mirror of
https://github.com/gui-cs/Terminal.Gui.git
synced 2025-12-26 15:57:56 +01:00
* Add empty snake scenario * Move snake head around * Snake now has a tail * Rest of logic implementation * Ctrl K D layout fixes * Game gets faster as you collect more apples * Adjust speed increase rate down * Use white on black for snake and border and red for apple * Fix ScenarioTests not Disposing Scenario * Add disposes and fix to use LineCanvas.GenerateImage * Fix stack overflow, doh! --------- Co-authored-by: Tig <tig@users.noreply.github.com>
353 lines
7.5 KiB
C#
353 lines
7.5 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.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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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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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) {
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Width = state.Width,
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Height = state.Height
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};
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Win.Add (snakeView);
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Stopwatch sw = new Stopwatch ();
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Task.Run (() => {
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while (!isDisposed) {
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sw.Restart ();
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if (state.AdvanceState ()) {
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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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var wait = state.SleepAfterAdvancingState - sw.ElapsedMilliseconds;
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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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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 class SnakeView : View {
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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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public SnakeState State { get; }
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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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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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public override void Redraw (Rect bounds)
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{
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base.Redraw (bounds);
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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 - 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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for (int i = 1; i < State.Snake.Count; i++) {
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var pt1 = State.Snake [i - 1];
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var pt2 = State.Snake [i];
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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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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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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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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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return false;
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}
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}
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private class SnakeState {
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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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public int Width { get; private set; }
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public int Height { get; private set; }
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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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/// <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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public Direction CurrentDirection { get; private set; }
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public Direction PlannedDirection { get; set; }
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public List<Point> Snake { get; private set; }
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public int SleepAfterAdvancingState { get; private set; } = StartingSpeed;
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int step;
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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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return false;
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}
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step = 0;
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UpdateDirection ();
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var 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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GameOver ();
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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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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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return true;
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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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return 2;
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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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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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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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return false;
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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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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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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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/// <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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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 Point GetNewRandomApplePoint ()
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{
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Random r = new Random ();
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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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var p = new Point (x, y);
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if (p == Head) {
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continue;
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}
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if (IsDeath (p)) {
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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 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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if (p.Y <= 0 || p.Y >= Height - 1) {
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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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return true;
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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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} |