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:
morpha 2023-03-28 23:21:20 +02:00
parent 3da34fadb2
commit 854d1bfde1

View File

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