Cleaned up a bit, OOPified it as well, even though I meant to keep it as procedural as possible (for now)
This commit is contained in:
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3da34fadb2
commit
854d1bfde1
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@ -29,21 +29,28 @@ namespace ConsoleSnake
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private struct Position2D
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{
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public Position2D() : this(-1, -1) { }
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public Position2D(Int32 x, Int32 y) { X = x; Y = y; }
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public Int32 X { get; set; }
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public Int32 Y { get; set; }
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}
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private struct Snake
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{
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public Direction Direction { get; set; } = Direction.Down;
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public Position2D HeadPosition { get; set; } = new Position2D();
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public List<Position2D> Segments { get; set; } = new List<Position2D>();
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public bool Growing { get; set; } = false;
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public Snake()
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{
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}
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}
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private static PlayArea _playArea = new PlayArea(1, 4, Console.WindowWidth - 2, Console.WindowHeight - 2);
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private static bool _running = true;
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private static bool _growingP1 = false;
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private static bool _growingP2 = false;
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private static Direction _directionP1 = Direction.Right;
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private static Direction _directionP2 = Direction.Left;
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private static Position2D _headP1 = new Position2D(-1, -1);
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private static Position2D _headP2 = new Position2D(-1, -1);
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private static List<Position2D> _snakeSegmentsP1 = new List<Position2D>();
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private static List<Position2D> _snakeSegmentsP2 = new List<Position2D>();
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private static Snake _snakeP1 = new Snake();
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private static Snake _snakeP2 = new Snake();
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private static Position2D _food = new Position2D(-1,-1);
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private static Random rng = new Random();
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static void Main(string[] args)
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@ -85,61 +92,51 @@ namespace ConsoleSnake
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{
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for (Int32 left = 0; left < _playArea.LeftEdge; ++left)
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Console.Write(' ');
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//Console.CursorLeft = _playArea.RightEdge+1;
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for (Int32 left = Console.CursorLeft = _playArea.RightEdge + 1; left < Console.WindowWidth; ++left)
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Console.Write(' ');
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/*Console.Write(' ');
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Console.CursorLeft = Console.WindowWidth-1;
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Console.Write(' ');*/
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}
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}
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/*for (Int32 top = _playArea.Top; top < _playArea.Height; ++top)
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{
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}
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for (Int32 left = _playArea.Left; left < _playArea.Width; ++left)
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{
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Console.SetCursorPosition(left, top);
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Console.Write(' ');
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}*/
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Console.BackgroundColor = ConsoleColor.Black;
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}
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private static void Reset()
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{
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_playArea = new PlayArea(1, 4, Console.WindowWidth - 2, Console.WindowHeight - 2);
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_running = true;
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_growingP1 = false;
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_growingP2 = false;
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_directionP1 = Direction.Right;
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_directionP2 = Direction.Left;
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_snakeSegmentsP1.Clear();
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_snakeSegmentsP2.Clear();
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_snakeP1.Growing = false;
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_snakeP2.Growing = false;
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_snakeP1.Direction = Direction.Right;
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_snakeP2.Direction = Direction.Left;
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_snakeP1.Segments.Clear();
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_snakeP2.Segments.Clear();
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// Set up anew
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_snakeSegmentsP1.Add(_headP1 = new Position2D(Console.BufferWidth / 2, Console.BufferHeight / 2));
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_snakeSegmentsP2.Add(_headP2 = new Position2D(Console.BufferWidth / 2 - 1, Console.BufferHeight / 2));
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_snakeP1.Segments.Add(_snakeP1.HeadPosition = new Position2D(Console.BufferWidth / 2, Console.BufferHeight / 2));
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_snakeP2.Segments.Add(_snakeP2.HeadPosition = new Position2D(Console.BufferWidth / 2 - 1, Console.BufferHeight / 2));
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SpawnFood();
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MoveCursor(_snakeSegmentsP1.Last());
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}
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private static void SpawnFood()
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{
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Position2D oldCursorPos = new Position2D(Console.CursorLeft, Console.CursorTop);
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//Position2D oldCursorPos = new Position2D(Console.CursorLeft, Console.CursorTop);
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do
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{
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_food = new Position2D(rng.Next(_playArea.LeftEdge+1, _playArea.RightEdge), rng.Next(_playArea.TopEdge, _playArea.BottomEdge));
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} while (_snakeSegmentsP1.Contains(_food) || _snakeSegmentsP2.Contains(_food));
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} while (_snakeP1.Segments.Contains(_food) || _snakeP2.Segments.Contains(_food));
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MoveCursor(_food);
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Console.ForegroundColor = ConsoleColor.Red;
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Console.Write('@');
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Console.ForegroundColor = ConsoleColor.Green;
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MoveCursor(oldCursorPos);
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//MoveCursor(oldCursorPos);
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}
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private static void JoinPlayer2()
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private static void WriteColAt(char text, ConsoleColor color, Position2D pos) => WriteColAt(text.ToString(), color, pos.X, pos.Y);
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private static void WriteColAt(string text, ConsoleColor color, Position2D pos) => WriteColAt(text, color, pos.X, pos.Y);
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private static void WriteColAt(char text, ConsoleColor color, Int32 x, Int32 y) => WriteColAt(text.ToString(), color, x, y);
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private static void WriteColAt(string text, ConsoleColor color, Int32 x, Int32 y)
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{
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Console.SetCursorPosition(x, y);
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Console.ForegroundColor = color;
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Console.Write(text);
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}
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private static void MoveCursor(Position2D pos) => MoveCursor(pos.X, pos.Y);
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@ -150,30 +147,23 @@ namespace ConsoleSnake
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}
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private static void GrowSnakes()
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{
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if (_snakeSegmentsP1.Count > 0)
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if (_snakeP1.Segments.Count > 0)
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{
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_snakeSegmentsP1.Add(_headP1);
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Console.SetCursorPosition(_headP1.X, _headP1.Y);
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Console.ForegroundColor = ConsoleColor.Green;
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Console.Write('#');
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_snakeP1.Segments.Add(_snakeP1.HeadPosition);
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WriteColAt('#', ConsoleColor.Green, _snakeP1.HeadPosition);
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}
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if (_snakeSegmentsP2.Count > 0)
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if (_snakeP2.Segments.Count > 0)
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{
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_snakeSegmentsP2.Add(_headP2);
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Console.SetCursorPosition(_headP2.X, _headP2.Y);
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Console.ForegroundColor = ConsoleColor.Cyan;
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Console.Write('#');
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_snakeP2.Segments.Add(_snakeP2.HeadPosition);
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WriteColAt('#', ConsoleColor.Cyan, _snakeP2.HeadPosition);
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}
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}
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private static void DeleteAt(Position2D pos) => DeleteAt(pos.X, pos.Y);
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private static void DeleteAt(Int32 x, Int32 y)
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{
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Int32 curX = Console.CursorLeft;
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Int32 curY = Console.CursorTop;
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MoveCursor(x, y);
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Console.Write(' ');
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MoveCursor(curX, curY);
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}
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private static bool Collision(Position2D pos1, Position2D pos2)
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@ -186,136 +176,118 @@ namespace ConsoleSnake
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ProcessMovement();
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if (_snakeSegmentsP1.Contains(_headP1) || _snakeSegmentsP2.Contains(_headP1))
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// P1 pepsi?
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if (_snakeP1.Segments.Contains(_snakeP1.HeadPosition) || _snakeP2.Segments.Contains(_snakeP1.HeadPosition))
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{
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foreach(Position2D segment in _snakeSegmentsP1)
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foreach(Position2D segment in _snakeP1.Segments)
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DeleteAt(segment);
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_snakeSegmentsP1.Clear();
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_snakeP1.Segments.Clear();
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return;
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}
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if (_snakeSegmentsP1.Contains(_headP2) || _snakeSegmentsP2.Contains(_headP2))
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// P2 pepsi?
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if (_snakeP1.Segments.Contains(_snakeP2.HeadPosition) || _snakeP2.Segments.Contains(_snakeP2.HeadPosition))
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{
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foreach (Position2D segment in _snakeSegmentsP2)
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foreach (Position2D segment in _snakeP2.Segments)
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DeleteAt(segment);
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_snakeSegmentsP2.Clear();
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_snakeP2.Segments.Clear();
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return;
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}
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if(_snakeSegmentsP1.Count == 0 && _snakeSegmentsP2.Count == 0)
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// everyone pepsi? game over?!
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if(_snakeP1.Segments.Count == 0 && _snakeP2.Segments.Count == 0)
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_running = false;
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GrowSnakes();
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if(_food.X == _headP1.X && _food.Y == _headP1.Y)
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if(Collision(_food, _snakeP1.HeadPosition))
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{
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_growingP1 = true;
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_snakeP1.Growing = true;
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SpawnFood();
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} else if (_food.X == _headP2.X && _food.Y == _headP2.Y)
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} else if (Collision(_food, _snakeP2.HeadPosition))
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{
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_growingP2 = true;
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_snakeP2.Growing = true;
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SpawnFood();
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}
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// growth P1
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if (!_growingP1 && _snakeSegmentsP1.Count > 0)
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if (!_snakeP1.Growing && _snakeP1.Segments.Count > 0)
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{
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DeleteAt(_snakeSegmentsP1.First());
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_snakeSegmentsP1.Remove(_snakeSegmentsP1.First());
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DeleteAt(_snakeP1.Segments.First());
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_snakeP1.Segments.Remove(_snakeP1.Segments.First());
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}
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else
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_growingP1 = false;
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_snakeP1.Growing = false;
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// growth P2
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if (!_growingP2 && _snakeSegmentsP2.Count > 0)
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if (!_snakeP2.Growing && _snakeP2.Segments.Count > 0)
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{
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DeleteAt(_snakeSegmentsP2.First());
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_snakeSegmentsP2.Remove(_snakeSegmentsP2.First());
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DeleteAt(_snakeP2.Segments.First());
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_snakeP2.Segments.Remove(_snakeP2.Segments.First());
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}
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else
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_growingP2 = false;/**/
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_snakeP2.Growing = false;
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}
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private static void ProcessMovement()
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{
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/*switch (_directionP1)
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Position2D posP1 = _snakeP1.HeadPosition;
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Position2D posP2 = _snakeP2.HeadPosition;
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switch (_snakeP1.Direction)
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{
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case Direction.Up:
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if (Console.CursorTop - 1 < _playArea.TopEdge)
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Console.CursorTop = _playArea.BottomEdge;
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if (posP1.Y - 1 < _playArea.TopEdge)
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posP1.Y = _playArea.BottomEdge;
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else
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--Console.CursorTop;
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--posP1.Y;
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break;
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case Direction.Down:
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if (Console.CursorTop + 1 > _playArea.BottomEdge)
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Console.CursorTop = _playArea.TopEdge;
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if (posP1.Y + 1 > _playArea.BottomEdge)
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posP1.Y = _playArea.TopEdge;
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else
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++Console.CursorTop;
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++posP1.Y;
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break;
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case Direction.Left:
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if (Console.CursorLeft - 1 < _playArea.LeftEdge)
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Console.CursorLeft = _playArea.RightEdge;
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if (posP1.X - 1 < _playArea.LeftEdge)
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posP1.X = _playArea.RightEdge;
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else
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--Console.CursorLeft;
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--posP1.X;
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break;
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case Direction.Right:
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if (Console.CursorLeft + 1 > _playArea.RightEdge)
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Console.CursorLeft = _playArea.LeftEdge;
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if (posP1.X + 1 > _playArea.RightEdge)
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posP1.X = _playArea.LeftEdge;
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else
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++Console.CursorLeft;
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break;
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}/**/
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switch (_directionP1)
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{
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case Direction.Up:
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if (_headP1.Y - 1 < _playArea.TopEdge)
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_headP1.Y = _playArea.BottomEdge;
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else
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--_headP1.Y;
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break;
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case Direction.Down:
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if (_headP1.Y + 1 > _playArea.BottomEdge)
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_headP1.Y = _playArea.TopEdge;
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else
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++_headP1.Y;
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break;
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case Direction.Left:
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if (_headP1.X - 1 < _playArea.LeftEdge)
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_headP1.X = _playArea.RightEdge;
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else
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--_headP1.X;
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break;
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case Direction.Right:
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if (_headP1.X + 1 > _playArea.RightEdge)
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_headP1.X = _playArea.LeftEdge;
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else
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++_headP1.X;
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++posP1.X;
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break;
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}
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switch (_directionP2)
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switch (_snakeP2.Direction)
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{
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case Direction.Up:
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if (_headP2.Y - 1 < _playArea.TopEdge)
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_headP2.Y = _playArea.BottomEdge;
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if (posP2.Y - 1 < _playArea.TopEdge)
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posP2.Y = _playArea.BottomEdge;
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else
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--_headP2.Y;
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--posP2.Y;
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break;
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case Direction.Down:
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if (_headP2.Y + 1 > _playArea.BottomEdge)
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_headP2.Y = _playArea.TopEdge;
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if (posP2.Y + 1 > _playArea.BottomEdge)
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posP2.Y = _playArea.TopEdge;
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else
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++_headP2.Y;
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++posP2.Y;
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break;
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case Direction.Left:
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if (_headP2.X - 1 < _playArea.LeftEdge)
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_headP2.X = _playArea.RightEdge;
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if (posP2.X - 1 < _playArea.LeftEdge)
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posP2.X = _playArea.RightEdge;
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else
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--_headP2.X;
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--posP2.X;
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break;
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case Direction.Right:
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if (_headP2.X + 1 > _playArea.RightEdge)
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_headP2.X = _playArea.LeftEdge;
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if (posP2.X + 1 > _playArea.RightEdge)
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posP2.X = _playArea.LeftEdge;
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else
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++_headP2.X;
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++posP2.X;
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break;
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}
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_snakeP1.HeadPosition = posP1;
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_snakeP2.HeadPosition = posP2;
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}
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static void HandleInput()
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@ -326,49 +298,48 @@ namespace ConsoleSnake
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{
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// Movement P1
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case ConsoleKey.UpArrow:
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if(_directionP1 != Direction.Down)
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_directionP1 = Direction.Up;
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if(_snakeP1.Direction != Direction.Down)
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_snakeP1.Direction = Direction.Up;
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break;
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case ConsoleKey.DownArrow:
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if (_directionP1 != Direction.Up)
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_directionP1 = Direction.Down;
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if (_snakeP1.Direction != Direction.Up)
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_snakeP1.Direction = Direction.Down;
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break;
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case ConsoleKey.LeftArrow:
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if (_directionP1 != Direction.Right)
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_directionP1 = Direction.Left;
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if (_snakeP1.Direction != Direction.Right)
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_snakeP1.Direction = Direction.Left;
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break;
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case ConsoleKey.RightArrow:
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if (_directionP1 != Direction.Left)
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_directionP1 = Direction.Right;
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if (_snakeP1.Direction != Direction.Left)
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_snakeP1.Direction = Direction.Right;
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break;
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// Movement P2
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case ConsoleKey.W:
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if (_directionP2 != Direction.Down)
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_directionP2 = Direction.Up;
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if (_snakeP2.Direction != Direction.Down)
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_snakeP2.Direction = Direction.Up;
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break;
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case ConsoleKey.S:
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if (_directionP2 != Direction.Up)
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_directionP2 = Direction.Down;
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if (_snakeP2.Direction != Direction.Up)
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_snakeP2.Direction = Direction.Down;
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break;
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case ConsoleKey.A:
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if (_directionP2 != Direction.Right)
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_directionP2 = Direction.Left;
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if (_snakeP2.Direction != Direction.Right)
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_snakeP2.Direction = Direction.Left;
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break;
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case ConsoleKey.D:
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if (_directionP2 != Direction.Left)
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_directionP2 = Direction.Right;
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break;
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case ConsoleKey.D2:
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JoinPlayer2();
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if (_snakeP2.Direction != Direction.Left)
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_snakeP2.Direction = Direction.Right;
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break;
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case ConsoleKey.Escape:
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_running = false;
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break;
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case ConsoleKey.G:
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_growingP1 = !_growingP1;
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_snakeP1.Growing = !_snakeP1.Growing;
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break;
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case ConsoleKey.H:
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_snakeP2.Growing = !_snakeP2.Growing;
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break;
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}
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}
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