () =>
- {
- while (!isDisposed)
- {
- sw.Restart ();
- if (state.AdvanceState ())
- {
- // When updating from a Thread/Task always use Invoke
- Application.Invoke (() => { snakeView.SetNeedsDisplay (); });
- }
- long wait = state.SleepAfterAdvancingState - sw.ElapsedMilliseconds;
- if (wait > 0)
- {
- Task.Delay ((int)wait).Wait ();
- }
- }
- }
- );
- Application.Run (win);
- win.Dispose ();
- Application.Shutdown ();
- }
- protected override void Dispose (bool disposing)
- {
- isDisposed = true;
- base.Dispose (disposing);
- }
- private enum Direction
- {
- Up,
- Down,
- Left,
- Right
- }
- private class SnakeState
- {
- public const int AppleGrowRate = 5;
- public const int MaxSpeed = 20;
- public const int StartingLength = 10;
- public const int StartingSpeed = 50;
- private int step;
- /// <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; }
- /// <summary>Position of the snakes head</summary>
- public Point Head => Snake.Last ();
- public int Height { get; private set; }
- public Direction PlannedDirection { get; set; }
- public int SleepAfterAdvancingState { get; private set; } = StartingSpeed;
- public List<Point> Snake { get; private set; }
- public int Width { get; private set; }
- public void GrowSnake ()
- {
- Point tail = Snake.First ();
- Snake.Insert (0, tail);
- }
- public void GrowSnake (int amount)
- {
- for (var i = 0; i < amount; i++)
- {
- GrowSnake ();
- }
- }
- internal bool AdvanceState ()
- {
- step++;
- if (step < GetStepVelocity ())
- {
- return false;
- }
- step = 0;
- UpdateDirection ();
- Point 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;
- }
- /// <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 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");
- }
- private Point GetNewRandomApplePoint ()
- {
- var r = new Random ();
- for (var i = 0; i < 1000; i++)
- {
- int x = r.Next (0, Width);
- int 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 int GetStepVelocity ()
- {
- if (CurrentDirection == Direction.Left || CurrentDirection == Direction.Right)
- {
- return 1;
- }
- return 2;
- }
- 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 void UpdateDirection ()
- {
- if (!AreOpposites (CurrentDirection, PlannedDirection))
- {
- CurrentDirection = PlannedDirection;
- }
- }
- }
- private class SnakeView : View
- {
- private readonly Rune _appleRune;
- private readonly Attribute red = new (Color.Red, Color.Black);
- private readonly Attribute white = new (Color.White, Color.Black);
- public SnakeView (SnakeState state)
- {
- _appleRune = CM.Glyphs.Apple;
- if (!Driver.IsRuneSupported (_appleRune))
- {
- _appleRune = CM.Glyphs.AppleBMP;
- }
- State = state;
- CanFocus = true;
- ColorScheme = new ColorScheme
- {
- Normal = white,
- Focus = white,
- HotNormal = white,
- HotFocus = white,
- Disabled = white
- };
- }
- public SnakeState State { get; }
- public override void OnDrawContent (Rectangle viewport)
- {
- base.OnDrawContent (viewport);
- Driver.SetAttribute (white);
- Clear ();
- var canvas = new LineCanvas ();
- canvas.AddLine (Point.Empty, State.Width, Orientation.Horizontal, LineStyle.Double);
- canvas.AddLine (Point.Empty, State.Height, Orientation.Vertical, LineStyle.Double);
- canvas.AddLine (new Point (0, State.Height - 1), State.Width, Orientation.Horizontal, LineStyle.Double);
- canvas.AddLine (new Point (State.Width - 1, 0), State.Height, Orientation.Vertical, LineStyle.Double);
- for (var i = 1; i < State.Snake.Count; i++)
- {
- Point pt1 = State.Snake [i - 1];
- Point pt2 = State.Snake [i];
- Orientation orientation = pt1.X == pt2.X ? Orientation.Vertical : Orientation.Horizontal;
- int length = orientation == Orientation.Horizontal ? pt1.X > pt2.X ? 2 : -2 :
- pt1.Y > pt2.Y ? 2 : -2;
- canvas.AddLine (
- pt2,
- length,
- orientation,
- LineStyle.Single
- );
- }
- foreach (KeyValuePair<Point, Rune> p in canvas.GetMap (Viewport))
- {
- AddRune (p.Key.X, p.Key.Y, p.Value);
- }
- Driver.SetAttribute (red);
- AddRune (State.Apple.X, State.Apple.Y, _appleRune);
- Driver.SetAttribute (white);
- }
- // BUGBUG: Should (can) this use key bindings instead.
- protected override bool OnKeyDown (Key key)
- {
- if (key.KeyCode == KeyCode.CursorUp)
- {
- State.PlannedDirection = Direction.Up;
- return true;
- }
- if (key.KeyCode == KeyCode.CursorDown)
- {
- State.PlannedDirection = Direction.Down;
- return true;
- }
- if (key.KeyCode == KeyCode.CursorLeft)
- {
- State.PlannedDirection = Direction.Left;
- return true;
- }
- if (key.KeyCode == KeyCode.CursorRight)
- {
- State.PlannedDirection = Direction.Right;
- return true;
- }
- return false;
- }
- }
- }
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