Somewhat major refactor

Snake is now a class, this marks the start of OOPing this thing
Snakes are now an array, making for much sleeker code
Optimized AllSnakeThings, at the cost of debug features like grow-on-key-stroke
master
Constantin Köpplinger 2023-03-30 00:57:43 +02:00
parent 0f752bdb1c
commit f5f846d995
1 changed files with 101 additions and 152 deletions

View File

@ -35,13 +35,13 @@ namespace ConsoleSnake
public Int32 Y { get; set; }
}
private struct Snake
private class Snake
{
public bool Alive = true;
public Direction Direction { get; set; } = Direction.Down;
public ConsoleColor Color { get; set; } = ConsoleColor.Green;
public Position2D HeadPosition { get; set; } = new Position2D();
public List<Position2D> Segments { get; set; } = new List<Position2D>();
public bool Growing { get; set; } = false;
public Snake()
{
@ -50,8 +50,10 @@ namespace ConsoleSnake
private static PlayArea _playArea = new PlayArea(1, 4, Console.WindowWidth - 2, Console.WindowHeight - 2);
private static bool _running = true;
private static Snake _snakeP1 = new Snake();
private static Snake _snakeP2 = new Snake();
private static Snake[] _snakes = {
new Snake(),
new Snake()
};
private static Position2D _food = new Position2D(-1,-1);
private static Random rng = new Random();
private static Int32 _desiredFrameTime = 75;
@ -59,8 +61,6 @@ namespace ConsoleSnake
private static DateTime _frameTiming = DateTime.Now;
static void Main(string[] args)
{
String blub = null;
WriteColAt(blub, ConsoleColor.DarkBlue, 0, 0);
Console.ReadKey();
Console.SetBufferSize(Console.WindowWidth, Console.WindowHeight);
@ -115,22 +115,23 @@ namespace ConsoleSnake
{
_playArea = new PlayArea(1, 4, Console.WindowWidth - 2, Console.WindowHeight - 2);
_running = true;
_snakeP1.Growing = false;
_snakeP2.Growing = false;
_snakeP1.Direction = Direction.Right;
_snakeP2.Direction = Direction.Left;
_snakeP1.Segments.Clear();
_snakeP2.Segments.Clear();
_snakes[0].Direction = Direction.Right;
_snakes[1].Direction = Direction.Left;
_snakes[0].Color = ConsoleColor.Green;
_snakes[1].Color = ConsoleColor.Cyan;
_snakes[0].Segments.Clear();
_snakes[1].Segments.Clear();
// Set up anew
_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));
_snakes[0].Segments.Add(_snakes[0].HeadPosition = new Position2D(Console.BufferWidth / 2, Console.BufferHeight / 2));
_snakes[1].Segments.Add(_snakes[1].HeadPosition = new Position2D(Console.BufferWidth / 2 - 1, Console.BufferHeight / 2));
SpawnFood();
}
private static bool SnakeCollision(Position2D position)
{
return _snakeP1.Segments.Contains(position) || _snakeP2.Segments.Contains(position);
return _snakes[0].Segments.Contains(position) || _snakes[1].Segments.Contains(position);
}
private static void SpawnFood()
@ -159,18 +160,10 @@ namespace ConsoleSnake
Console.SetCursorPosition(left, top);
Console.CursorVisible = false;
}
private static void GrowSnakes()
private static void GrowSnake(Snake snake)
{
if (_snakeP1.Alive)
{
_snakeP1.Segments.Add(_snakeP1.HeadPosition);
WriteColAt('#', ConsoleColor.Green, _snakeP1.HeadPosition);
}
if (_snakeP2.Alive)
{
_snakeP2.Segments.Add(_snakeP2.HeadPosition);
WriteColAt('#', ConsoleColor.Cyan, _snakeP2.HeadPosition);
}
snake.Segments.Add(snake.HeadPosition);
WriteColAt('#', snake.Color, snake.HeadPosition);
}
private static void DeleteAt(Position2D pos) => DeleteAt(pos.X, pos.Y);
@ -185,125 +178,87 @@ namespace ConsoleSnake
return (pos1.X == pos2.X && pos1.Y == pos2.Y);
}
private static void KillSnake(Snake snake)
{
foreach (Position2D segment in snake.Segments)
DeleteAt(segment);
snake.Segments.Clear();
snake.HeadPosition = new Position2D(-1, -1);
snake.Alive = false;
}
private static void AllSnakeThings()
{
ProcessMovement();
// P1 pepsi?
if (_snakeP1.Segments.Contains(_snakeP1.HeadPosition) || _snakeP2.Segments.Contains(_snakeP1.HeadPosition))
foreach (Snake snake in _snakes)
{
foreach(Position2D segment in _snakeP1.Segments)
DeleteAt(segment);
_snakeP1.Segments.Clear();
_snakeP1.Alive = false;
return;
}
// P2 pepsi?
if (_snakeP1.Segments.Contains(_snakeP2.HeadPosition) || _snakeP2.Segments.Contains(_snakeP2.HeadPosition))
{
foreach (Position2D segment in _snakeP2.Segments)
DeleteAt(segment);
_snakeP2.Segments.Clear();
_snakeP2.Alive = false;
return;
}
// everyone pepsi? game over?!
if(!_snakeP1.Alive && !_snakeP2.Alive)
_running = false;
if (snake.Alive)
{
// is this snake running into the other snake or itself?
if (SnakeCollision(snake.HeadPosition))
{
KillSnake(snake);
// everyone pepsi? game over?!
if (!_snakes[0].Alive && !_snakes[1].Alive)
_running = false;
continue;
}
if(Collision(_food, _snakeP1.HeadPosition))
{
_snakeP1.Growing = true;
SpawnFood();
} else if (Collision(_food, _snakeP2.HeadPosition))
{
_snakeP2.Growing = true;
SpawnFood();
}
// is this snake picking up food?
if (Collision(_food, snake.HeadPosition))
{
SpawnFood();
}
else
{
DeleteAt(snake.Segments.First());
snake.Segments.Remove(snake.Segments.First());
}
// Delete P1 tail if not growing
if (!_snakeP1.Growing && _snakeP1.Segments.Count > 0)
{
DeleteAt(_snakeP1.Segments.First());
_snakeP1.Segments.Remove(_snakeP1.Segments.First());
}
else
_snakeP1.Growing = false;
// Delete P2 tail if not growing
if (!_snakeP2.Growing && _snakeP2.Segments.Count > 0)
{
DeleteAt(_snakeP2.Segments.First());
_snakeP2.Segments.Remove(_snakeP2.Segments.First());
}
else
_snakeP2.Growing = false;
GrowSnake(snake);
}
GrowSnakes();
}
}
private static void ProcessMovement()
{
Position2D posP1 = _snakeP1.HeadPosition;
Position2D posP2 = _snakeP2.HeadPosition;
switch (_snakeP1.Direction)
foreach(Snake snake in _snakes)
{
case Direction.Up:
if (posP1.Y - 1 < _playArea.TopEdge)
posP1.Y = _playArea.BottomEdge;
else
--posP1.Y;
break;
case Direction.Down:
if (posP1.Y + 1 > _playArea.BottomEdge)
posP1.Y = _playArea.TopEdge;
else
++posP1.Y;
break;
case Direction.Left:
if (posP1.X - 1 < _playArea.LeftEdge)
posP1.X = _playArea.RightEdge;
else
--posP1.X;
break;
case Direction.Right:
if (posP1.X + 1 > _playArea.RightEdge)
posP1.X = _playArea.LeftEdge;
else
++posP1.X;
break;
}
switch (_snakeP2.Direction)
{
case Direction.Up:
if (posP2.Y - 1 < _playArea.TopEdge)
posP2.Y = _playArea.BottomEdge;
else
--posP2.Y;
break;
case Direction.Down:
if (posP2.Y + 1 > _playArea.BottomEdge)
posP2.Y = _playArea.TopEdge;
else
++posP2.Y;
break;
case Direction.Left:
if (posP2.X - 1 < _playArea.LeftEdge)
posP2.X = _playArea.RightEdge;
else
--posP2.X;
break;
case Direction.Right:
if (posP2.X + 1 > _playArea.RightEdge)
posP2.X = _playArea.LeftEdge;
else
++posP2.X;
break;
}
Position2D position = snake.HeadPosition;
_snakeP1.HeadPosition = posP1;
_snakeP2.HeadPosition = posP2;
switch (snake.Direction)
{
case Direction.Up:
if (position.Y - 1 < _playArea.TopEdge)
position.Y = _playArea.BottomEdge;
else
--position.Y;
break;
case Direction.Down:
if (position.Y + 1 > _playArea.BottomEdge)
position.Y = _playArea.TopEdge;
else
++position.Y;
break;
case Direction.Left:
if (position.X - 1 < _playArea.LeftEdge)
position.X = _playArea.RightEdge;
else
--position.X;
break;
case Direction.Right:
if (position.X + 1 > _playArea.RightEdge)
position.X = _playArea.LeftEdge;
else
++position.X;
break;
}
snake.HeadPosition = position;
}
}
static void HandleInput()
@ -314,49 +269,43 @@ namespace ConsoleSnake
{
// Movement P1
case ConsoleKey.UpArrow:
if(_snakeP1.Direction != Direction.Down)
_snakeP1.Direction = Direction.Up;
if(_snakes[0].Direction != Direction.Down)
_snakes[0].Direction = Direction.Up;
break;
case ConsoleKey.DownArrow:
if (_snakeP1.Direction != Direction.Up)
_snakeP1.Direction = Direction.Down;
if (_snakes[0].Direction != Direction.Up)
_snakes[0].Direction = Direction.Down;
break;
case ConsoleKey.LeftArrow:
if (_snakeP1.Direction != Direction.Right)
_snakeP1.Direction = Direction.Left;
if (_snakes[0].Direction != Direction.Right)
_snakes[0].Direction = Direction.Left;
break;
case ConsoleKey.RightArrow:
if (_snakeP1.Direction != Direction.Left)
_snakeP1.Direction = Direction.Right;
if (_snakes[0].Direction != Direction.Left)
_snakes[0].Direction = Direction.Right;
break;
// Movement P2
case ConsoleKey.W:
if (_snakeP2.Direction != Direction.Down)
_snakeP2.Direction = Direction.Up;
if (_snakes[1].Direction != Direction.Down)
_snakes[1].Direction = Direction.Up;
break;
case ConsoleKey.S:
if (_snakeP2.Direction != Direction.Up)
_snakeP2.Direction = Direction.Down;
if (_snakes[1].Direction != Direction.Up)
_snakes[1].Direction = Direction.Down;
break;
case ConsoleKey.A:
if (_snakeP2.Direction != Direction.Right)
_snakeP2.Direction = Direction.Left;
if (_snakes[1].Direction != Direction.Right)
_snakes[1].Direction = Direction.Left;
break;
case ConsoleKey.D:
if (_snakeP2.Direction != Direction.Left)
_snakeP2.Direction = Direction.Right;
if (_snakes[1].Direction != Direction.Left)
_snakes[1].Direction = Direction.Right;
break;
case ConsoleKey.Escape:
_running = false;
break;
case ConsoleKey.G:
_snakeP1.Growing = !_snakeP1.Growing;
break;
case ConsoleKey.H:
_snakeP2.Growing = !_snakeP2.Growing;
break;
}
}
}