mirror of
https://github.com/gui-cs/Terminal.Gui.git
synced 2025-12-31 02:08:03 +01:00
* Replace all 342 `== null` with `is null`
* Replace 354 `!= null` with `is { }`
* Wrap these in conditionals since they break tests against Release configuration
The members they depend on do not exist in Release configuration
* Split these up and dispose properly
This test needs to be revisited for several reasons at some point.
* Fix release configuration tests
* Declare interface these already support
* Annotate constructor properly and use throw helper
* Move class to its own file
* Rename these files so they nest in the solution explorer
* Make this a record type and remove now-redundant/illegal members
* Reference passing to avoid some struct copies
* Simplify this
* Carry reference passing through as appropriate
* Turn this into a record struct
* Remove unused internal constructor and its test
It was only used by that test.
* Simplify this constructor
* This should be a property
* Simplify constructor
* Simplify GetHashCode
* Mark this ignored just in case
* Missed a couple of opportunities for reference passing
* record struct already does this by value
* Remove unused class
* Simplify the type initializer and Reset method
* Implement INotifyCollectionChanged and IDictionary by delegating to ColorSchemes
* Fix for reflection-based configuration
* Make CI build happy by disambiguiating this attribute
* Add PERF, NOTE, QUESTION, and CONCURRENCY tags for the todo explorer
* Make this string comparison faster.
* Add a tag for unclear intent
* This is a constant
* Turn this into a constant via use of a unicode literal
* Remove this method and its test
It is unused
There's no guarantee at all that the parent process is the terminal.
There are good reasons, including that one, why there's no simple way to do it in .net.
It's also of course a windows-only thing, if using WMI.
* With the WMI method gone, we no longer need this
* Make this more efficient
* Add detail to this property's XmlDoc
* Move the general properties up top because order matters
* Make sure any constants defined at higher levels are not clobbered and define a couple more
* Put InternalsVisibleTo in its own group
* Sort dependencies alphabetically and update
* Global usings
* Split to one type per file
* Collection expression
* Fix naming
* Inline to avoid copies
* This is already a value copy (struct)
* Combine to one non-destructive mutation
* Avoid some potential boxing
* Turn on null analysis here
* Remove unnecessary cast and use real type name
* Seal this
* Fix name
* Move nested class to a nested file (no type layout change made)
* Undo naming change that isn't changed globally until next batch
* Rename Rect to Rectangle in preparation for removal
* Add baseline test for ToString checking for current behavior.
* Change to behavior matching System.Drawing.Rectangle
* Fix this test
This is not a test of Rectangle, so trust that Rectangle gets it right.
* Fix these tests the same way as the previous commit
* These should be testing against the Rectangles, not the strings
* Slightly de-couple these as well
* Test against Rectangles, not strings
* Collection expressions and constants
* Remove this
* Perform proper platform-agnostic normalization
* Make this easier to follow (naming only)
* Add a category to this
* Use raw strings for better clarity
* Some more categorization
* Re-apply backed-out naming change from parent branch
* Change GetHashCode to be equivalent to System.Drawing.Rectangle
* Update this since 6.0.0 is no longer available and prevents build
* This check is redundant with the rectangle check below
* Re-apply Rect->Rectangle name changes in these files
389 lines
10 KiB
C#
389 lines
10 KiB
C#
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.Text;
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using System.Threading.Tasks;
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using Terminal.Gui;
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namespace UICatalog.Scenarios;
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[ScenarioMetadata ("Snake", "The game of apple eating.")]
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[ScenarioCategory ("Colors")]
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[ScenarioCategory ("Drawing")]
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public class Snake : Scenario
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{
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private bool isDisposed;
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public override void Setup ()
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{
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base.Setup ();
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var state = new SnakeState ();
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state.Reset (60, 20);
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var snakeView = new SnakeView (state) { Width = state.Width, Height = state.Height };
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Win.Add (snakeView);
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var sw = new Stopwatch ();
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Task.Run (
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() =>
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{
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while (!isDisposed)
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{
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sw.Restart ();
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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.Invoke (() => { snakeView.SetNeedsDisplay (); });
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}
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long wait = state.SleepAfterAdvancingState - sw.ElapsedMilliseconds;
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if (wait > 0)
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{
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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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private enum Direction
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{
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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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private class SnakeState
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{
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public const int AppleGrowRate = 5;
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public const int MaxSpeed = 20;
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public const int StartingLength = 10;
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public const int StartingSpeed = 50;
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private int step;
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/// <summary>Current position of the Apple that the snake has to eat.</summary>
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public Point Apple { get; private set; }
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public Direction CurrentDirection { get; private set; }
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/// <summary>Position of the snakes head</summary>
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public Point Head => Snake.Last ();
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public int Height { get; private set; }
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public Direction PlannedDirection { get; set; }
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public int SleepAfterAdvancingState { get; private set; } = StartingSpeed;
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public List<Point> Snake { get; private set; }
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public int Width { get; private set; }
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public void GrowSnake ()
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{
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Point 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 (var i = 0; i < amount; i++)
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{
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GrowSnake ();
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}
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}
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internal bool AdvanceState ()
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{
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step++;
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if (step < GetStepVelocity ())
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{
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return false;
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}
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step = 0;
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UpdateDirection ();
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Point newHead = GetNewHeadPoint ();
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Snake.RemoveAt (0);
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Snake.Add (newHead);
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if (IsDeath (newHead))
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{
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GameOver ();
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}
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if (newHead == Apple)
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{
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GrowSnake (AppleGrowRate);
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Apple = GetNewRandomApplePoint ();
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var delta = 5;
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if (SleepAfterAdvancingState < 40)
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{
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delta = 3;
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}
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if (SleepAfterAdvancingState < 30)
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{
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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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return true;
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}
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/// <summary>Restarts the game with the given canvas size</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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{
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return;
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}
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Width = width;
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Height = height;
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var middle = new Point (width / 2, height / 2);
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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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SleepAfterAdvancingState = StartingSpeed;
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GrowSnake (StartingLength);
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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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{
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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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return false;
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}
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private void GameOver () { Reset (Width, Height); }
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private Point GetNewHeadPoint ()
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{
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switch (CurrentDirection)
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{
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case Direction.Left:
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return new Point (Head.X - 1, Head.Y);
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case Direction.Right:
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return new Point (Head.X + 1, Head.Y);
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case Direction.Up:
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return new Point (Head.X, Head.Y - 1);
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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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throw new Exception ("Unknown direction");
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}
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private Point GetNewRandomApplePoint ()
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{
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var r = new Random ();
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for (var i = 0; i < 1000; i++)
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{
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int x = r.Next (0, Width);
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int y = r.Next (0, Height);
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var p = new Point (x, y);
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if (p == Head)
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{
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continue;
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}
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if (IsDeath (p))
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{
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continue;
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}
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return p;
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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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private int GetStepVelocity ()
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{
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if (CurrentDirection == Direction.Left || CurrentDirection == Direction.Right)
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{
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return 1;
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}
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return 2;
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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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{
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return true;
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}
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if (p.Y <= 0 || p.Y >= Height - 1)
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{
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return true;
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}
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if (Snake.Take (Snake.Count - 1).Contains (p))
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{
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return true;
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}
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return false;
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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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{
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CurrentDirection = PlannedDirection;
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}
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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 readonly Rune _appleRune;
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private readonly Attribute red = new (Color.Red, Color.Black);
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private readonly Attribute white = new (Color.White, Color.Black);
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public SnakeView (SnakeState state)
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{
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_appleRune = CM.Glyphs.Apple;
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if (!Driver.IsRuneSupported (_appleRune))
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{
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_appleRune = CM.Glyphs.AppleBMP;
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}
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State = state;
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CanFocus = true;
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ColorScheme = new ColorScheme
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{
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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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public SnakeState State { get; }
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public override void OnDrawContent (Rectangle contentArea)
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{
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base.OnDrawContent (contentArea);
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Driver.SetAttribute (white);
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Clear ();
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var canvas = new LineCanvas ();
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canvas.AddLine (new Point (0, 0), State.Width, Orientation.Horizontal, LineStyle.Double);
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canvas.AddLine (new Point (0, 0), State.Height, Orientation.Vertical, LineStyle.Double);
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canvas.AddLine (new Point (0, State.Height - 1), State.Width, Orientation.Horizontal, LineStyle.Double);
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canvas.AddLine (new Point (State.Width - 1, 0), State.Height, Orientation.Vertical, LineStyle.Double);
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for (var i = 1; i < State.Snake.Count; i++)
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{
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Point pt1 = State.Snake [i - 1];
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Point pt2 = State.Snake [i];
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Orientation orientation = pt1.X == pt2.X ? Orientation.Vertical : Orientation.Horizontal;
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int length = orientation == Orientation.Horizontal ? pt1.X > pt2.X ? 2 : -2 :
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pt1.Y > pt2.Y ? 2 : -2;
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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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LineStyle.Single
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);
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}
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foreach (KeyValuePair<Point, Rune> p in canvas.GetMap (Bounds))
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{
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AddRune (p.Key.X, p.Key.Y, p.Value);
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}
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Driver.SetAttribute (red);
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AddRune (State.Apple.X, State.Apple.Y, _appleRune);
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Driver.SetAttribute (white);
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}
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// BUGBUG: Should (can) this use key bindings instead.
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public override bool OnKeyDown (Key keyEvent)
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{
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if (keyEvent.KeyCode == KeyCode.CursorUp)
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{
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State.PlannedDirection = Direction.Up;
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return true;
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}
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if (keyEvent.KeyCode == KeyCode.CursorDown)
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{
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State.PlannedDirection = Direction.Down;
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return true;
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}
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if (keyEvent.KeyCode == KeyCode.CursorLeft)
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{
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State.PlannedDirection = Direction.Left;
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return true;
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}
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if (keyEvent.KeyCode == KeyCode.CursorRight)
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{
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State.PlannedDirection = Direction.Right;
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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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}
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