/// <summary>
/// 生成豆
/// </summary>
void UpdateBean()
{
if (_needBeansCount > 0 && (DateTime.Now - _prevAddBeanDateTime).TotalSeconds > 3)
{
List<CellPoint> emptyCells = GetEmptyCells();
if (emptyCells.Count == 0)
{
GameOver(this, EventArgs.Empty);
return;
}
CellPoint point = emptyCells[_random.Next(0, emptyCells.Count)];
Bean bean = new Bean();
bean.SetValue(Canvas.LeftProperty, point.X * App.CellSize);
bean.SetValue(Canvas.TopProperty, point.Y * App.CellSize);
_beans.Add(bean, point);
canvasBean.Children.Add(bean);
bean.ani.Completed += delegate
ripple.ShowRipple(new Point(point.X * App.CellSize + App.CellSize / 2, point.Y * App.CellSize + App.CellSize / 2));
player.PlayDrop();
};
_needBeansCount--;
_prevAddBeanDateTime = DateTime.Now;
}
}
private DateTime _prevDateTime = DateTime.Now;
private double _leftoverLength = 0d;
void CompositionTarget_Rendering(object sender, EventArgs e)
double length = (DateTime.Now - _prevDateTime).TotalSeconds + _leftoverLength;
while (length > _dt)
Update();
length -= _dt;
_leftoverLength = length;
_prevDateTime = DateTime.Now;
/// <summary>
/// 即時計算
private void Update()
if (!_enabled)
return;
double offset = Math.Round(_speed * _dt, _decimals);
// 蛇頭所處位置進入了網格點區域内
if (Math.Abs(Math.Round((double)_bodies.First().Key.GetValue(Canvas.TopProperty) % App.CellSize, _decimals)) < offset && Math.Abs(Math.Round((double)_bodies.First().Key.GetValue(Canvas.LeftProperty) % App.CellSize, _decimals)) < offset)
UpdateDirection();
CorrectPosition();
UpdateBodyCell();
CheckEat();
CheckSkin();
CheckCollision();
UpdateBean();
if (_needRaiseAteEvent)
Ate(this.Ate, EventArgs.Empty);
_needRaiseAteEvent = false;
UpdatePosition();
/// 蛻皮
private void CheckSkin()
if (_bodies.Count >= _ateCapacity + _selfLength)
AddSkin(_ateCapacity);
/// 碰撞檢測
private void CheckCollision()
if (_skins.Any(p => p.Value == _bodies.First().Value) || _bodies.Where(p => p.Key.BodyType == BodyType.Tail).Any(p => p.Value == _bodies.First().Value))
_enabled = false;
player.PlayOver();
GameOver(this, EventArgs.Empty);
/// 吃豆
private void CheckEat()
// 是否有被吃的豆
var bean = _beans.FirstOrDefault(p => p.Value == _bodies.First().Value).Key;
if (bean != null)
_beans.Remove(bean);
canvasBean.Children.Remove(bean);
player.PlayEat();
AddTail();
AddBean();
_needRaiseAteEvent = true;
/// 更新蛇的每一段的運動方向
private void UpdateDirection()
for (int i = _bodies.Count - 1; i > -1; i--)
if (i == 0)
_bodies.ElementAt(i).Key.MoveDirection = _moveDirection;
else
_bodies.ElementAt(i).Key.MoveDirection = _bodies.ElementAt(i - 1).Key.MoveDirection;
/// 更新蛇的每一段的位置
private void UpdatePosition()
foreach (var body in _bodies.Keys)
if (body.MoveDirection == Direction.Up)
body.SetValue(Canvas.TopProperty, Math.Round((double)body.GetValue(Canvas.TopProperty) - offset, _decimals));
else if (body.MoveDirection == Direction.Down)
body.SetValue(Canvas.TopProperty, Math.Round((double)body.GetValue(Canvas.TopProperty) + offset, _decimals));
else if (body.MoveDirection == Direction.Left)
body.SetValue(Canvas.LeftProperty, Math.Round((double)body.GetValue(Canvas.LeftProperty) - offset, _decimals));
else if (body.MoveDirection == Direction.Right)
body.SetValue(Canvas.LeftProperty, Math.Round((double)body.GetValue(Canvas.LeftProperty) + offset, _decimals));
/// 蛻指定數量的皮
private void AddSkin(int count)
player.PlaySkin();
while (count > 0)
KeyValuePair<Body, CellPoint> body = _bodies.ElementAt(_bodies.Count - 1);
CellPoint skinPoint = body.Value;
Skin skin = new Skin();
skin.SetValue(Canvas.LeftProperty, skinPoint.X * App.CellSize);
skin.SetValue(Canvas.TopProperty, skinPoint.Y * App.CellSize);
_skins.Add(skin, skinPoint);
canvasSkin.Children.Add(skin);
_emptyCells.Remove(skinPoint);
canvasSnake.Children.Remove(body.Key);
_bodies.Remove(body.Key);
count--;
輔助方法#region 輔助方法
/// 修正指定的位置資訊為整數
private int CorrectPosition(double position)
double result;
double temp = Math.Round(position % App.CellSize, _decimals);
if (Math.Abs(temp) < offset)
result = Math.Round(position - temp);
else
result = Math.Round(position - temp) + Math.Sign(temp) * App.CellSize;
return (int)result;
/// 修正蛇的每一段的位置為整數
private void CorrectPosition()
foreach (Body body in _bodies.Keys)
double x = CorrectPosition((double)body.GetValue(Canvas.LeftProperty));
double y = CorrectPosition((double)body.GetValue(Canvas.TopProperty));
if (x == App.Width)
x = 0d;
else if (x == -App.CellSize)
x = App.Width - App.CellSize;
else if (y == App.Height)
y = 0d;
else if (y == -App.CellSize)
y = App.Height - App.CellSize;
body.SetValue(Canvas.LeftProperty, x);
body.SetValue(Canvas.TopProperty, y);
/// 更新蛇的每一段的網格位置資訊
private void UpdateBodyCell()
for (int i = 0; i < _bodies.Count; i++)
UpdateBodyCell(_bodies.ElementAt(i).Key);
/// 更新指定的 Body 的網格位置資訊
private void UpdateBodyCell(Body body)
CellPoint point = new CellPoint((int)((double)body.GetValue(Canvas.LeftProperty) / App.CellSize), (int)((double)body.GetValue(Canvas.TopProperty) / App.CellSize));
if (body.MoveDirection == Direction.Up)
point.Y--;
else if (body.MoveDirection == Direction.Down)
point.Y++;
else if (body.MoveDirection == Direction.Left)
point.X--;
else if (body.MoveDirection == Direction.Right)
point.X++;
point = CorrectCellPoint(point);
_bodies[body] = point;
/// 修正網格位置
private CellPoint CorrectCellPoint(CellPoint point)
if (point.X > _columns - 1)
point.X = _columns - point.X;
else if (point.X < 0)
point.X = point.X + _columns;
if (point.Y > _rows - 1)
point.Y = _rows - point.Y;
else if (point.Y < 0)
point.Y = point.Y + _rows;
return point;
/// 擷取空網格集合
private List<CellPoint> GetEmptyCells()
List<CellPoint> emptyCells = new List<CellPoint>();
List<CellPoint> aroundHeadCells = new List<CellPoint>();
CellPoint headPoint = _bodies.First().Value;
for (int i = -5; i < 5; i++)
for (int j = -5; j < 5; j++)
CellPoint point = new CellPoint(headPoint.X + i, headPoint.Y + j);
point = CorrectCellPoint(point);
aroundHeadCells.Add(point);
// skin 的占位情況因為确定了就不變了,是以在 AddSkin() 處計算
// 為了以下 LINQ 的可用,需要重寫 CellPoint 的 public override bool Equals(object obj)
emptyCells = _emptyCells.Where(p => !_bodies.Select(x => x.Value).Contains(p)).ToList();
emptyCells = emptyCells.Where(p => !_beans.Select(x => x.Value).Contains(p)).ToList();
emptyCells = emptyCells.Where(p => !aroundHeadCells.Contains(p)).ToList();
return emptyCells;
#endregion
屬性#region 屬性
public Direction MoveDirection
set
Body head = _bodies.First().Key;
if (head.MoveDirection == Direction.Up && value == Direction.Down)
if (head.MoveDirection == Direction.Down && value == Direction.Up)
if (head.MoveDirection == Direction.Left && value == Direction.Right)
if (head.MoveDirection == Direction.Right && value == Direction.Left)
_moveDirection = value;
public bool Enabled
get { return _enabled; }
set { _enabled = value; }
public double Speed
get { return _speed; }
set { _speed = value; }
public int AteCapacity
get { return _ateCapacity; }
set { _ateCapacity = value; }
事件 GameOver 和 Ate#region 事件 GameOver 和 Ate
public event EventHandler GameOver;
public event EventHandler Ate;
}
}
OK
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本文轉自webabcd 51CTO部落格,原文連結:http://blog.51cto.com/webabcd/345619,如需轉載請自行聯系原作者