313 lines
9.2 KiB
C#
313 lines
9.2 KiB
C#
using System.Collections.ObjectModel;
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using System.Diagnostics;
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namespace Snake.Model;
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public class SnakeLevel : IDisposable{
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#region Enums
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/// <summary>
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/// States that a 'block' can be in
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/// </summary>
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public enum LevelBlock
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{
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Empty,
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Obstacle,
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Egg,
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Snake,
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SnakeHead,
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OutOfBounds
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}
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/// <summary>
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/// The directions that the snake can be headed
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/// </summary>
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public enum SnakeDirection
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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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/// <summary>
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/// States that the game can be in
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/// </summary>
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public enum GameState
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{
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Running,
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Paused,
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Dead
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}
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#endregion
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#region Fields
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public static readonly TimeSpan TickTimeSpan = TimeSpan.FromMilliseconds(500); // Time between two ingame ticks
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private readonly List<Point> _obstacles; // List of obstacles on the map
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private readonly List<Point> _snake; // Coordinates of the snake's body but not the head
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private readonly List<Point> _eggs; // Coordinates of the current eggs
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private int _round; // Countdown to till the new egg
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private ITimer timer; // The timer object
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private GameState _state; // The current game state
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private SnakeDirection _last_direction = SnakeDirection.Down; // The direction the snake moved last round
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private SnakeDirection _snake_head_direction; // Current direction of the snake
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internal bool _disable_snake_movement = false; // Snake movement can be disabled for testing
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internal bool _disable_egg_generation = false; // Egg generation can be turned off for testing
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#endregion
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#region Properties
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public int Size { get; } // Size of the map (The map is square)
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public int NewEggRound { get; } // How many rounds between new egg generation
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public ReadOnlyCollection<Point> Obstacles => _obstacles.AsReadOnly();
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public int EggLimit { get; } // Limit of how many eggs can be on the map
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public Point SnakeHead { get; private set; } // Coordinates of the head of the snake
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// Head is not in snake
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// First is closest to the head
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public ReadOnlyCollection<Point> Snake => _snake.AsReadOnly();
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public int SnakeLength => Snake.Count + 1; // Current length of the snake
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public ReadOnlyCollection<Point> Eggs => _eggs.AsReadOnly();
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public int Score { get; private set; } // Current score
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public GameState State
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{
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get => _state;
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private set
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{
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_state = value;
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if (_state == GameState.Dead)
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{
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timer.Change(Timeout.InfiniteTimeSpan, TickTimeSpan);
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}
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GameStateUpdate?.Invoke(this, _state);
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}
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}
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public SnakeDirection SnakeHeadDirection
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{
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get => _snake_head_direction;
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set
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{
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switch (value, _last_direction)
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{
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case { value: SnakeDirection.Up or SnakeDirection.Down, _last_direction: SnakeDirection.Left or SnakeDirection.Right }:
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case { value: SnakeDirection.Left or SnakeDirection.Right, _last_direction: SnakeDirection.Up or SnakeDirection.Down }:
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_snake_head_direction = value;
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break;
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}
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}
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}
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public LevelBlock this[Point p]
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{
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get
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{
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if (_obstacles.Contains(p))
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{
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return LevelBlock.Obstacle;
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}
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else if (p == SnakeHead)
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{
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return LevelBlock.SnakeHead;
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}
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else if (_snake.Contains(p))
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{
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return LevelBlock.Snake;
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}
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else if (_eggs.Contains(p))
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{
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return LevelBlock.Egg;
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}
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else if (p.X < 0 || p.Y < 0 || p.X >= Size || p.Y >= Size)
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{
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return LevelBlock.OutOfBounds;
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}
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return LevelBlock.Empty;
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}
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}
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#endregion
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#region Events
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public event EventHandler? GameUpdate; // The map was updated
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public event EventHandler<GameState>? GameStateUpdate; // The game state was updated
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#endregion
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#region Constructors
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public SnakeLevel(int size, IEnumerable<Point> obstacles, int snake_start_length, int new_egg_round, int egg_limit, TimeProvider time_provider){
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this.Size = size;
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this.NewEggRound = new_egg_round;
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this._round = NewEggRound;
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this.EggLimit = egg_limit;
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_obstacles = new List<Point>(obstacles);
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_eggs = [];
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_snake = [];
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SnakeHead = (size / 2, snake_start_length-1);
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for(int i= snake_start_length - 2; i>=0; i--){
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_snake.Add((size / 2, i));
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}
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_snake_head_direction = SnakeDirection.Down;
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_last_direction = SnakeDirection.Down;
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timer = time_provider.CreateTimer(new TimerCallback(_timer_Tick), null, Timeout.InfiniteTimeSpan, TickTimeSpan);
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_state = GameState.Paused;
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}
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public SnakeLevel(int size, IEnumerable<Point> obstacles, int snake_start_length, int new_egg_round, int egg_limit) : this(size, obstacles, snake_start_length, new_egg_round, egg_limit, TimeProvider.System)
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{
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}
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#endregion
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#region Event handlers
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private void _timer_Tick(object? state)
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{
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Tick();
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GameUpdate?.Invoke(this, EventArgs.Empty);
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}
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#endregion
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#region Methods
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private void Tick(){
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if (!_disable_snake_movement)
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{
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Point new_snake_head = (0, 0);
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switch (SnakeHeadDirection)
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{
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case SnakeDirection.Up:
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new_snake_head = (SnakeHead.X, SnakeHead.Y - 1);
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break;
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case SnakeDirection.Down:
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new_snake_head = (SnakeHead.X, SnakeHead.Y + 1);
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break;
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case SnakeDirection.Left:
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new_snake_head = (SnakeHead.X - 1, SnakeHead.Y);
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break;
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case SnakeDirection.Right:
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new_snake_head = (SnakeHead.X + 1, SnakeHead.Y);
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break;
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}
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if (this[new_snake_head] is LevelBlock.Obstacle or LevelBlock.Snake or LevelBlock.OutOfBounds)
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{
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State = GameState.Dead;
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return;
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}
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Point last = _snake.Last();
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for (int i = Snake.Count - 1; i > 0; i--)
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{
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_snake[i] = _snake[i - 1];
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}
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_snake[0] = SnakeHead;
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if (this[new_snake_head] is LevelBlock.Egg)
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{
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_snake.Add(last);
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_eggs.Remove(new_snake_head);
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Score++;
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}
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SnakeHead = new_snake_head;
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}
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if (!_disable_egg_generation)
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{
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if (Eggs.Count < EggLimit && --_round == 0)
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{
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_round = NewEggRound;
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int avail_pos = Size * Size - Eggs.Count - Obstacles.Count - SnakeLength;
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if (avail_pos > 0)
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{
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int pos = Random.Shared.Next(0, avail_pos);
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Point p = (-1, 0);
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for (int i = 0; i < pos + 1; i++)
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{
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do
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{
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p = (p.X + 1, p.Y);
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if (p.X >= Size)
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{
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p = (0, p.Y + 1);
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}
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} while (this[p] is not LevelBlock.Empty) ;
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}
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_eggs.Add(p);
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}
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}
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}
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_last_direction = SnakeHeadDirection;
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}
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public void Start()
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{
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if(State == GameState.Paused)
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{
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State = GameState.Running;
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timer.Change(TickTimeSpan, TickTimeSpan);
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}
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else
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{
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throw new Exception("Game is not paused");
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}
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}
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public void Pause()
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{
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if(State == GameState.Running)
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{
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State = GameState.Paused;
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timer.Change(Timeout.InfiniteTimeSpan, TickTimeSpan);
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}
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else
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{
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throw new Exception("Game is not running");
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}
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}
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#endregion
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#region Testing
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internal void AddEgg(Point p)
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{
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_eggs.Add(p);
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}
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#endregion
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#region IDisposable
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private bool _disposed_value;
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protected virtual void Dispose(bool disposing)
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{
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if (!_disposed_value)
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{
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if (disposing)
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{
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// TODO: dispose managed state (managed objects)
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timer.Dispose();
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}
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// TODO: free unmanaged resources (unmanaged objects) and override finalizer
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// TODO: set large fields to null
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_disposed_value = true;
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}
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}
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// // TODO: override finalizer only if 'Dispose(bool disposing)' has code to free unmanaged resources
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// ~SnakeLevel()
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// {
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// // Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
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// Dispose(disposing: false);
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// }
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public void Dispose()
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{
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// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
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Dispose(disposing: true);
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GC.SuppressFinalize(this);
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}
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#endregion
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} |